General Discussions

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POSTED BY: nuclearday
UPDATED: Sunday, December 9, 2007 19:52
VIEWED: 29983
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Saturday, February 4, 2006 1:27 AM

Quote:

Originally posted by Diavo:
If it's restricted to mission-to-mission play (not fairly open ala GTA), then it might as well be run by the Alliance, controlling everything.

Firefly and Mal are all about doing their own thing.

MMORPG!

--Diavo



Point. Maybe a more open-ended approach would be best to stick to the main themes of the show.

I'd like to see a more traditional game, though, before I started getting into another MMORPG, personally. What I need right now is another way to get my daily Firefly fix, so I'd like to spend more time with the crew of Serenity. Still... lots of room open for an MMORPG in that 'verse.

(I'd probably have to stay far, far away from a Firefly MMORPG. This 'verse has proven to be addictive enough for me. I've just recently had to drop out of Eve Online 'cause it was sucking the life out of me. I fear that for me a Firefly MMORPG would be the death of me ;)

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Saturday, February 4, 2006 7:37 PM

I've thought about this ALOT. I'm a huge gamer, and I would have loved to see it happen.

Anyone ever play Freelancer? The concept is similar to Firefly/Serenity. (Note I only said the concept). I just ordered from Amazon. This game would have been a good starting point for a Serenity game. I would have like to see some 3rd person out-of-ship action thrown in.

"That's why I never kiss them on the mouth."
-Jayne Cobb

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Saturday, February 4, 2006 8:08 PM

Maybe a tiered system, like Jedi Academy.

Instead of having set levels, the game offers you a choice of several missions.

-Level 1 (scripted, to set up the story)
-Level 2 (player chooses from five "easy-level" choices)
-Level 3 (four choices left)
-Level 4 (three choices left)
-Level 5 (two choices left)
-Level 6 (scripted, as the plot thickens)
-Level 7 (five "medium level" choices, including the leftover "easy level," redesigned to the higher difficulty)
-Level 8 (four choices left)
-Level 9 (three choices left)
-Level 10 (scripted, player faces an in-level choice)
-Level 11 (two scripted possibilities, predetermined by outcome of Level 10)
-Level 12 (choice of three "difficult level" missions, including one updated "medium level" mission)
-Level 13 (two choices left)
-Level 14 (last "difficult" mission)
-Level 15 (two scripted possibilities, determined by Level 11, heading for the conclusion)
-Level 16 (two scripted possibilities, determined by Level 15)

For added suspense, some of these missions might well be red herrings: mission set up is to run a cargo past an Alliance blockade, but you end up never reaching the blockade 'cause another group of scoundrels tries to rob you en route. . .

Take you a few dozen runs through the game to see everything, and by then the thriving online community has started to release fan-made levels, models, and mods.

-----
We applied the cortical electrodes but were unable to get a neural reaction from either patient.

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Saturday, February 4, 2006 9:09 PM

Really like Cybersnarks idea above. Haven't played Jedi Academy but I think I get the concept, seen that in a few other games. Also would be easy to overlay that sort of level design into a more open-ended setup as well.

ie, the whole "world map" is always open, allowing you to go around and explore and find side missions and the like, with the choices offered for each tier marked out so you know what hotspots to go to to start each mission.

(Okay, come to think of it, that IS the way the open-ended types of games like GTA are setup...)

Still, I would think that would be the way to go. Still offers alot of choices, lets you progress at your own speed and give you a feeling that your choices are affecting the flow of the game while also allowing alot of chances for good story-telling and the like.

That would be my main worry about a Firefly game, is losing the story to a bunch of "fetch-quests" and the like. Be nice to see the game turn a couple standard game conventions on it's head. Also like the idea of the "red herring" missions for that same reason.

Too bad I don't know anything about actually making games, cause it sounds like we'd be off to a good start ;p

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Sunday, February 5, 2006 1:36 AM

Been playing freelancer since it came out, someone made a Mod for the ship Serenity thats been released on Lancers ( www.lancersreactor.com) i think it requires Freelancer Mod manager and its JUST the Serenity model.

