A Brief History of The Darkening (March 11, 2025)

Bandit LOAF

Long Live the Confederation!
One of the most rousing debates in the history of the Wing Commander fandom is over Privateer 2: The Darkening's name. Many remember that the game was announced as 'The Darkening' and only became a Privateer game close to its release. We aren't here to relitigate the debate over whether that was right or wrong; instead, we're going to try to answer a specific question: when were the multiple decisions to change the name made? To do that, we've put together a brief timeline of Privateer 2's development that we believe tells the story.





Privateer II: Dark Side - Mid-1994 to February 1995

Producer Erin Roberts pitched what would become Privateer 2: The Darkening to Origin in mid-1994. Erin had joined Origin several years earlier, coming from his home in England to Austin to assist his brother finish development of the original Wing Commander. He would go on to join the famed Strike Commander team as Associate Producer. He quickly gained a reputation for being effective in the role, someone with the rare capacity to balance managing a team and moderating the demands of the studio and corporation. He would go on to again serve as Associate Producer on the original Privateer and then as Producer on the Privateer CD-ROM release. During this final project, he famously got so fed up with Electronic Arts cancelling and then restarting development that he stopped checking his company email and had the team finish the game in peace. It would go on to sell well and to form the basis of several major OEM deals; it still generates profit today in digital release! Instead of again joining his brother on Wing Commander III, Erin wanted to return home to England. Electronic Arts had a growing presence in Manchester and he reasoned that with his experience and connections he could build a team that would produce Origin-quality games in Europe instead of Texas. He pitched this idea alongside a new game the team would build, a sequel to Privateer.





At the time, Origin had something of a hub-and-spoke system for financing game development. They would invest significant amounts of money in high risk projects from proven creators and then amortise those high budgets with spinoff games that would reuse technology and other assets. Wing Commander begat Wing Commander II, Ultima VI begat Worlds of Ultima, Strike Commander begat Wings of Glory and Pacific and so on. Erin's pitch was for a second Privateer game that would take advantage of the updated RealSpace engine being created for Wing Commander III. His project would take the bones of Wing Commander III and then, just as the original Privateer built itself on top of Wing Commander I's 3space engine, build a new Privateer where you could trade, dogfight and travel anywhere in an area of the Wing Commander universe. Additionally, the game would use a to-be-determined amount of current buzzword Full Motion Video that could be shot on a much tighter budget in the United Kingdom.

Origin, familiar with Erin's work well beyond his family connection, approved the project and the earliest development of Privateer II began in Manchester in the second half of 1994. Erin quickly assembled a world class team and production of the game began in earnest. The first task was to produce a proof-of-concept prototype which would prove to the powers that be that the new team was capable of adapting and improving on the Wing Commander III engine. This work would be the first step to securing funding for the intended FMV shoot. One offshoot of this work was that the team created a model of the original Privateer's Talon for the demo; it would be added back to the game for a special mission once it was again made part of the Wing Commander universe! As expected, the team proved themselves and Electronic Arts opted to budget three million dollars for the film shoot. It is not known precisely when the title was decided but by January 1995 the project was known as Privateer II: Dark Side.

The game was announced (but not shown) at Winter CES in January 1995. Electronic Arts happily boasted of the promising project just starting to take shape, promising members of the press that they would see the game and its intended-to-be-spectacular film portion later in the year.

  • June 12, 1994 - Wing Commander Privateer CD-ROM released.
  • Late 1994 - Production of Privateer II: Dark Side begins.
  • January 6, 1995 - Privateer II: Dark Side is announced at Winter CES.





Reporting on the initial announcement of Privateer II was light but word that the game was being discussed filtered to the early internet from the Wing Commander-loving German press.





