Stardock Tried To Make Star Control, Master of Orion Sequels
Gamasutra reports on comments from Stardock CEO Brad Wardell in which he described his efforts to revive two old but popular franchises: Star Control and Master of Orion. Quoting:
"'I actually pitched Atari on a whole idea for a true successor to Star Control,' [he said], noting that the game would follow original series developer Toys for Bob's Star Control II rather than the Legend Entertainment-developed Star Control 3 ('We just pretend that never happened,' the CEO says of that release). ... Novato, California-based Toys for Bob has actually floated the idea of making its own Star Control II sequel, with co-creator Paul Reiche III indicating he has tossed potential design ideas around, but with the company now owned by publisher Activision the proposal seems to be stuck in limbo."
I understand that they want to make a sequel to Star Control II, and that's awesome. However, I think that ship has long since passed. If they were really serious about carrying on the spirit of the game, they could simply make a new game in the Star Control style with a new background. That's why they're called "spiritual successors." I know that's not a true sequel, but that's about as good to one as we're going to get.
For fans of the original SC 2 game, or someone with an open mind for an awesome old game, you can find it here:
http://sc2.sourceforge.net/
Totally free and legal too.
But when will they make Master of Magic sequel?
http://sc2.sourceforge.net/
This is a link to a full version of Star Controll II. It works on my Vista laptop and is as good now as it was in the old days.
Like Star Control II was such a great game. Who the hell on slashdot even remembers it?
This game was published in 1992 and it EASILY is still one of the best PC games of all time.
+++ATH0
Clearly the nefarious Italian cabal that controls computergames and videogames industry would not allow this. Down with Italians and your sister.
Number of games I've purchased in the past year: 2
Mega Man 9, Warcraft: Wrath of the Lich King
Number of Star Control sequels I would purchase if Paul Reiche III was involved: At least 1. :)
You guys should know that Star Control 2 was remade for modern systems (PSP,WinXP,Linux) by a dedicated team of fans,and they have internet melee too!
http://sc2.sourceforge.net/
I remember Fallout 1 (or maybe 2) had a certain edible item called a "cookie". It restored a very small amount of hitpoints if you ate it. However, if you ate the cookie, your hard drive light blinked twice. This was back in the day where hard drive writes were quite loud and noticable. Since no other edible items wrote to the hard drive, most people realized that this was an easter egg left by the developers. With hard drives so quiet today (and SSD starting to take over) would anyone even notice if this was in a present-day game?
This is a fairly obvious example where the software needs the the hardware (loud hard drives). But I am sure there are other examples where the hardware of today cannot give the same game experience of yesterday.
Even those who arrange and design shrubberies are under considerable economic stress at this period in history.
No problem. Star Control II was an almost identical rip-off of Star Flight 2 from 1989. Just talk to the Binary Systems guys and away you go.
Master of Orion 2 differed from MOO1 in several fundamental ways. Most of those ways involved added minutiae to the game that didn't really add to the strategic depth of the game.
Take buildings for example. In MOO2 (and every bloody civ-in-space game since) you can erect specialized buildings on your planets that focus the planets production. There is a tiny amount of strategy in the order of building things, but once you figure out an optimal build order for different types of planets it's just an annoying game mechanic that gets in the way of expanding your empire, saying "Nice doggy!" to your would-be enemies while you research a bigger stick, etc..
Really, this sort of thing ammounts to shoe-horning an inferior version of sim-city into a game that doesn't need it. However, it's in every bloody 4X game people make these days, with Stardock's own Galactic Civilizations being one of the worst offenders. In MOO1, you could just set a slider telling each of your planets how much to devote to industry, research, ship production, etc..
This is the philosophy I would like to see the MOO franchise return to:
Create simple, intuitive, direct ways to manipulate a deep and complex system with cleverly balanced AI.
e.g. To allow players to focus production, give them a simple control, such as a set of sliders, instead of a sim-city clone mini-game.
