Well, I'm sorry if I'm not posting a true continuation of this thread, but I just wanted to throw in my two cents on some of the topics discussed thus far.
Going back to the importance of graphics vs. story question, yes, on the surface, I would agree that a good story is more important than having stunning graphics. But over the years, considering some of the best plug-ins that have been made, which ones stand out? Certainly, you have to admit, a lot of them have good graphics.
What I think is that, while good graphics aren't essential to having a good plug-in, they help in two ways. First, most successful plug-ins have had very small development teams, and often times, the ideal team size is one person. It seems to me that a majority of successful plug-in developers are good, or at least, have a decent amount of experience in 3D graphics. Now I don't want to make any blanket statements, but I have to say that these same people tend to have more of the patience and determination to see plug-in projects through. Of all large, good-looking plug-ins that we've seen, the ones that make it are the ones that are developed by these people. Look at EV Game Expander, Final Battle, Pale, to name a few on the EV side. Or look at Frozen Heart (okay, some of the ships themselves looked a little different, but the 256 color limit didn't help and, other graphics in the game were, I think, pretty darn good, don't just look at ships) or F-25.
Of course, that isn't to say there are exceptions. But it's far more difficult than it seems for any ordinary person to turn out a good plug-in. It takes a lot of time and effort, and I think most people give up only a small part of the way through a large project.
Now, for the second reason graphics carry immense importance; I don't think that plug-ins (and games in general, for that matter) should necessary be judged in terms of such factors as "Graphics" and "Sounds" and "Gameplay" and "Story" and "Buginess" etc. I prefer to think in terms of more abstract qualities like "Immersiveness" or "Character Embodiment" or "Gameplay Depth." What this means is that I try to characterize the entire experience of playing the game/plug-in. Anyone would laugh at me if I said that EV Game Expander had a good story, but the experience was pretty satisfying, and it was a rather immersive plug-in, perhaps due to its expansiveness and, well, pretty good graphics.
Now I know a lot of people would probably disagree. Some would probably cite EV Nova, and say that its plot ruined it. Maybe, but in that case maybe it's more because of our expectations; as a plug-in it may have done better. Others would cite the seemingly hundreds of 3D graphics gurus (often self-proclaimed as such) who never as much as touches ResEdit. Certainly, being good with graphics doesn't mean you're good at plug-in development, I'm just saying that good plug-in developers are often pretty good with graphics, and the fact that the graphics matter augments that quality.
Okay, now that I've ranted about that, to touch on UE R&D;'s little bit about ground stuff. I believe that may be the single thing that the EV engine needs most. Forget EV 3D, forget EV multiplayer. It's the ground element that would do most for the game. And currently, the only way to do much with it now is with long descs. I really find that a lot of plug-ins quite lacking in their treatment of what goes on down there. But anyone who's felt that landing pictures -- as simple as they are, being just nice pictures of computer-generated scenery -- are remarkably good at drawing you into the atmosphere of a particular spob, would probably agree that one of the things that makes EV so great is that it's not just a pure space-oriented game; you're not always just flying around. If there's one thing I was disappointed about that EVN didn't introduce, it would be the lack of ways to add to the "places" you could go on a planet -- instead of just the bar, commodity exchange, outfitter, shipyard, you could add your own buttons for "Northstar Bar and Grill" and "Polaris City Central Park" and "Rick's Starship Outfitters" and so on. The desc-oriented approach would still work, but going down to a resolution below that of just a particular planet or station would have been nice. I liked how the Frozen Heart introduced multiple ports per planet, but it would have been so much nicer to have that built-in.
Alright, I'm starting to rant about features I want to see. Enough of that.
So one last thing -- realism. I've always felt that a level of realism would really add to a plug-in experience, but as most everyone will probably say, it's just a game. And it's true, you can write pages about how EV and all the plug-ins have all these realism issues, but it doesn't matter. On the other hand, I do believe that some degree of realism is warranted in the story. The Frozen Heart gets great mileage on its virtues here, and its depth with all the governments, the way languages work, and so on, not even to speak of how much the characters are developed (few plug-ins come close). And of course, that plug-in with the realistically scaled EV ships is something that I think would provide a rather fun experience too.
Okay. Enough ranting. Back to real life.
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Mike Lee (Firebird)
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