The Darkening - February 1995 to May 1996

Erin Roberts would spend the next eight months pulling double duty producing both the game in Manchester and putting together the star-studded film shoot at Pinewood Studios. FMV was new and at this time nothing on the scale of Privateer II had been attempted. Roberts was responsible for putting together the director, actors, below the line talent, the studio and more. He also worked directly with (and hired) screenwriter Diane Duane to build the story and the world (a duty shared with the team in Manchester that wrote the game's incredible breadth of text material while the live action material was being shot). It was during this time that the decision was made to step away from the Wing Commander universe: the technology and the idea was so promising that it seemed like it could stand on its own. The name was changed to simply "Darkside" (Draft 5) by April and by the time the shoot began in May (Draft 7) it was known as "The Darkening". The game was still a Wing Commander III technology spinoff but it was no longer expected to take place in the same world.





Cover pages for Draft 5 and Draft 7 of the script.

Another major reason for the change to "The Darkening" was that Chris Roberts, then deep in development of Wing Commander IV, was interested in doing a Privateer sequel himself. This wasn't a case of his stealing the project from his brother; rather, Electronic Arts was looking at Wing Commander IV and interested in pushing a larger, connected multimedia IP going forward. This would lead to things like the animated series and the card game but it was envisioned at first in much grander terms. Chris began development of a fascinating idea to make two Privateer sequels (Privateer 2 and 3) with a TV show that would take place between them. Players would follow one character on TV over the course of the season as they played the first game; then the second game would conclude the overarching story with both characters teaming up. It was a fascinating idea and it got so far as to be passed to a studio in Los Angeles for further development… but in the end it was more transmedia than was possible at the time. Still, Chris continued to plan to follow Wing Commander IV with a second Privateer game and eventually went into preproduction with a story by famed fantasy author Tracy Hickman.





Privateer TV series bible with rough plans for the two Chris Roberts-produced games. Unfortunately nothing from Tracy Hickman's Privateer 2 pitch has surfaced.

Meanwhile, Electronic Arts conducted the first press junket for The Darkening in July. They allowed reporters to visit the sets at Pinewood Studios during the shoot and then to meet the team in Manchester to see how the game portion was being completed. This resulted in a swath of long form articles praising the imaginative production from July to November, mostly in the European press. These were mostly missed by Wing Commander fans at the time because, of course, they didn't mention Privateer. The game was fully "The Darkening" at this point and so a lot of this was completely ignored. Origin issued a November 1995 press release to support this media push listing the intended release date as simply 1996.





Origin's first formal press release regarding The Darkening. Previous press was managed by Electronic Arts in Europe.

Then, a major change that would delay the game into the second half of 1996: around Christmas the team decided to drop the Wing Commander III engine. They believed it had been pushed to its limits by Wing Commander IV and was not conducive to the game world they wanted to build. Instead, they licensed BRender and converted existing work to the new engine. Two months later, Wing Commander fans would be forced to notice The Darkening when an advertisement for the game was included with the Wing Commander IV play guide…. Promising a now scrapped spring release date. Manchester's marketing artists began the initial development for its visual presence, complete with mockup advertisements and box covers for "The Darkening".





US and European versions of the Wing Commander IV The Darkening advertisement.

  • February 1995 - Preproduction for the film shoot begins.
  • April 7, 1995 - Draft 5 of the script is completed; it is called "Darkside".
  • May, 1995 - The film shoot begins. Draft 7 of the script is titled "The Darkening".
  • July, 1995 - First major press junket (at Pinewood).
  • November 1, 1995 - Origin issues press release about the film shoot
  • December 1995 - Wing Commander III engine dropped
  • February 12 1996 - Wing Commander IV released






A bounty of "The Darkening" preview articles resulting from the July 1995 press junket.





Early box explorations for 'The Darkening'.





