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Stardock Tried To Make Star Control, Master of Orion Sequels

Posted by Soulskill on Mon Nov 17, 2008 11:16 PM
from the brought-to-you-by-frungy-the-sport-of-kings dept.
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."
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  • Star Control II (Score:5, Insightful)

    by LightPhoenix7 (1070028) on Monday November 17 2008, @11:20PM (#25797381)
    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.
    • Re: (Score:2, Insightful)

      by Anonymous Coward

      As I understand it, they own the rights to create any game they like in the Star Control franchise, other than the name "Star Control" itself. The issue at hand simply relates to them wanting to get paid to develop it, and the company that pays them doesn't necessarily want to pay for a Star Control sequel.

  • obligatory game link (Score:5, Informative)

    by Anonymous Coward on Monday November 17 2008, @11:29PM (#25797473)

    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.

  • by geminidomino (614729) * on Monday November 17 2008, @11:36PM (#25797539) Homepage Journal

    Like Star Control II was such a great game. Who the hell on slashdot even remembers it?

    • by narcberry (1328009) on Monday November 17 2008, @11:39PM (#25797567) Journal

      I thought Star Craft 2 wasn't out yet.

    • by StarKruzr (74642) on Monday November 17 2008, @11:43PM (#25797587) Journal

      This game was published in 1992 and it EASILY is still one of the best PC games of all time.

      • I used to play it all the time on my Compaq Portable III. I highly doubt that any sequel will recapture that early 90s spirit.
        • by caitsith01 (606117) on Tuesday November 18 2008, @12:00AM (#25797719) Homepage Journal

          I used to play it all the time on my Compaq Portable III. I highly doubt that any sequel will recapture that early 90s spirit.

          This MUST be possible. I have never understood why companies don't release what amount to identical games under the hood with heavily updated graphics which remain true to the original art style of the previous game. Keep all of the game logic, but replace the graphics and make it run stably on an XP/Vista system.

          Case in point: Sid Meier's Pirates!, which was in many respects totally identical to the old 2D version, and which looks great and is awesomely fun to play.

          My dream is for someone to finally, FINALLY do this to XCom/UFO - keep the EXACT game mechanics of the original game, but make it run in 1280x1024 with photorealistic (but still manga-esque) graphics. They could keep the original music but re-record it. It would be stunning.

          Other candidates for this treatment would be Syndicate/Syndicate Wars, and Theme Park.

          • by Kjella (173770) on Tuesday November 18 2008, @12:54AM (#25798095) Homepage

            My dream is for someone to finally, FINALLY do this to XCom/UFO - keep the EXACT game mechanics of the original game, but make it run in 1280x1024 with photorealistic (but still manga-esque) graphics.

            1280x1024??? If you're doing a remake at least update it so it can run on modern resolutions including widescreen. LCDs in general suck at any non-native resolution, so it's even more important than before.

          • Re: (Score:3, Informative)

            You probably ought to give UFO: Alien Invasion [sourceforge.net] a try. It's definitely not the same game, but it's created by a group of people clearly in love with the source material.

          • My dream is for someone to finally, FINALLY do this to XCom/UFO - keep the EXACT game mechanics of the original game,

            Actually, no. Replace the environment breaking routine with that of XCom 3.

            photorealistic (but still manga-esque) graphics.

            I don't think that's logically possible.

          • by meringuoid (568297) on Tuesday November 18 2008, @05:23AM (#25799487)
            Case in point: Sid Meier's Pirates!, which was in many respects totally identical to the old 2D version, and which looks great and is awesomely fun to play.

            Sid Meier likes doing that. Take a look at Colonization, which preserves the basic mechanisms of the original, but adds more sophisticated Civ4-style diplomacy and trade. And alliances with the Indians.

            Only problem is, the Royal Expeditionary Force is normally absolutely huge by the time you declare independence, your troops don't upgrade to Continental Army status, and there's no foreign intervention force coming.

