Bandit LOAF
Long Live the Confederation!
Looks like Priv2 didn't actually start life as a WC game after all (assuming this link is true) - just found this, makes interesting reading:
Lets clear up the zany conspiracy theories.
Privateer 2: The Darkening began its life as Privateer 2: Darkside in November, 1994. Wing Commander III had just been finished and all signs were that Full Motion Video would be the next big thing.
Of course, there weren't any other FMV games at the moment... so Origin created an 'interactive movie' label under which they tried to sell a variety of games that they'd developed anyway for Q4 94/Q1 95 -- Ultima VIII, Bioforge, System Shock, Cybermage and Wings of Glory all got little film can logos in the hopes of appealing to the people who loved Wing Commander III -- much like how the original Wing Commander was sold as being 'from the makers of Ultima'.
Calling a bunch of regular games interactive movies was the immediate solution; in the long run, they knew they'd want an entire slate of Full Motion Video-based games for release in the next year. Chris Roberts' Wing Commander IV, planned for an incredible ten month development cycle would be the centerpiece of that effort. Also towards that goal two other projects got the green light: Tony Zurovec's Crusader: No Remorse... and Erin Roberts' Privateer 2: Darkside.
Erin Roberts had just finished the fantastic Privateer CD, which recieved a fairly unceremonious retail release... but ended up becoming one of the highest produced games ever because of a huge array of OEM/pack-in deals with the likes of Gateway and Creative Labs. If you were buying or putting together a computer in the mid-90s, it's a good bet you wound up with at least one copy of Privateer CD.
Anyway, the idea was that the 'second tier' FMV games could be done cheap for various reasons - Crusader would be done in Austin with greenscreens and a tiny tech budget, while Privateer would be developed by a new team in the UK and using a licensed 3D engine instead of developing a new one.
And that's where Privateer 2 began its development - in November, 1994 as a project called Privateer 2: Darkside.
By August, 1995 the game had the name we know: Privateer 2: The Darkening.
This would be a nice and very uniteresting story if we didn't have a full year of development to go -- but this is only where the story that you're all vaugely familiar with begins.
Around this time Origin decided to take Wing Commander more seriously - that is to say, as a multimedia franchise instead of a semi-annual game release. They licensed card games, a cartoon, began serious talks to do a motion picture (and comissioned a script) and so forth. One of the 'new' concepts decided in mid-late 1995 was to develop the previously ignored Privateer franchise as part of a huge tie-in TV series and game. Origin would develop a pair of Privateer sequels which would bookend the TV series and also tie in to the events and release of Wing Commander IV.
In August, 1995 Erin Roberts' project became "The Darkening". Chris Roberts', poised to be Wing Commander's Gene Roddenberry, would oversee the "real" Privateer 2.
The entire concept seems impossible now, but they were serious about it at the time. In a few months it'd be almost gone - the TV show concept fell through, at least... but Chris Roberts continued to express interest in developing a Privateer sequel after Wing Commander IV. When Wing Commander IV shipped it included a tiny text advertisement for "The Darkening" -- which is the first time any of you heard of it, and is the source of your insistence that some wholly unrelated game was renamed.
The rest is the part you know - Chris Roberts' opted to develop Silverheart instead of 'his' Privateer 2. The "Austin" Privateer 2 would be developed by another team... and 'The Darkening' got its name back. It would now be 'Privateer: The Darkening' - a Privateer "spinoffs". Same gameplay, different setting went the concept.
Chris left Origin in the aftermath of Wing Commander IV, and "his" Privateer 2 fell apart (though it would be relaunched several times over the years). The Darkening got its "2" back very shortly before its release in 1996.
So, some points:
* Privateer 2 spent roughly six months developed as a Privateer "concept" game instead of as an actual Wing Commander title. Basically, it had the same gameplay without the restrictions of the continuity (as if that has ever effected any fictional universe ever other than in our heads). That certainly has something to do with why people feel it's so different - but it is important to know that the game was both started and finished as a Privateer title.
* There is a lot of bad blood over EA's last minute decision to call it 'Privateer 2'. Obviously, the Origin team who was developing their Privateer 2 wasn't happy about their project being cancelled... and the Origin guys who went to work on the last part of The Darkening in England weren't happy that their (absolutely correct) input was pretty much ignored.
Both of these things are a huge shame -- but they have nothing to do with the integrity of the work of art itself... and Privateer 2 is a beautiful, interesting (and also painfully flawed) game.
Yes, EA changed the name (to less of an extent than you've all claimed) at the last minute, presumably to sell more units (though the original Privateer was *not* a success in terms of sales, so the actual motivation remains somewhat unknown) - and that's a fun fact to point out at dinner parties, but it ignores the fact that they set out to develop the game as Privateer 2 in the first place. If you hate that an evil company changed it from The Darkening to Privateer 2 to suit its needs, you should also hate that the same evil company changed the name from Privateer 2 to The Darkening in the first place.
Finally, ask yourselves - what else could it be? It's the same gameplay in a title developed by the same man who did the original Privateer. Could 'The Darkening' possibly have existed without people fuming about how it was "ripping off" Privateer?
Isn't a jump point supposed to be some naturally occuring phenomenon?
Theoretically; one oft-suggested behind-the-screens ideas was that the Steltek had created the network of jump points... it finally got a legitimate reference in The Confederation Handbook, which points out that the Scylla anomaly from the movie was created by a precursor race. The reference you're quoting, though, is just someone mixing up the Steltek storyline with the actual setting of the game.
I’d be curious to know the reference for this. (And by “humans”, do you mean us, or simply another human-like race?)
My guess is that the reference is to the Anhur's current civilization being 'several thousand' years old (3000 years would be ~210 BC, based on when Privateer 2 happened - we didn't used to have a solid date.)
The inhabitants of the Tri-System are routinely referred to as humans.
Tri-System dates appear to represent months with letters A-L (which is twelve) and days with numbers that can range up to 37. In what sense is this “standard”?
Do we have any reason to believe that the numbers and letter are dates rather than some sort of case identifiers? The years are referenced in other settings making clear that they're... years... while the letters are not.