Privateer: The Darkening - May to July 1996

And then, some big changes. Chris Roberts left Origin in May 1996 which effectively ended work on his version of Privateer 2 (the Tracy Hickman storied game). The Darkening's next big press exposure was at E3 1996 where it made a big change as well: it was announced as Privateer: The Darkening. Privateer: The Darkening. Marketing artwork, starting to resemble the final version, was created bearing this name and Origin put out this press release. This came as a massive shock to the Wing Commander community which at this point was familiar with the project from the WC4 announcement but which wasn't particularly engaged with it beyond an interest to see what a beloved developer had put together. Frankly, there were a lot of upcoming space sims in 1996! But now this one was a Wing Commander game and the Usenet and #wing-commander went wild!

NEWS RELEASE - Contact Media Relations Department

For immediate release
Contact: David Swofford or Teresa Potts
Origin Media Relations

Privateer: The Darkening Debuts at E3

Los Angeles, Calf., May 16, 1996 - ORIGIN Systems® takes the Privateer® gaming experience to a new frontier with its first European interactive movie.

Privateer: The Darkening creates a new dimension in the Privateer universe by offering SVGA graphics and sophisticated gameplay including several hours of live action video. The Darkening is expected to ship during the holiday season on CD-ROM.

Privateer: The Darkening adopts and enhances the superlative gameplay of the original Privateer, ORIGIN's award-winning space exploration/action game which shipped in 1993. Choose for yourself whether you're in the mood to trade goods, be a scout, bounty hunter, escort, courier or reconnaissance agent. Up to 18 different ships and a wide variety of technology upgrades let you decide which ship can carry the advantages and weapons you'll need in your new career. Hire wingmen and cargo ships to help you blaze a trail across the galaxy as you take on hundreds of missions. As in all ORIGIN Interactive Movies you take control of the lead character, in this case Lev Arris (Clive Owen), and guide him through a multitude of adventures and missions. Its Origins most action-packed interactive movie to date!

Privateer: The Darkening features a top-of-the-line cast starring noted European actors John Hurt, David Warner, Jurgen Prochnow and Clive Owen, as well as American actor Christopher Walken. Filming for The Darkening took place over a six-week period last summer at the famed Pinewood Studios outside of London.

The Storyline

Lev Arris awakens from cryogenic storage, a coldsleep that might have lasted for as long as ten years. He was allegedly suffering from a disease for which (10 years ago) there was no cure. His pod has been pulled from the wreckage of a star-freighter called Canera, which was mysteriously attacked by ships of an unknown origin. He has lost his memory and is now faced with rediscovering his identity by interacting with dangerously devious and sinister characters, some of whom are out to kill him. Arris must endure a roller-coaster journey of bribery, corruption, deception and violence. However, the decisions you make will decide his plight.

ORIGIN Systems develops and publishes state-of-the-art entertainment software. To date, the company has released more than 50 titles, including the award-winning Ultima, Wing COmander, and Crusader series of games. ORIGIN is based in Austin, Texas, and is a wholly owned subsidiary of Electronic Arts (NASDAQ: ERTS).

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ORIGIN, ORIGIN Systems, We Create Worlds, Privateer, and Ultima are registered trademarks and The Darkening, and ORIGIN Interactive Movie are trademarks of ORIGIN Systems, Incl. Electronic Arts is a registered trademark of Electronic Arts Inc. All other trademarks are property of their respective owners.



The traditional story is that the change was gradual: first they decided on Privateer: The Darkening and then, with the cancellation of Chris Roberts' Privateer 2 as he left Origin they decided it would be preferable to add the number to this one. It turns out that's not totally true: we've found a copy of the E3 press release that calls the game Privateer 2: The Darkening rather than Privateer: The Darkening. This was obviously a debate that was going on internally at Origin at the time. The release date in this press release was also changed between drafts from October to "the holiday season" before publication.





Draft press release renaming the game Privateer 2: The Darkening for E3 1996. The final version removed the '2'... for now!

