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Interview With Todd Pappy (Design Director)

rpmcmurphyrpmcmurphy Member EpicPosts: 3,502
edited August 2016 in Star Citizen
Quite an interesting interview with the game's design director


NB. Quite interesting to hear him stating that they haven't decided what key gameplay systems will be in place when travelling in your ship.
I honestly would have thought that as travel will be a major part of the game it would get finalised rather quickly, not trying to make their mind up 4 years later :)
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Comments

  • GdemamiGdemami Member EpicPosts: 12,342
    Scary....
  • SpottyGekkoSpottyGekko Member EpicPosts: 6,916
    ...
    I honestly would have thought that as travel will be a major part of the game it would get finalised rather quickly, not trying to make their mind up 4 years later :)
    Just because they've been working on it for 4 years doesn't mean that it's not still 2 years from launch ! :D

    These kinds of details get finalized closer to launch. Obviously we're not "close to launch" yet, lol
  • GdemamiGdemami Member EpicPosts: 12,342
    edited August 2016
    SpottyGekko said:
    These kinds of details get finalized closer to launch.
    Do you realize those aren't just "details"?

    Those are very fundamental elements of the game, not just from design but technical point of view as well.
  • KeanNKeanN Member UncommonPosts: 19
    Lol, did any of you even see the video ? , or did you just see a SC thread and thought, YES lets go bash that shiiet :D
  • ErillionErillion Member EpicPosts: 10,329

    NB. Quite interesting to hear him stating that they haven't decided what key gameplay systems will be in place when travelling in your ship.
    I honestly would have thought that as travel will be a major part of the game it would get finalised rather quickly, not trying to make their mind up 4 years later :)
    He is saying that they are working on it. NOT that they have not even thought about it in the last 4 years. BIG  difference. It is not set in stone yet, as this is an issue for the Persistent Universe (which is scheduled for later, so its not a pressing issue as it is not needed for SQ42). He is talking about keeping the player busy (e.g. doing stuff on the MobiGlas) when they are travelling up to 21min in Quantum Travel (maximum travel distance in Stanton from one end to the other ... that is not a typical travel time, but the maximum travel time in Stanton).

    He is talking at least half of the interview about modular design of places (especially stations) so that they can use a basic set of tools to generate hundreds of places that look different (varying modular rooms, with varying tiles (e.g. GrimHex being Low-tech Alpha/Beta/Gamma) etc.) 


    Have fun
  • OriphusOriphus Member UncommonPosts: 467
    KeanN said:
    Lol, did any of you even see the video ? , or did you just see a SC thread and thought, YES lets go bash that shiiet :D
    yeah we watched it and we heard that CIG hasn't figured out how ships can travel yet after 4 years! Perhaps if they tried putting code into the computers instead of making pretty concept pictures to sell, I even heard the head honcho folded up a picture of a hornet into a paper airplane and demanded Russel Crowe throw it across the room and record it as proof of concept :open_mouth:
    :)
    "Trump is a blunt force, all-American, laser-guided middle finger to everything and everyone in Washington, D.C." - Wayne Allyn Root 
  • rpmcmurphyrpmcmurphy Member EpicPosts: 3,502
    Erillion said:
    He is saying that they are working on it. NOT that they have not even thought about it in the last 4 years. BIG  difference. It is not set in stone yet, as this is an issue for the Persistent Universe (which is scheduled for later, so its not a pressing issue as it is not needed for SQ42). He is talking about keeping the player busy (e.g. doing stuff on the MobiGlas) when they are travelling up to 21min in Quantum Travel (maximum travel distance in Stanton from one end to the other ... that is not a typical travel time, but the maximum travel time in Stanton).

    Jesus man. You and your lack of understanding.

    I said that I was surprised they had not decided yet and that I thought it would have been finalised by this stage.
    Those comments are a million miles away from saying they have not even thought about it.

