Still on X3, people almost universally agree that the main story sucks. That's not a matter of taste, but an objective fact. Now, it's possible to get some fun out of the story nevertheless, but only a 12-year-old could mistake this for a finely-crafted narrative.
Taste in games is much like taste in anything else: "taste" means personal preference, and doesn't reflect on the quality of the product. "Quality" is an entirely separate category.
The general complaints against SpaceFarce do not revolve around matters of preference, but matters of quality. In other words, it's not that I don't like the abstract design decisions involving navigation, but the implementation just wasn't well executed, leaving much to be desired. It's not that I have a person preference -- a "taste" -- in favor of another way, but that their plan was executed badly.
As I mentioned about the "Tarr Chronicles," one might have preferred different design decisions, but one cannot fault them for execution.
So if people say "the main difference is that FL was good," they might mean that FL was in line with their personal preferences, but I think it's much more likely that they mean the design was well executed.
Following this thought, there's two almost-separate concerns in game design, which break down into "theory" and "practice." In the first (theory), the goal is to theorize what sorts of game design people will be most likely to enjoy (this considered alongside what is possible given current technology). In the second (practice), the goal is to take a design goal and invent ways of implementing and presenting it.
While one can certainly fault SpaceFarce on grounds that it reflects bad design decisions from the top, this we can be sure is debatable, and if one chooses, one can dismiss the entire discussion, saying (albeit rather hyperbolically) "take 100,000 people, and you'll get 100,000 preferences."
By contrast, it's really beyond debate whether the designs were well implemented.
It's for that very reason -- the obviousness of key problems -- that an open discussion with the developers is absolutely necessary. It's no good for me or you or anyone else to make a suggestion to fix something that's obviously broken.
An open discussion with the developers is also necessary because the severity of the implementation problems obscures the higher-level intention behind them. (In other words, the severity of the problem obscures its cause.) For instance, there's clearly something wrong with combat. The guns overheat too fast, the initial default fire-style is set wrong, the very first battle is much too hard, considering it's an introductory mission and should be geared towards first-timers. But what *exactly* is wrong with combat?
There are a number of possible designs involved, and we need to know which one(s) before we can make useful suggestions. For example:
1) is combat *supposed* to be much harder than conventional space-sim games? This would be a valid decision, if that's the intention, and my suggestion would begin with the proposition that one must carefully introduce the difficulty to the player, and gradually amp it up rather than hitting them with great difficulty all at once; perhaps get some assistance from a wingman during the first battle, or nerf that one a bit in any of various ways. And so on.
2) are the guns *supposed* to overheat a lot, requiring short bursts rather than continuous fire? This is also a valid design decision, if intentional, and my suggestion would be that enemy shield strength (and perhaps enemy damage) drop at least for the first mission, and the default fire-rate should be switched. Another idea: the first guns should have a more conventional fire-rate, and the more powerful guns will have the short-burst we're aiming for. Then the player can sort-of "opt-in" to the handicap, considering it an overall gain, rather than feel immediately frustrated by it. And so on.
3) is combat supposed to be more-or-less conventional? If so, do the standard work of game balance. This will involve balancing various factors, probably starting by doing the following: decrease the player's gun's overheating rate, decrease enemy shield strength, and decrease enemy maneuverability, at least early-on. And so on.
As it stands, the developers refusal to talk belies their pretended interest in suggestions. It would seem that the whole "suggestion" thing is a ploy to divert/redirect well-deserved criticism.
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Newsflash: the only copy of SpaceFarce up for bid on ebay recently sold for $18.50. Considering that Amazon has been alternating between out-of-stock and trying to sell them for $29.99, I'd say the game isn't selling very well at all.
Edited by - breslin on 6/19/2007 7:49:05 AM