Well he helped produce Privateer and so The Darkening is very much like Privateer. I think we may even call it Privateer 2. And, you know, it's going to be very much in the Privateer game format. But a lot better designed and thought out and care taken on the gameplay itself. The characters and story haven't got anything to do with Privateer, though. But it looks really, really cool. So, I think it's going to be out this Christmas. I think it's going to do really well.

What we learn here is that the debate over what to name the game was going on for some time before fans had any idea. Most interesting is this clip from a Chris Roberts interview in the June 1996 issue of PC Action. This was most likely shot at ECTS in April before he left Origin and it suggests pretty strongly that he was pushing for the game to be renamed Privateer 2 at that time. Which makes quite a bit of sense: Chris would've wanted to support his brother's project and he was the decider for everything creative and technical about the Wing Commander IP at the time. It wasn't purely a faceless Electronic Arts executive insisting on the change… it was the executives running Origin like Chris Roberts, people whose direction we have always implicitly trusted. (It's also believed that Chris did an uncredited edit on the Privateer 2 intro sequence around this time, again simply to assist his brother's project.)


  • April 14 1996 - ECTS; Chris Roberts speaks publicly about possibly renaming the game Privateer 2.
  • May 1996 - Chris Roberts leaves Origin to found Digital Anvil.
  • May 16 1996 - E3; Origin announces the game as Privateer: The Darkening





E3 box mockup for 'Privateer: The Darkening' dated May 13, 1996.









A collection of "Privateer: The Darkening" preview articles mostly resulting from the 1996 E3 showing.


Privateer 2: The Darkening - July to December 1996

Less than three months later, the powers that be at Origin changed their mind again. An updated version of the E3 press release was posted to Origin's home page retitling the game Privateer 2: The Darkening. Six weeks later, it was shown at ECTS under that name. And in December the game shipped first in Europe and then the United States.

  • July 31, 1996 - The game is officially renamed Privateer 2: The Darkening
  • September 8, 1996 - ECTS; the game is shown as Privateer 2: The Darkening
  • December 13, 1996 - The game ships in Europe.
  • December 28, 1996 - The game ships in the United States.





Early European box mockup for 'Privateer 2: The Darkening'.





Final press release for Europe using the release title.





A small fleet of "Privateer 2: The Darkening" preview articles mostly resulting from the 1996 ECTS presentation.

What does this all tell us? The simple story that the game was 'The Darkening' and then it became 'Privateer 2' right as it was released is true only in the broadest sense. In the end, the game was in development from idea to release for about thirty months and for fifteen of those it had Privateer in the name. That said, the change happened when only a small amount of the setting had been established and so much of the game was indeed created without thought for it being part of the Wing Commander universe.

THAT said, there's no moral to the story, you should decide for yourself how you feel about Privateer 2 and the decision to change its name yourself, understanding that the latter was made without the input of the team that bled to make the game happen. My opinion will always be that Privateer 2 is an incredible game and a worthy addition that expands the Wing Commander universe in some very necessary (if unexpected) directions. At the same time, there's no question in my mind that the internal issues that caused the rift between the Manchester and Austin teams were completely valid… but again, their cause wasn't the team that worked so hard to build the game in the first place.

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Original update published on March 11, 2025
 
Hmm.

Ok. Last time I tried talking about Privateer 2, I actually decided to "disappear" myself for a few months from the CZ, because I looked at my own posts, and the reaction to those posts, and decided that hey, actually, I was getting really combative in an ugly, 1990s internet debate kind of way. So, I figured I could use a break, and ever since coming back, I've been careful to avoid talking about P2, lest my really, really, really strong dislike of the game makes me turn into angry-old-internet-man again. Well, and to be fair, I've mostly been lurking anyway, since there's just so little time for Wing Commander in my life these days.

Buuut...

This history does intrigue me enough that I want to chime in - not to hate on Privateer 2, but to comment on the aspects of its development history that jump out at me. Though, admittedly, they jump out at me in the "hey, this is probably why the game was so bad" kind of way, but - I'll try not to get combative about that ;) .