  • OriphusOriphus Member UncommonPosts: 467
    Why would this be surprising? I don't think there is much set in stone during development stages.
    :)
    "Trump is a blunt force, all-American, laser-guided middle finger to everything and everyone in Washington, D.C." - Wayne Allyn Root 
  • rpmcmurphyrpmcmurphy Member EpicPosts: 3,502
    I don't know, why do you think it might be surprising?

    Let's see, the game is about space, in space we have to travel, the time spent travelling in space will be quite large, what will we do in that time? how will we remain entertained? what will other people do in that time? etc etc.
    Space travelling is integral to the game, it is one of the primary mechanics and you would think they'd nail down primary mechanics before spending time on secondary mechanics like mo-capped missions.
  • GdemamiGdemami Member EpicPosts: 12,342
    Oriphus said:
    Why would this be surprising? I don't think there is much set in stone during development stages.
    There is, because you need to build your technology to fit your design requirements.

    You start with designing core mechanics, then you work on the technology to support your design and then you add content.

    Better your design manual is, the better.
  • KeanNKeanN Member UncommonPosts: 19
    Oriphus said:
    KeanN said:
    Lol, did any of you even see the video ? , or did you just see a SC thread and thought, YES lets go bash that shiiet :D
    yeah we watched it and we heard that CIG hasn't figured out how ships can travel yet after 4 years! Perhaps if they tried putting code into the computers instead of making pretty concept pictures to sell, I even heard the head honcho folded up a picture of a hornet into a paper airplane and demanded Russel Crowe throw it across the room and record it as proof of concept :open_mouth:
    There is no doubt in my mind that you believe the Russel Crowe tingy,

    However, what i got from the interview was that instead of doing the standard instant travel / animation (Done to death by other companies), they want to make it so you get a different experience every time you travel, which sounds awesome to me.

    What you apparently got, was that they have absolutely NOTHING.

    But then again, i guess ppl see what they want to see.

    Also i see so many whine about SC wasting development resources on new ships, still anyone with enough iq to open a door should know they earn more money from ship sales then it actually cost to develop it. meaning we get another ship added to the game for free + additional resources for other features.

    Even tough it will give us more content eventually, i personally do not agree with their ship selling strategy, it is WAY to expensive and i find the p2w aspect of it mind numbing.



  • OriphusOriphus Member UncommonPosts: 467
    edited August 2016
    I think there are plenty of variables that prevent anything being set in stone here right down to the time it takes to travel, the scale of the universe and the technical obstacles or even the practicalities. Time spent travelling is not something necessarily set in stone. Now they seem to have a clearer picture and are looking at the realities of implementing the ideas they will have had in the past or future. What you seem to call a prime mechanic I only view as secondary minigame stuff, this isn't core, this is fluff.
    :)
    "Trump is a blunt force, all-American, laser-guided middle finger to everything and everyone in Washington, D.C." - Wayne Allyn Root 
  • ErillionErillion Member EpicPosts: 10,329
    Oriphus said:
    I think there are plenty of variables that prevent anything being set in stone here right down to the time it takes to travel, the scale of the universe and the technical obstacles or even the practicalities. Time spent travelling is not something necessarily set in stone. Now they seem to have a clearer picture and are looking at the realities of implementing the ideas they will have had in the past or future. What you seem to call a prime mechanic I only view as secondary minigame stuff, this isn't core, this is fluff.
    Yep.

    In E:D there is not even that fluff. When you travel within the system and you are not exploring then there is essentially NOTHING to do for many minutes.

    Some people even LIKE being interdicted by a pirate ;-) as it adds some excitement to long travel times.


    Have fun
  • marcjt20marcjt20 Member UncommonPosts: 115
    KeanN said:
    Oriphus said:
    KeanN said:
    Lol, did any of you even see the video ? , or did you just see a SC thread and thought, YES lets go bash that shiiet :D
    yeah we watched it and we heard that CIG hasn't figured out how ships can travel yet after 4 years! Perhaps if they tried putting code into the computers instead of making pretty concept pictures to sell, I even heard the head honcho folded up a picture of a hornet into a paper airplane and demanded Russel Crowe throw it across the room and record it as proof of concept :open_mouth:
    There is no doubt in my mind that you believe the Russel Crowe tingy,

    However, what i got from the interview was that instead of doing the standard instant travel / animation (Done to death by other companies), they want to make it so you get a different experience every time you travel, which sounds awesome to me.

