Paul Hughes once told me that the engine that eventually became Starlancer started off intended for use on a Privateer 3. I have no idea what version that would have been, and even if it was a P3 project I imagine it would have been so early in development that it really wouldn't count. If that was the case it probably would have been more in line with The Darkening in feel I imagine. As it is, the Star Lancer interface really does feel a lot like P2.Hello! I'm sorry for the delayed response, I haven't been on the forums much lately. I'm always on Discord if you need me specificallyt hough!
There were two "serious" attempts to do Privateer 3 and they get a little confused.
The first started in 1995 as a planned followup to Wing Commander IV. It was called Privateer 2 at the time and would've been executive produced by Chris Roberts. There's very little information available about the project that has survived but it had a script written by Tracy Hickman and Origin also pitched it around Hollywood as a cross-media project that would've involved two yearly Privateers (2 and 3) with a season of television sandwhiched between them. The late, great Aaron Allston wrote the bible for that project and he once told me it actually did get some interest in Hollywood... but the TV producers quickly turned his Privateer pitch into something involving a planet of Amazon women When The Darkening became Privateer: The Darkening the explanation was that it'd be a side game because Chris Roberts was developing the direct Privateer sequel... and then when it became Privateer 2, the Hickman project became Privateer 3. But it was totally reliant on Chris Roberts and when he left Origin the project was scuttled.
The second Privateer 3 was assigned to the remnants of the Crusader: No Regret team after Chris Roberts and Tony Zurovec left for Digital Anvil in 1997 and they'd killed potential Crusader followups. This is the one you've seen before, we have plenty of screenshots, script versions, design documents and so on relating to it preserved. It was to use Prophecy's Vision engine. And it hurts especially because it got a giant, drool-worthy cover feature Computer Games Strategy Plus just days before it was killed. As for the why, it's not very satisfying or dramatic... they basically hit an inflection point in the project where they were ready to go into production with the FMV. EA had a go/no-go on spending that money and they opted not to.
(Of course we all see things we love in what was released but to editorialize I do think this Privateer 3 probably would've disappointed people in the end... it had a much more 'sci fi' interpretation of the WC universe... the big bad was a Kilrathi warlord who was stealing a time machine to rebuild Kilrah... and the FMV would've been done in Austin instead of Los Angeles so think more Crusader quality than the Wing Commanders people were used to at the time.)
Thanks Loaf. The late 90s were a strange time for gaming. I can't believe stuff like Warcraft and Starcraft took off and Space Sims went from the pinnacle of gaming to being non-mainstream within half a decade. It is strange too since FPS became and are still so popular and Space Sims are essentially FPS in a spacecraft.Hello! I'm sorry for the delayed response, I haven't been on the forums much lately. I'm always on Discord if you need me specificallyt hough!
There were two "serious" attempts to do Privateer 3 and they get a little confused.
The first started in 1995 as a planned followup to Wing Commander IV. It was called Privateer 2 at the time and would've been executive produced by Chris Roberts. There's very little information available about the project that has survived but it had a script written by Tracy Hickman and Origin also pitched it around Hollywood as a cross-media project that would've involved two yearly Privateers (2 and 3) with a season of television sandwhiched between them. The late, great Aaron Allston wrote the bible for that project and he once told me it actually did get some interest in Hollywood... but the TV producers quickly turned his Privateer pitch into something involving a planet of Amazon women When The Darkening became Privateer: The Darkening the explanation was that it'd be a side game because Chris Roberts was developing the direct Privateer sequel... and then when it became Privateer 2, the Hickman project became Privateer 3. But it was totally reliant on Chris Roberts and when he left Origin the project was scuttled.
The second Privateer 3 was assigned to the remnants of the Crusader: No Regret team after Chris Roberts and Tony Zurovec left for Digital Anvil in 1997 and they'd killed potential Crusader followups. This is the one you've seen before, we have plenty of screenshots, script versions, design documents and so on relating to it preserved. It was to use Prophecy's Vision engine. And it hurts especially because it got a giant, drool-worthy cover feature Computer Games Strategy Plus just days before it was killed. As for the why, it's not very satisfying or dramatic... they basically hit an inflection point in the project where they were ready to go into production with the FMV. EA had a go/no-go on spending that money and they opted not to.