Anyway, so there are two things of note here. Firstly, with regards to the game shifting back and forth between being in the Wing Commander universe and not being in it: now, obviously over the years there had been a vast amount of debate about whether the game fits into the universe or not, but precisely because this has been so often debated, I find that at this point, to me it is much more remarkable that somebody first actually made the decision to drop the Wing Commander connection in the first place. In today's game industry, this obviously would not happen - from the get-go, EA (or any other corporate overlord) would have been hell-bent on keeping the game attached to the already-existing and highly successful Wing Commander franchise. Sure, new franchises are still developed, but the industry is so much more risk-averse now about creating new sci-fi/fantasy franchises, especially alongside similar franchises. Now, in this case, clearly, there was also strong internal debate about this, and clearly ultimately the existing franchise option won, and probably rightly so - it just wouldn't have made much sense to develop two competing sci-fi space shooter franchises alongside one another in the same studio. But still - isn't it remarkable that Origin actually had enough freedom to make the decision to separate The Darkening in the first place? It's a fascinating sign of just how different things were back then. It would also be really interesting to see the internal documents going back and forth between Origin and EA about this - was EA telling them this was a mistake (and still letting them do it), or were they satisfied with the direction as well? Naturally, the fact that an actual Privateer 2 was being developed alongside The Darkening would also have strong implications here - certainly, even if a new franchise nearly identical to an existing one might seem bold and risky, releasing Privateer 2 and Privateer: The Darkening in a relatively short timespan would be confusing marketing-wise as well. But this again speaks to how different things are now: today, releasing such products in short succession is seen as highly risky, and therefore, one of these games would not be given the green light, or would be held back for a much later release and completion. Of course, today we'd also see Origin in Austin and the Manchester team directly collaborating on the game - but that's largely a technological issue, without internet voicechat, online repository systems and all the other amenities we today take for granted in gamedev, about all they could do is send builds for testing (which they did, even if it didn't work out too well).

The other thing of note: man, really - they were originally developing the game on the RealSpace engine? Somehow, I never caught note of this fact before, and it explains so, so much. Think about it: the decision to drop RealSpace is made in December 1995, after roughly a year of development. A year later, the game is released. This means that there was this great big break right in the middle of the development cycle, where the entire game had to be transitioned to a new engine. Now, presumably, if the Wing Commander IV materials still advertised a spring 1996 release date, this wasn't because the team promised to be able to switch engines *and* get the game completed in three months - more likely, this release date had been planned before the change was made. Also, from the fact that as far as I know, no traces of the RealSpace gameplay footage were ever shown, it seems that that spring release date was highly unlikely even without the engine change. Which makes sense - you don't drop your engine three months before release if everything is working well. There must have been some really big challenges with RealSpace popping up.

Still, this means that the team, for 1996, had two major tasks instead of one: to finish and polish the game, and to convert it to a new and unknown game engine. Switching engines is no fun even today, and it was much, much less fun in 1996. It's not just porting assets. It's converting or rewriting huge chunks of code in order to rebuild whole gameplay systems in the new engine. It's obviously a bug-inducive process, and that's even without taking into consideration the bugs that the new engine brings in. In the second half of the year, as the release deadline got closer (and EA probably strongly signalled that they will not move it again), the work still to be done would have been well-nigh overwhelming. Naturally, game developers then must prioritise - fix the core problems first, and then fix the gameplay issues. Game balancing issues are right at the end of the priority list. You gotta have a game that can be played from start to end first. Then, if you have time, you can make it play well. This is precisely what we see in the interaction between Origin's Austin testing team, and the Manchester dev team, in that famous article posted by one of the testers. Yes, the Manchester team was unresponsive. And yes, maybe to some extent that was a difference of vision, and perhaps personality issues and the like - but probably the main culprit was the engine switch, which simply generated a whole bunch of work. I mean, one of the biggest gameplay accusations against P2 is that it just doesn't play like Wing Commander - well, playing like Wing Commander comes free as long as you're using RealSpace. When you switch to a new engine, you have to rebuild all that. Had they been using BRender right from the start, then over the two years, they could easily have polished everything to their liking. But new engine to completion in less than a year? That's a big ask, bordering on the impossible. Knowing about this makes me a lot more sympathetic to the developers who still very nearly completed their task - though, needless to say, it doesn't increase my regard for the game itself ;) .