    What you apparently got, was that they have absolutely NOTHING.

    But then again, i guess ppl see what they want to see.

    Also i see so many whine about SC wasting development resources on new ships, still anyone with enough iq to open a door should know they earn more money from ship sales then it actually cost to develop it. meaning we get another ship added to the game for free + additional resources for other features.

    Even tough it will give us more content eventually, i personally do not agree with their ship selling strategy, it is WAY to expensive and i find the p2w aspect of it mind numbing.



    Also From a business standpoint. 

    Lets say, he has 100 devs. 50 working on the PU, 25 on Ship/item design and 25 on World Generation etc. 

    Now, lets say they hit a hard number on how many ships are accessible at launch. Lets make the number for argument sake 50. Well two years from launch they create, test and flesh out all 50. You cant just take those design devs, and say ok go work on the PU, you can't throw people at something and expect that 2 year span to drop, so what do you do? well

    1. you lay 25 devs off. This is bad, it makes the company in the minds of investors and Us the gamers jump up and go "Oh shit! they are doing layoffs this game is out of money" or some other nonesense.

    2. you have them start working on more ships, items etc. The upside is you keep your people employed where they are strong, Last thing you need are design devs writing code o.O, and they continue to add to your already expansive game. The downside and this is only for SC as they sell the ships for RL Money atm. You make everyone suspect they are only after the quick buck. 

    The truth of the Matter is, it is far easier to design and implement shiny ships,items, etc. then hard code like landing on planets, NPC's conversations and the AI they are trying to implement. all of which have never really been done. The talk of NPC's running systems on your Co-Op ship with you, the tracking of their skills as they traverse the Universe. Their DEATH! I mean its really countless the amount of hours I am sure the Devs as a whole are doing to make this game take, not steps but LEAPS into the future of gaming. 


    As for what to do while in Quantum, shit..go drop a load of laundry, make a sandwich. To me this would be my Ok I have a 2100 meeting at xxxx system before the 2130 assualt on xxx planet. I am going to make the jump now that will take 20 mins and get some shit done real fast. Why does it always have to be an Ingame time sink during travel? 
  • OriphusOriphus Member UncommonPosts: 467
    Gdemami said:
    Oriphus said:
    Why would this be surprising? I don't think there is much set in stone during development stages.
    There is, because you need to build your technology to fit your design requirements.

    You start with designing core mechanics, then you work on the technology to support your design and then you add content.

    Better your design manual is, the better.
    but i don't see what is core about this at all.....
    :)
    "Trump is a blunt force, all-American, laser-guided middle finger to everything and everyone in Washington, D.C." - Wayne Allyn Root 
  • rodarinrodarin Member EpicPosts: 2,611
    So it went form a huge universe, to all instances, to a not so huge universe, back to instance, now its another huge universe where its going to take 21 minutes of real time to go between a small portion of it?

    Thats why its hard to say anything about this project because there are so many comments and reports and changes and innuendo you never know what the current plan is.
  • ErillionErillion Member EpicPosts: 10,329
    rodarin said:
    So it went form a huge universe, to all instances, to a not so huge universe, back to instance, now its another huge universe where its going to take 21 minutes of real time to go between a small portion of it?

    Thats why its hard to say anything about this project because there are so many comments and reports and changes and innuendo you never know what the current plan is.
    Its a huge universe WITH instances .. and the only place these things have changed since 2012 is in your mind.

    You may be confused by comments and reports. Others .... are not.

    YOU never know what the current plan is. Others ... do.


    Have fun
  • marcjt20marcjt20 Member UncommonPosts: 115
    rodarin said:
    So it went form a huge universe, to all instances, to a not so huge universe, back to instance, now its another huge universe where its going to take 21 minutes of real time to go between a small portion of it?

