Why there hasn't been any Star Wars simulator for 16 years

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Why there hasn't been any Star Wars simulator for 16 years

Youda008
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Post by Youda008 » Fri Nov 27, 2015 1:55 pm

This might be a stupid or overly asked question, but do you guys have any clue, why the game developing companies aren't willing to create any new Star Wars space combat simulator? If i don't count the pure arcade point&click games, then the last one is X-Wing Alliance, which is from 1999!

Is it the fear, that such game won't be sold well, and they won't get their costs back?
I understand, that space combat simulation isn't one of the mainstream massively played genres, but c'mon, it's Star Wars! I mean SW has a really huge fan base, and it has it even in its name (star wars = wars between stars = wars in space). Which kind of SW fan would not like to pilot an X-wing or TIE fighter?
I totally don't understand this reluctance of making games of this kind.

It looks like, that what we (player base) won't make by ourselves, we won't have. Therefore i would like to express great thanks and appreciation to all of you guys, who are working on this upgrade, although it isn't exactly what i search for.

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Jaeven
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Post by Jaeven » Sat Nov 28, 2015 3:16 am

Personally, I think it's a number of reasons. As you said, the genre is kind of dead, so a developer would already be worried about the sales from the get-go.

The other issue I think that would come up, is that today's gamers are.. more casual, I'd say. A flight sim is more complicated compared to today's arcade like games, so any potential flight sim would have an already limited audience.

It's a great shame though. The Fighter squadron mode in Battlefront is tremendous fun, but made me yearn for a modern flight sim. Would love to see how the Battle of Endor missions would look on a modern engine with modern graphics.

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Trevor
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Post by Trevor » Sat Nov 28, 2015 11:33 am

Jaeven wrote:Would love to see how the Battle of Endor missions would look on a modern engine with modern graphics.
haha, just get Jeramy to patch in specular highlighting, bumpmaps, reshade all models used ingame to use a compressed luminosity range and then apply reshade over the top. Anything white (greater than compressed luminosity range on models) will flare up on screen/burn the screen.

Probably the biggest hurdle is reducing the luminocity of all the models without somehow automating it. Since dx6 supported specular, Id assume there was a command to use it.

On my luminocity compression theory, I had before said about compressing shadows. I am now going to retract that and suggest dissabling shadow enhancment. All reshade needs is to be able to burn/flare the screen on bright points. this means all on-screen elements not ment to burn are to be 0-230, allowing 25 degrees of screen burn.

Trev

crazyewok
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Post by crazyewok » Sat Dec 26, 2015 11:45 am

Not sure why people say the genre is dead or there lack of money.

Elite Dangrous, EVE, X3 Franchise show there is a deffinate market for well made space sims games.

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Jaeven
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Post by Jaeven » Sat Dec 26, 2015 2:17 pm

crazyewok wrote:Not sure why people say the genre is dead or there lack of money.

Elite Dangrous, EVE, X3 Franchise show there is a deffinate market for well made space sims games.
Yeah, but compare the amount of recently released in that genre to others. Personally, I believe a new space sim would sell well. It's just the perception that it won't that stops gaming companies from making them.

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Mark_Farlander
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Post by Mark_Farlander » Wed Feb 07, 2018 2:58 am

I know this sounds like a strange observation, but the main problem with space simulation games is the high contrast they require to be played.
X-Wing Alliance had been designed to be played with CRT monitors, which have a much higher contrast than the average modern LCD display.
You can't enjoy stars and ships if the deep space has yellowish IPS glow, not to mention TN panels.
Hopefully things are going to change https://www.anandtech.com/show/10874/pa ... brightness

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keiranhalcyon7
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Post by keiranhalcyon7 » Fri Feb 09, 2018 9:24 am

My $0.02: Consoles. A game of the complexity of XWA is a non-starter on consoles - even with command wheels and overloading, there just aren't enough buttons. And outside of console-exclusive titles, most AAA games need to be cross-platform nowadays just to get greenlit.

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Mark_Farlander
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Post by Mark_Farlander » Thu Mar 01, 2018 11:47 pm

A new Starfighter or Rogue Squadron title could be cross-platform, and that's surely a viable option for Disney.
And then we'll convert those missions for X-Wing Alliance.

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Post by Safe-Keeper » Fri May 18, 2018 8:27 pm

My fear is that if some AAA dev does it today, it will be dumbed down for the "too complicated!!1" crowd. I think it would better be handled by some indie team, to be honest, like when a team of X-Com aficionados made Xenonauts. If it was made to be compatible somewhat with .tie mission files, that would be even better.

My dream is a kind of dynamic campaign where you play as a kind of wing commander and you have pilots, fighters, and warheads and whatnot that carry on from mission to mission. So you need to conserve warheads, fighter damage is persistent (so if a fighter loses an s-foil or some cockpit instrument or sub-system in one mission it will still be missing it in future missions until it is repaired), and you could run low on experienced pilots if you take too many losses.

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keiranhalcyon7
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Post by keiranhalcyon7 » Sat May 19, 2018 12:27 am

An indie dev would never get a Star Wars license, though, so it would also be an indie setting. Which could be fine, I guess. Maybe Starfighter Inc. will have some of those features.

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Post by Safe-Keeper » Mon Jul 16, 2018 8:46 pm

keiranhalcyon7 wrote:
Sat May 19, 2018 12:27 am
An indie dev would never get a Star Wars license, though, so it would also be an indie setting. Which could be fine, I guess. Maybe Starfighter Inc. will have some of those features.
If it was a freeware project, I doubt anyone would care.

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Post by Rookie_One1 » Wed Jul 18, 2018 12:21 am

Oh they care, Disney is notorious for cracking down on what they see as threatening
Rookie One, is that you?? - Ru Merleen, Rebel Spy at Imdaar Alpha
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Post by Rich C » Wed Jul 18, 2018 1:02 am

It's already happened, at least twice in the last few years:

Galaxy in Turmoil

Double Damage Prototype

EA has the final say, due to their exclusive license for non-mobile games, and they aren't buying.

No (corporate) interest in the genre is nothing new; LucasArts used to have regular polls on their site asking which series should get a new instalment. Pretty much every time, X-Wing won, and every time it did, they ignored it, lol.
"If you're going through hell, keep going."

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kronovan
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Post by kronovan » Tue Jul 31, 2018 4:52 pm

Don't want to sound the cynic horn too loud, but IMO the biggest current factors against another SW spacesim, is the lack of imagination and inspiration by Disney-Lucas Arts and EA. I know there's some fans that like what they're churning out (my son among them for the movies), but other than Rogue One everything coming out for those 2 has seem uninspired and lackluster to me. No surprise to me, that despite recent and excellent successes by some studios with spacesims, that those 2 overgrown giants can't see any potential for creating one.

I'll add the Startpoint Gemini series (specifically SG 2 & SG Warlords) as examples of Spacesim games that work on both console and PC. They're definitely sim lites when compared to XWA, yet still provide a decent simulation play experience. They're much more capital ship focused though, so not as much appeal for the spacesim-fighter fan; you do play fighters and corvettes, but the game design is such that you can't wait to leave them behind. Warlords has a nice fresh take on the genre by blending some 4x RTS elements in with the simulation, that work surprising well and are easy to learn. For sure a hybrid spacesim targeted at consoles puts limitations on how sophisticated a control scheme you can implement, but the SG series (2 better than Warlords) does it decently. The one knock against the series, is that the PC edition doesn't have full HOTAS support and is much more funneled towards a mouse+KB control scheme.

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