It would also be really interesting to know what issues they were encountering with RealSpace, and whether these issues were solvable. If not, then obviously BRender it had to be. But if solvable, then it's actually possible that P2 might have been a better, if uglier, game, had they not made the switch. Also, did the limitations of RealSpace drive the game's design, and effectively transfer across to the BRender version of the game? I'm thinking in particular about the geographic structure of the game, which is obviously a much smaller gameworld than the entire sector seen in Privateer. This might have been a design decision driven by the desire to make the gameworld more granular and detailed, but it could also have been related to memory issues and other similar, engine-related concerns, which effectively forced a smaller world.
 
Great article @Bandit LOAF. :)

The RealSpace switch is fascinating; even just because the 3D model assets in the final game are so drastically different than how they would exist in RealSpace. Like maybe not quite starting from scratch level, but a hell of a job! There's a lot of weird stuff in the files, like the brutalised shape format - but that's not unusual of course - every Origin game had issues sticking to any "standard" format; even much older well-defined ones like IFF (in particular looking at you Privateer, with your hacked-in table nonsense, despite it already being supported properly in the IFF format... Or Strike Commander using the reserved "LIST" type as a chunk name... Or... Well, you get the idea. There's a lot. :rolleyes:).

Anyway it'd be really interesting if any screenshots or whatever of that work-in-progress RealSpace stuff ever surfaced!
 
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Anyway, so there are two things of note here. Firstly, with regards to the game shifting back and forth between being in the Wing Commander universe and not being in it: now, obviously over the years there had been a vast amount of debate about whether the game fits into the universe or not, but precisely because this has been so often debated, I find that at this point, to me it is much more remarkable that somebody first actually made the decision to drop the Wing Commander connection in the first place.

I think there was another circus going on here that helped shape all this but it's one that's harder to qualify with old press. As fans we were worried about what universe the game took place in but the drama on the development (and executive) side was a lot more tied to whether or not it was an "Origin" game. The idea that Erin could go off to the UK and start another Origin studio and use Origin's IP rankled some not unimportant people.

But with regards to the rename alone, from a marketing standpoint we weren't SO IP obsessed in the 90s that making it a Wing Commander or Privateer game would've been the obvious choice. Origin in particular was very eager to develop a 'third property' and they were willing to spend some money to get there... Strike Commander, System Shock, Bioforge, Cybermage, etc.

The other thing of note: man, really - they were originally developing the game on the RealSpace engine? Somehow, I never caught note of this fact before, and it explains so, so much. Think about it: the decision to drop RealSpace is made in December 1995, after roughly a year of development. A year later, the game is released. This means that there was this great big break right in the middle of the development cycle, where the entire game had to be transitioned to a new engine. Now, presumably, if the Wing Commander IV materials still advertised a spring 1996 release date, this wasn't because the team promised to be able to switch engines *and* get the game completed in three months - more likely, this release date had been planned before the change was made. Also, from the fact that as far as I know, no traces of the RealSpace gameplay footage were ever shown, it seems that that spring release date was highly unlikely even without the engine change. Which makes sense - you don't drop your engine three months before release if everything is working well. There must have been some really big challenges with RealSpace popping up.

I believe the spring date published in the Wing Commander IV manual was because the Wing Commander IV packaging had all been printed in November expecting a December 8 release--so it was before they dropped RealSpace.

