Research into the Space Trade Simulator genre, and Elite.
Elite (1984)
The IP I
will be using for my game is Elite. It is regarded as one of the greatest games
of all time, and is the father of the modern Space Trade Simulator genre;
despite not being the first game of its type (Star Traveller came before it).
The game itself is considered the greatest example of its game type, and is the
game that almost every other space exploration game is measured against.
The
original game, Elite, had the player start off in a Cobra MK III, with 100
credits and one main goal; Make money. They could do this in a number of ways,
be it trade, pirating, bounty hunting or mining. The overall idea was to allow
the player to essentially make their own way, with only one simple goal to keep
them occupied. Because of the way that the game worked, the player could jump
between the different methods of monetary gain, simply because of the fact that
ship type is the only main difference (and weaponry)
The original
game also had a couple of other key aspects, and despite these originally only
being there due to technological constraints by the systems they were running
on, has actually helped to enhance the gaming experience. The main aspect is
that systems had only one star, which was orbited by a single planet, and that
in turn was orbited by a single space station. Similarly, its wireframe nature
became one of the defining things about the game. And one of the better parts
of the game play and the universe was the fact that there was such a rich and
deep galaxy that the player could explore; there would be alliances between
planets, a stock market that could be affected or even cornered, police ships
that monitor your every move and make sure you are kept in line (or try to),
and dynamic instances of pirates, traders and other free-flowing things.
Braben
and Bell, the creators of the game cite numerous science fiction sources as
their inspiration, like Star Wars, the Hitchhikers Guide to the Galaxy, and the
original BattleStar Galactica. Despite its numerous similarities to the
tabletop Traveller, it was said by Braben that the original game wasn’t based
on it.
Important
things to remember if I am to create a sequel to this iconic game is the
freeform aspect; limiting the player is something which needs to be avoided.
Similarly, having a rich galaxy for the player to explore is one of the very
key aspects of Elite, making sure that there is a diverse story lying beneath
the surface.
The game
is one that consumers would be wanting, for a couple of reasons. Recently, on
Kickstarter, one of the original creators of the game, David Braben has put up
the project of “Elite; Dangerous” this sequel, which is set to be made by him
and his new team at Frontier development, reached its funding goal of £1,250,000,
and surpassed it even by £250,000. The fact that there was so much interest and
that it was funded shows that there is still a dedicated crowd among the fans
of Space Sims.
Galaxy on Fire 2 (2012)
I also
researched Galaxy on Fire 2, because it is a Space Sim which was created for
tablet and phone use. Available on Android and iOS devices, it is a lighter
version of the classic Space Trade Simulator genre, in that it is optimized
more for portable devices. Being a successful release on the Android app store
(4/5 of 4000 votes) it is a good example of the genre on phones and tablets.
The game
uses an onscreen GUI, which controls the direction and angle that the ship
flies at. This is different from other games of this type, most of which opt
for a mouse follow system and controls to modify pitch/yaw. GoF2 opted for this
system because it allowed a great deal of control over the ship, in a
relatively small space (corners of the screen). This is, as I said, different
from other Space Sim games, but being the only real Space Sim on android, it
shows how good that specific approach is.
The game
is more story driven than Elite, with various missions ushering the player in a
certain direction. This is most likely due to the limitations technologically
of phone platforms, meaning that larger, more in depth worlds and open ended
exploration where too intensive for the system.
So to
take from this game, I need to remember to make the control system intuitive or
interesting, hopefully not in a way that is awkward to use or hinders game
play. Similarly, I will want to take into account the limitations of the
platform that the game is being developed for, because it uses a different
processing architecture and doesn’t allow for as much to go on. This means that
most likely I won’t be able to have a sprawling, open world for the player to
explore, and that at best if I want to do that it will all have to be instance
based (where it loads it star system by star system). Trade is in this game,
but it isn’t the main focus; it is there because it is a key part of the genre,
but the game is developed more for a combat/dogfight style of game play. I feel
that a more trade centred game, more like Elite, would be something that the
market would enjoy. I am not, however, suggesting taking out all of the combat
elements. I simply mean to focus more on the trade element.
Target Audience
For this
kind of game, audiences will tend to be older, more “nerdy” males. This is
partly down to the huge number of Space Sim games that were released in the
70’s and 80’s, but also because there has been a decline in the number of Space
Sim games since the 90’s, due to their open-endedness, complex controls and
immense detail. Younger generations therefore will be less likely to be
interested in a game like this, simply because they didn’t grow up with it to
the same extent. I therefore suggest that the Target demographic is Males aged
between 25 and 50. I also have questionnaire data to support this. I created
the questionnaire, which I sent around to many of my friends, but also asked
their parents to answer it, and many of my working colleges were asked as well,
contained only a few simple questions. It asked; do you like space simulator
games, your age, sex, what platform they would be most likely to play on
(Android, iOS or PC, and if they would prefer it on phone or tablet) as well as
what specific aspects you enjoyed about space sims, from a list (or, if their
answer was no, they didn’t like space sims, what things they didn’t like about them). I collected
about 40 different questionnaires, which a range of ages, from 18 upwards.
Although a lot of the responses where that they did enjoy space simulator
games, the amount of 35-45 year old men who answered yes to that question was
quite high. This is important in seeing what platform they would be most likely
to play it on as well. Next we need to see what the most common phone owned by
people in that age range is, so that the platform can be properly targeted. One
study showed that for Males aged between 18-54, it was more often cited that
they owned android phones as opposed to iPhones. This suggests that an Android
system would be better to develop for, when considering the target audience
purely.
The
target audience gave me a number of aspects that they particularly enjoyed
about this particular genre, those being the combat, as it is exciting and fast
paced, the trade as it fills a niche that other games don’t fill, as well as
the exploration aspect, that a lot of games of this genre do quite well. Using
these as the core 3 aspects I will work on when attempting to implement into my
game should hopefully mean I please the largest amount of my target audience,
and the data suggests that if I were to make the game for a phone system (which
a lot of respondents said they would enjoy) that the Android system would be
better received due to the skew in ownership.
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