(Of course we all see things we love in what was released but to editorialize I do think this Privateer 3 probably would've disappointed people in the end... it had a much more 'sci fi' interpretation of the WC universe... the big bad was a Kilrathi warlord who was stealing a time machine to rebuild Kilrah... and the FMV would've been done in Austin instead of Los Angeles so think more Crusader quality than the Wing Commanders people were used to at the time.)
"Can it bring back the lives that were lost?"the big bad was a Kilrathi warlord who was stealing a time machine to rebuild Kilrah
Besides the control issue since space shooters seemed slow to get the hang of keyboard and mouse controls I think its the lack of variety in environments that did the trick. It's why I miss the asteroid fields and minefields in WC1 - dogfighting in those were a definite change even if you did have the frustrations of obstacles in the 2D engine. In WC2 and 3, X-Wing, TIE Fighter, all the big later shooters you only ever seem to fight in empty space.Thanks Loaf. The late 90s were a strange time for gaming. I can't believe stuff like Warcraft and Starcraft took off and Space Sims went from the pinnacle of gaming to being non-mainstream within half a decade. It is strange too since FPS became and are still so popular and Space Sims are essentially FPS in a spacecraft.
Yeah that story doesn't sound so great - please tell me the Kilrathi warlord building the time machine was secretly Thrakhath's son as wellHello! I'm sorry for the delayed response, I haven't been on the forums much lately. I'm always on Discord if you need me specificallyt hough!
There were two "serious" attempts to do Privateer 3 and they get a little confused.
The first started in 1995 as a planned followup to Wing Commander IV. It was called Privateer 2 at the time and would've been executive produced by Chris Roberts. There's very little information available about the project that has survived but it had a script written by Tracy Hickman and Origin also pitched it around Hollywood as a cross-media project that would've involved two yearly Privateers (2 and 3) with a season of television sandwhiched between them. The late, great Aaron Allston wrote the bible for that project and he once told me it actually did get some interest in Hollywood... but the TV producers quickly turned his Privateer pitch into something involving a planet of Amazon women When The Darkening became Privateer: The Darkening the explanation was that it'd be a side game because Chris Roberts was developing the direct Privateer sequel... and then when it became Privateer 2, the Hickman project became Privateer 3. But it was totally reliant on Chris Roberts and when he left Origin the project was scuttled.
The second Privateer 3 was assigned to the remnants of the Crusader: No Regret team after Chris Roberts and Tony Zurovec left for Digital Anvil in 1997 and they'd killed potential Crusader followups. This is the one you've seen before, we have plenty of screenshots, script versions, design documents and so on relating to it preserved. It was to use Prophecy's Vision engine. And it hurts especially because it got a giant, drool-worthy cover feature Computer Games Strategy Plus just days before it was killed. As for the why, it's not very satisfying or dramatic... they basically hit an inflection point in the project where they were ready to go into production with the FMV. EA had a go/no-go on spending that money and they opted not to.
(Of course we all see things we love in what was released but to editorialize I do think this Privateer 3 probably would've disappointed people in the end... it had a much more 'sci fi' interpretation of the WC universe... the big bad was a Kilrathi warlord who was stealing a time machine to rebuild Kilrah... and the FMV would've been done in Austin instead of Los Angeles so think more Crusader quality than the Wing Commanders people were used to at the time.)
Disagree. I love space sims and some flight sims, but I truely HATE FPS games. I think there are actually quite some differences between the two genres.It is strange too since FPS became and are still so popular and Space Sims are essentially FPS in a spacecraft.
I may not be a game expert, but while there may be some similarities from a certain point of view, I think it's a stretch to say they are the same. There are a huge number of FPS games, and undoubtedly variations in between, but just for starters I'm thinking there's a lot of potential for tactics such as taking cover behind buildings, sniping from windows, close-quarters combat indoors or long range artillery, just for starters. A soldier/shooter may find him/herself in a static position or gunning on the run, or even take advantage of vehicles from motorcycles to tanks.
On the other hand, space combat is mostly, well, open-space. Navigating space stations and/or stellar objects and/or jump lanes, etc, is quite a different thing. Too, spacecraft are usually travelling at speed - the opposite of a foot-soldier in a FPS game. Objectives are different too, otherwise you'd argue something like Arena Commander and Star Citizen are the same thing in terms of game play.
If you think FPS and space combat are the same, then you may as well do away with game genres altogether.