The RealSpace switch is fascinating; even just because the 3D model assets in the final game are so drastically different than how they would exist in RealSpace. Like maybe not quite starting from scratch level, but a hell of a job! There's a lot of weird stuff in the files, like the brutalised shape format - but that's not unusual of course - every Origin game had issues sticking to any "standard" format; even much older well-defined ones like IFF (in particular looking at you Privateer, with your hacked-in table nonsense, despite it already being supported properly in the IFF format... Or Strike Commander using the reserved "LIST" type as a chunk name... Or... Well, you get the idea. There's a lot. :rolleyes:).

Anyway it'd be really interesting if any screenshots or whatever of that work-in-progress RealSpace stuff ever surfaced!

Very interesting! I think it's probably pretty telling that when you flip through the press you don't see anything but pre-rendered ships before the engine switch. But I also suspect there was another major change that we don't appreciate so much at that time which is that the game initially (and at least into the film shoot) intended to have much less of a focus on spaceflight and more of a focus on adventure/exploring the planets. I can't quite imagine exactly how it was supposed to work but you see a lot of references to things like missions where you'd have to travel on the roads and essentially get through a maze, or locate something lost in the city. And you see a lot of early art of these big, expansive environnments that either get relegated to the landing cutscenes or cut entirely. And when they dropped RealSpace which they had planned to sort of bolt on for space missions they also reworked all of that design and moved it towards being a spaceflight-focused game. (So you did have this point where it stopped being 'The Darkening' and became 'Privateer: The Darkening' in terms of the concept but never really the IP/branding.)
 
But I also suspect there was another major change that we don't appreciate so much at that time which is that the game initially (and at least into the film shoot) intended to have much less of a focus on spaceflight and more of a focus on adventure/exploring the planets. I can't quite imagine exactly how it was supposed to work but you see a lot of references to things like missions where you'd have to travel on the roads and essentially get through a maze, or locate something lost in the city.
Ah right! I suppose it isn't known then if those sections in P2 were intended to be realtime 3D, but I feel like they probably were - my main reason for thinking so is that I think they would've already had Bioforge running at that point (which uses RealSpace-derived 3D formats; not sure about the actual engine code though), so some kind of hybrid realtime/pre-rendered thing should have been feasible... I mean they no doubt dropped it for scope reasons but it does make sense that they'd switch to BRender if they were still keen. I'm not sure at which point WC4 dropped the idea of having FPS missions, or if that was a direct deciding factor at all - it'd make sense if it was, but I could be way off base. :p
 
Someone―I think it was Michael Ian Cottam but it might also have been Paul Hughes―mentioned that when making the real-time ship models they had to go through several layers of optimization, culling tris and detail until they got a model the engine could work with. It also explains some technical things like how the ship textures work, which AFAIK is completely different from any other game in the series: all ships use the same texture set but laid out differently on the model and indexed to change color depending on the faction. I wonder if the latter was a memory constraint because I doubt it could have been a space one; P2 shipped on CDs.

(It's also similar to the way Freelancer did it later, although Starlancer is more obviously influenced and I don't know if P2 shared staff with the former).

Anyway, I got into it very late but I love The Darkening or Privateer 2 or whatever you call it. I like it more than Privateer 1 and I will go down firing my guns while flying my colors from the mainmast on that. The "is it a Wing Commander game" or "is it the same universe" arguments seem strange and pedantic and I never cared about it at all, though by the time I played it I had already gotten a lot of that out of my system. (It reminds me of that time a few years ago when Namco decided to retroactively lump all of their games into one gigantic timeline with everything culminating in Dig Dug.) It means I have an excuse to talk about two of my favorite games at the same time so there's no complaint from me.

I do kind of wonder what the original, very early pitch with the ships from the original Privateer would have looked like; we have the Talon model in game so we know that it could have worked.


There's a lot of weird stuff in the files, like the brutalised shape format
Could you elaborate on that? I'm not really familiar with the technical parts of the P2 engine. Or of any game, really, but especially Darkening because it's gotten by far the least serious examination of any game in the series.
 