Now, I know a lot of people love MOO2 and building buildings. It's a good game, and the mechanic is now utterly ubiquitous. However, if you liked MOO2 you can go play GalCiv or any of dozens of games that have all the same mechanics. If, however, the MOO franchise were to go back to it's MOO1 roots and try to find other ways for players to interact with the universe, we might finally see the ossified 4X genre evolve a little!
http://en.wikipedia.org/wiki/Mail_Order_Monsters
Another great Paul Reiche III title -
See http://www.masterofmagic2.com/ for links on the subject. When they couldn't get the license, they started working on a spiritual successor, without the license. And hate to say it, but I'd much rather see a new MoM sequel than a new MoO sequel. I thought Toys for Bob was still trying to re-gain the rights for their own true SC2 sequel?
well, I think SC1 was also cool, SC3 - an epic fail
To my knowledge, two companies have expressed an interest in creating a sequel to Star Control II - The Ur-Quan Masters: Toys for Bob (the creators of Star Control and Star Control II; warning: site is entirely Flash) and Stardock (better known for strategy games like Galactic Civilizations).
Toys for Bob holds the copyright to Star Control II and its characters, which allowed them to open source the game (or, to be exact, a crude attempt to get the enhanced 3DO CD version to run on Windows, which has since been cleaned up and gained additional features such as network play) as The Ur-Quan Masters a few years ago (code under GPL 2 or later, content under Creative Commons Attribution-NonCommercial-ShareAlike 2.5).
The reason for dropping the name "Star Control" and using the subtitle is simple: the Star Control trademark is owned by Atari (a.k.a. Infogrames, who bought Star Control's publisher Accolade).
In other words, TFB has all the rights to make a sequel except the name (in fact, with the open sourcing, anyone could create a sequel, albeit non-commercially). However, since TFB is owned by Activision, they can't work on whatever they like (without being fired). TFB have stated on their news page that they need help convincing Activision to finance a sequel to Star Control II; they have the will, the skill and the rights to do so (albeit not the name, but that's secondary).
You are saying what I have been preaching to anyone who listens. I rediscovered MoO 1 only recently and I love it. Huge universe with 6 races at level impossible? Just give me Psilons and bring it on! My weird brother uses Klackon to do the same. How wrong is that, I ask you?!
I had no real problems with the MOO3 system of planet management. The biggest problem I had in 3 was that combat sucked. It was so uninvolved as to make me resolve all battles with the one button click.
The problem in MOO3 is that the idea was excellent but the execution wasn't. Too much of the tech made little sense, you could not weigh its impact on your empire easily. Travel down "warp lanes" made overly long games as most of your time was spent trying to get ships to where you needed them and the route could be a convoluted mess with ships arriving woefully out of date by the time they got there.
Most games ended up with an empire that could produce amazing amounts of material and not do anything with it. Diplomacy really took a hit in 3. The Orion Senate or what not was another mess in its own, you could go most of a game and never be part of it.
In the end it was a mess because it was buggy and the developer sucked. At least is was not the game Alan wanted as that would have been even more of a "just click next turn' than what we got
* Winners compare their achievements to their goals, losers compare theirs to that of others.
http://www.freeorion.org/
http://www.thousandparsec.net/
http://www.startreksupremacy.com/
http://abandonia.com/
http://gog.com/
If they had only left the Hot&Sexy-Elf-Amazon-lesbian-babes Elerians in the game.
Instead, you could take your pick among some of the most repulsive 3D models ever.
Mit der Dummheit kämpfen Götter selbst vergebens
SC1 and Starcon2 where great games..I actually didnt mind 3 either but 2 UrQuan races were a lil much
I'd just like to say that I have a copy of MoO2, boxed, still in original shrinkwrap. Offers welcome. :-)
Vintage computer games and RPG books available. Email me if you're interested.
Dominions, dominions 2, dominions 3 Master of magic was my favorite game in the world for quite a while. But Dominions is just so much better.
Just because it's a Civ-type game with spells oriented around 5 "colors" does not mean it's MoM2. It's missing several things that helped make the game interesting, like races other than humans and the mirror world. MoM-like games have been done before.
That said, it doesn't look like a bad game at all, and even MoM wasn't all that original -- basically Civilization with Magic: the Gathering stapled on top of it. I'd buy it.
If it's for-profit but free, you're not the customer -- you're the product (e.g., the Slashdot Beta's "audience").
Ring a bell? Kinda like moo1 redo in all ways
It's about the writing and design that went into the game.
If only we could somehow wrest control of the Star Control marque away from Accolade and give it back to Fred Ford and Paul Reiche III.
+++ATH0
Why the hell do you all guys want MoM, MoO, SC2 [insert favorite] remake? "To capture that 90s spirit" sounds stupid. Run DosBox and the original - you will have all the spirit you need.