Whoa, now you're sounding like you really want to prove *my* point, Delance.
Originally posted by Delance
But they are the same genre. NFS is a racing game or arcade racing game? That's a long debate.
People complain Freelancer is not realistic because of the control scheme and the nanobots. It's not a correct assessment, you can read more about it here. It’s like saying Privateer is a shooter because you can play it using the keyboard.
There are few things in this universe which make me go absolutely f'ing nuts. One of them is people talking about realism in space combat games. Please don't bring that into this discussion, there is no room for it here. My "arcade vs simulator" racing game comparison was only an example of different approaches to a genre, as opposed to games that share same approach, but vary in depth or accessibility. I don't know where you got the impression that I was saying Freelancer is an arcade game because it uses mouse control. That's not what I think. I think Freelancer is an arcade game because it is overly simplified, and limits my freedom as much as any SNES platformer did back in the day.
Originally posted by Delance
The special genre has nothing to do with the realism level of the space flight, but with the freedom the player has.
That's exactly my point.
Originally posted by Delance
Once you finish the plot missions, you have a lot of freedom in freelancer, and much more possibilities than you have on Elite.
This is where I disagree with you. I think Freelancer is *very* poor on content, while it obvioulsy surpasses Elite in having better graphics, controls, AI, combat, etc.
Originally posted by Delance
Arguably, a 2D top-down game could be made on this same genre.
Once again, that's exactly my point. It's possible to make a 2D top-down game on this same genre, using either the Elite approach, the Privateer approach, or a different approach altogether.
Again, you seem to have misunderstood me, as my point wasn't about how many dimensions the game world has, like it wasn't about the method of control the game uses.
Originally posted by Delance
Elite has just one fighter, and not much of factions. The police will shoot you or not, and that's it. There are very few and rare missions as well.
Again, I disagree. Seems like we've played different Elites here
Originally posted by Delance
Freelancer is a space combat sim with freedom. It might not fit your concept for the ideal game of this kind, but it’s not a generic arcade shooter because of that.
Disagree. Freelancer has much less freedom than it takes to be classed as an "open-ended" space combat game, IMO.
Originally posted by Delance
As I said before, it’s not right to complain that Freelancer is not Elite or Privateer, because… it’s not supposed to be Elite or Privateer.
Correct. And as I said before, I think Freelancer fails to add anything substantial to the genre.
Originally posted by Delance
Can you choose random missions from all factions on Privateer? No. Does everyone has a name? No. Do people remember you from bars? No. This might sound silly, but this kind of depth is very important on this kind of game.
Disagree, once again. Faction missions would have been nice alright, but the rest? People having names or remembering me from bars adds a little to the overall experience, indeed... but it doesn't make up for cutting corners all around the most important gameplay aspects - specially when these characters have such repetitive dialogues and likenesses, that *I* don't remember *THEM*.
Also, taking away my freedom to screw things up or take different approaches, and giving me 40 extra weapons and 20 extra ships (with 3 slightly different looking versions of each!) doesn't add anything substantial to the genre. An expansion pack to Privateer, Elite, or Open-Ended Space-Sim Wannabe #38 could have done that. This is NOT what sets a game apart from the rest.
Adding 392 teams to a soccer game doesn't make it a better soccer game than the previous one, it just makes it a bigger soccer game.
Originally posted by Delance
Just because it's easy and accessible, doesn't mean it's bad, or simplistic.
Agreed. You're missing my point completely, once again, though.
Originally posted by Delance
It's very simple to run an empire on SMAC, Civ3 or MOO3, and those are very complex games.
Yes, but Freelancer has no such complexity.
Install the game.
Forced to accept a mission.
Forced to fly mission.
Freelance flying random missions that feel scripted for a while.
Forced to fly another mission to buy jump drive.
Freelance flying random missions that feel scripted (now in different systems!) for another while.
Forced to blow up Generic Looking Space Station Which Wasn't There Two Minutes Ago #2.
The end.
Free to freelance anywhere, flying any random missions that feel scripted I choose to. Yay. Yay, indeed.
I must stress that it doesn't even feel like you were replying to my post. The only point where you touched the matters I was referring to was when you mentioned the characters having names, and the factions having random missions. Yes, that's what I was referring to... those are some of the things that *might* have set Freelancer apart from the other games in the genre for me... If these innovations didn't look so minor when compared to what was left out... for no apparent reason other than to make the game more accessible than it needed to be.
Gamers who are too lazy to think might like the way Freelancer walks you through the universe by forcing you to fly certain plot missions, or by flashing tutorial-like messages on your screen all the time. I like tutorials, and I like fast learning curves, but it feels like an insult to my intelligence that the game keeps telling me what to do - and preventing me from doing something different - so frequently.
I'm not complaining about Freelancer being easy to get into, I'm complaining about Freelancer being easy to master and getting too boring too soon (apart from MP).
(On a side note, I guess that from now on I shall not say that I'm waiting for the next Elite anymore... I'm waiting for Morrowind in space instead

that has to be the most open ended game I've ever played - and it's not hard to get into, either. It's actually simpler than most RPGs. There's a short-and-to-the-point manual, a tutorial, some point-n-click combat, then you're on your own -
for real).
--Eder