Could you elaborate on that? I'm not really familiar with the technical parts of the P2 engine. Or of any game, really, but especially Darkening because it's gotten by far the least serious examination of any game in the series.
There's a lot - it'd be an essay if I were to go into it in detail - but the main thing is how it handles palettes. For some reason it handles them in four different ways in shapes for no benefit; sometimes all within the same file. A shape chunk - usually a single image - can just use the default palette, can refer to a palette by offset (this appears to be the "standard" way), or an entire chunk can just BE a palette (and must be applied retroactively), OR the palette can just appear after the chunk it applies to with no linking/labelling whatsoever. There's also several which don't reference or embed a palette at all, and don't correspond to the default one, and have to be linked via code. Anyway, hence "brutalised". :D I imagine the shift to BRender would be a big part of the reason why there's so many weird inconsistencies.
 
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Someone―I think it was Michael Ian Cottam but it might also have been Paul Hughes―mentioned that when making the real-time ship models they had to go through several layers of optimization, culling tris and detail until they got a model the engine could work with. It also explains some technical things like how the ship textures work, which AFAIK is completely different from any other game in the series: all ships use the same texture set but laid out differently on the model and indexed to change color depending on the faction. I wonder if the latter was a memory constraint because I doubt it could have been a space one; P2 shipped on CDs.

I think that was pretty standard, at least at Origin. The Wing Commander III and IV models all got high resolution versions that were then used to create the low poly engine ones. On the US games though I don't think they reduced the original model so much as they used it as reference for the engine one.

The texture thing is most interesting to me because it's an incredibly interesting thing that the game does not effectively use. There's never a time when you actually change the textures in the game from whatever the default is set to for a particular ship. So there's this system buried right in the game that works perfectly and lets you have ten times the variation in what ships might look like in missions... or it would be a basis for an easy player customization thing... and it does none of that. It's just left there!
 
every Origin game had issues sticking to any "standard" format; even much older well-defined ones like IFF (in particular looking at you Privateer, with your hacked-in table nonsense, despite it already being supported properly in the IFF format... Or Strike Commander using the reserved "LIST" type as a chunk name... Or... Well, you get the idea. There's a lot. :rolleyes:)

Sounds like a programming nightmare ...
 
I think that was pretty standard, at least at Origin. The Wing Commander III and IV models all got high resolution versions that were then used to create the low poly engine ones. On the US games though I don't think they reduced the original model so much as they used it as reference for the engine one.

It's still standard practice today, isn't it? But I remember reading somewhere that the art team kept having to redo the engine models over and over because the ships were still too high poly. Michael Paul (sorry) Cottam seems to back that up.

The in-game ships were designed by Nick and Phil long before I arrived. The earliest memory I have is a lot of (higher poly) rendered images on a wall, I don't remember clay models. The ships had to be made over and over again as we realised the limitations of the ram and CPU.


The texture thing is most interesting to me because it's an incredibly interesting thing that the game does not effectively use. There's never a time when you actually change the textures in the game from whatever the default is set to for a particular ship. So there's this system buried right in the game that works perfectly and lets you have ten times the variation in what ships might look like in missions... or it would be a basis for an easy player customization thing... and it does none of that. It's just left there!

Maybe it was done for memory purposes? One set of textures for all the ships means that you could load all of them once and then reuse them without having to make separate draw calls for each texture. Somebody who actually has a programming background please reply, I'm mostly saying things I don't understand.

Something else I found while looking for the above quote:

-Phil made our textures for most of the in-game ships. He had a great way of making them as efficient as possible. He would flip, mirror and loop/tile; it made it harder to UV the models but his work was so efficient and that means more ships to fight. We also changed the RGB colors to make one ship look like another (or was that Starlancer????). I've never worked with anyone that was more efficient than Phil at texturing.
 
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