    Thats why its hard to say anything about this project because there are so many comments and reports and changes and innuendo you never know what the current plan is.
    http://starcitizen.wikia.com/wiki/Instancing
  • SpottyGekkoSpottyGekko Member EpicPosts: 6,916
    Gdemami said:
    Oriphus said:
    Why would this be surprising? I don't think there is much set in stone during development stages.
    There is, because you need to build your technology to fit your design requirements.

    You start with designing core mechanics, then you work on the technology to support your design and then you add content.

    Better your design manual is, the better.
    Yup, "you need to build your technology to fit your design requirements".

    Then, when you find that the tech can't deliver your intended design, you change the design reqs.

    Then, 2 years later, all the tweaks you've made to the engine actually make half of your earlier "impossible" requirement possible. So you change the design requirements back...

    The SC development process has undoubtedly been "fluid", with some stuff being scrapped and some added as they went along. That Frankfurt studio full of CryTech people is there for a reason.

    I'm quite sure that SC's development has not been a model of efficiency and discipline. But that's just the way it is. No amount of forum whining is going to change that.
  • MaxBaconMaxBacon Member LegendaryPosts: 7,846
    edited August 2016
    Yeah the overall design of SC is as it was before. This is just nick-picking drama, common now! The overall design and the idea of how they wanted SC to be on this aspect was there, now that they the solar system is getting fleshed out it's time to worry about the design details that impact the gameplay.

    There's a lot of R&D on Game Development as things go on, so one can't design and plan all the details before the core and tech comes online, otherwise if after R&D something doesn't fit your design.... it will go down the toilet.

    Or should they do final design before the R&D is even finished? Doing final design on a feature before you you know you will be able to do it as you designed doesn't feel like a smart decision.

    Example on SC:
    - The Cargo feature had its concept design years ago. Years after (months ago) the Cargo feature starts being worked on for implementation, and they go once again through design before working on implementing it.

  • GdemamiGdemami Member EpicPosts: 12,342
    Oriphus said:
    but i don't see what is core about this at all.....
    Yes, that is indeed the problem here...They just build tech and now they have no idea what to do with it.
  • ErillionErillion Member EpicPosts: 10,329
    Gdemami said:
    Oriphus said:
    but i don't see what is core about this at all.....
    Yes, that is indeed the problem here...They just build tech and now they have no idea what to do with it.
    Another one that has not watched the video.


    Have fun
  • GdemamiGdemami Member EpicPosts: 12,342
    SpottyGekko said:
    Then, when you find that the tech can't deliver your intended design, you change the design reqs.

    Then, 2 years later, all the tweaks you've made to the engine actually make half of your earlier "impossible" requirement possible. So you change the design requirements back...
    You change your design, make the best out of the technology you can, then you work on the technology anyway so you can change the design back to scrap the previous work and start all over again?

    This cannot be more far from "fluid" development, I even have hard time grasping any sense out of it.
  • ErillionErillion Member EpicPosts: 10,329
    edited August 2016
    Gdemami said:
    SpottyGekko said:
    Then, when you find that the tech can't deliver your intended design, you change the design reqs.

    Then, 2 years later, all the tweaks you've made to the engine actually make half of your earlier "impossible" requirement possible. So you change the design requirements back...
    You change your design, make the best out of the technology you can, then you work on the technology anyway so you can change the design back to scrap the previous work and start all over again?

    This cannot be more far from "fluid" development, I even have hard time grasping any sense out of it.
    Some teams have changed the entire GRAFIC ENGINE three times during the development of certain games. Smaller changes as described in this thread are not unusual in the gaming industry.
    One just does not see them usually in a closed development environment -" we announce new games a few months before release only".


    Have fun
  • GdemamiGdemami Member EpicPosts: 12,342
    Erillion said:
    Another one that has not watched the video.
    On the contrary.

    "We need to figure out...", that is all you can hear. They essentially got an engine somewhat to work but they have no idea what to do with it in the first place.

    It is all backwards of software development.
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