Am planning on making some of the Reaver ships (been running the reavers clan since i started watching the TV series)- have a model similar to the TV series one but its very low poly and skinned in clan colours ()

hopefully once i can get the dvd in the UK i can do some better models, hell if anyone can write HTML code a Firefly FLmod would kick ass

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Sunday, February 5, 2006 3:41 AM

it would be great if they had a sort of firefly online space sim and the cool part would be that you could find serenity in the game board it and be able to talk to them if the cast members got copys or just as npcs

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Monday, February 6, 2006 12:47 AM

Quote:

Originally posted by nuclearday:
... in the right hands, it could serve to introduce alot of people in just the right target audience to our shiny little 'verse.

Course it could also be a complete and total flop as well. Movie to videogame translations have a long and storied history of being fine examples of the worst things that can happen in a videogame entertainment. (Actually, pick a movie, or a show, or a comic book, and most likely you can find a really, horrendously terrible game loosely based on it.)



I quite agree. However, the company that's probably the most responsible for the overall horrible quality of licensed games - Acclaim Entertainment - went bankrupt a couple years back. That alone makes the prospect of a decent Firefly-based game slightly better.

I cast my vote for the RPG-type game, not MMORPG. Straight "canned" RPGs are insulated against the kind of spoilsport crap you get with the bad apples who come online to be jerks. IMO, the 'verse is so story- and style-driven that a game would work better without that. Sure the 'verse has punks in it, but punks written by Joss are a whole different animal from punks from real life.

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Monday, February 6, 2006 3:59 AM

i do 3d animation useing swift 3d... if any1 wants me 2 model a ship, i wouldn't mind taking the time 2 do it,as long as they provided me with the pictures of the ship...

if they made a game, it CAN"T fallow the movie...maybe a LITTLE but none is better... i huge reason to playing a game is 2 watch the story progress...

a "grand thief firefly" i agree would b 2much...though something like it wouldn't... it should b both an air and land game...make it something like a "pirits of the carabina" game...be a smuggler and travel from planet to plant carrying out missions.. select your own jobs and when u land choice between several chars to be...or better yet alow the player to cycle from player to player, some what like Ghost recon. i'd say a cross between grand theft auto,pirits of the carabina,gost recon,spider man 2 and maybe a little RPG in it...that would b kewl...

of coure u could prob make the intire game RPG like...but that i can see getting borring fast.

"Either he’s dead, or my watch has stopped"

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Monday, February 6, 2006 5:09 PM

Ok, what about a Firefly modern reincarnation of Wing Commander Privateer?

Free roaming, but with a plot to follow. You play the plot at your own choosing -- you're free to do anything between plot missions. The Jedi Academy idea could be mixed in this way (I wasn't a huge fan of JA's structure but loved the game itself.)

This way you get both a preformed plot, plus the open endedness for the game. You could choose to put 100 hrs into the game long before wanting to start the plot! =)

Make it single player, on the PC (of course, for mods!) and maybe also a console or two.
ALSO have the MMORPG ability: jack into one of several big servers to play with 1000s of others. =)

And definitely space flight + walk-around on planets!

--Diavo

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Monday, February 6, 2006 5:21 PM

Duh! Great idea! Stick with what I just said ^above^ and...

You start the game as Mal & crew with Serenity. You play open ended as you wish, then when following the plot another ship shows up a couple of times to help or such in plot-critical areas.
After you finish the game as Mal, you are allowed to created your own personal character and start with a boring ship.
You can upgrade and such, buy new ships, do random things, take misc mission from job boards, etc. When you finally buy the certain class ship (the one from the first part of the game), you are introduced to your own plot, which will coincide with the plot of Mal...

Or vice-versa... Probably vice-versa...

Ya like? ':-)
--Diavo

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