Schmendrick wrote:I haven't yet talked with adept about it, but I think you may have a very good point. IS(2) will be released into a world with a fair amount of similar gameplay out there; IS(1)'s main strengths were in its "hard" science fiction feel and its emotional atmosphere. Classic science fiction (Asimov, Bradbury, Clarke...) has always dealt with the psychological possibilities of technology, and working with -- or around -- a mentally stressed crew focused on survival is a great way to enrich it.
Now, sophisticated chatbots are difficult, and earlier in discussion we've been relegating to the "later on, if we have the time" pile. I'm starting to think they might be worth prioritizing a bit higher -- if we do a good enough job, they may be the most notable characteristic of Ironseed and even make it popular outside its niche.
That said, the game won't be a Sims In Space... but if (and I know it's a big "if") we can create engaging dynamic dialogue, combined with the different-each-time technology tree, we'll have a pretty spectacular game with boundless replay value.
Let's drum up some excitement.
...sounds promising!
On the crew chatting, I would enjoy dynamic and adaptive communication with the crew.
In IS(1) (to use your notation
Yes, hard-SF might be another well characterising term for overal IS(1)... the technical aspects and complex modellation of the ship (really a crew!,2 kinds of power, inertia, limited fuel and storage) and universe (real 3D!, real time passing by... with al the painful effects, resistance of space! (no cheating by 'instant space-jump'), all ressources are limited (information, energy, time, ressources,crew) and decaying...)) ...was a important fascinating point for me on IS(1).
... some kind of multidimensional (economy-simu, tactial war game, adventure, RPG, 4X ...) star ship simulation in a mysterious dark universe.