            I had to drastically revise my war plans. In the original I used to build big heavily armed fortresses and pack them with troops and cannon, and wait for the king's men to come to the slaughter. In the new game, that doesn't work: artillery get a huge bonus to city attack, so no fortress is strong enough. Instead I play a Stalinist strategy. All troops and most of the population are evacuated from any cities the king's men approach, leaving only a token guard. The civilians are sent to the arms manufactories deep inland, and there drafted into the militia. The army lurks in the woods.

            Meanwhile the king's men destroy my token garrison and occupy the city. That's when I counterattack: the artillery bonus now works in my favour. Sure, it means my cities get wrecked. The objective is to exterminate the king's men, not to have a viable colony left when the dust settles.

            It actually made me feel very bad. The burning ruin of the greatest city in the New World, now home to nothing but a couple of small fishing communities. My score history at the end showed a colossal drop during the war, as all trade and useful industry was abandoned, and all of the civilian population not involved in arms manufacture evacuated from the cities and drafted into an army in the wild. And then slaughtered. I had a mental image of Field Marshal Sir Dougie Haig with his battle plans, sweeping soldiers off the board with a dustpan and brush...

          • Re: (Score:2, Interesting)

            I would like to see this in X-COM also.

            And in Wing Commander

            And in SimTower

            And in SimAnt

            And in Dungeon Keeper (Evil Genius doesn't count)

            And in Theme Hospital

            And in Grim Fandango (mostly for the controls, I like the look of it)

            And in Gunship 2000 (PLEASE!)

            X-COM and Gunship 2000 would be the ones I would like most to see revived in the spirit of the original (none of this X-COM: Interceptor or things like that).

        • I doubt it (Score:3, Interesting)

          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 t
      • You didn't detect the sarcasm in the GP post. I guess your Ultron is broken. (Or, for another hint, you could have read the sig.)
      • Re: (Score:3, Informative)

        Heh - weird. Your parent is termed "Funny" - correctly. Your post is termed "Insightful". Although I do agree with you, you simply didn't get the sarcasm of your parent.
        Let's see if I also get an incorrect value attatched - "flame" perhaps? ;)

    • I certainly don't.
    • by canajin56 (660655) on Monday November 17 2008, @11:59PM (#25797709)
      Whoever modded this flamebait instead of funny either didn't read your sig, or didn't remember Star Control II! How very *frumple*! *Happy Campers* enjoy the *sauce*! Come *dance* in the *heavy space*!
      • I wish I had mod points so I could give the mod the OP funny and you insightful - I can't BELIEVE all those replies and you were the only one to notice the sig. All the other replies are SC2 fan POSEURS!

      • I never played Star Control II, so the joke/reference went right over my head. Bad mod should be null and void with this comment.

    • Re: (Score:2, Funny)

      Spathi > Mycon! Who cares about semi-sentient mushrooms. Terrified meta-mollusks rule! At least until they get scared away. . .
    • That makes me *frumple* so much.

    • Like Star Control II was such a great game. Who the hell on slashdot even remembers it?

      It was a defining event of my childhood.. :)

      It goes without saying that perhaps I needed to get out more, but SC2 was one of the first games ever created with a truly brilliant storyline. One loaded with programmer humour, no less. Excellent execution, great battle, and story with lines that I (and apparently you) still remember to this day. Even the story in the readme.txt was inspiring.

      I'd give anything for a seque

    • Heh. For the past 10 years I've named all my workstations at work after Star Control; I've named machines "kohrah", "kzerza" (fittingly those two were in service at the same time running x2x between them), "chenjesu", "earthling", and "pkunk". So far I haven't been masochistic enough to name one "mmrnmhrm". I'm pretty sure my next machine will be either "arilou" or "shofixti".

      And can I be the only person who consistently misreads the title "The Drudge Report" as "The Druuge Report"?

    • Hee hee. Nice joke, hunam.

      I still have the original box-cover stuck on my office wall.

      When I was young and when I played this awesome game, I wrote the publisher a fan letter. They sent me back an SC2 jigsaw puzzle! I wish I still had that sucker.

    • Re: (Score:3, Informative)

      Please don't be so *frumple*. *Happy Campers* are best!
    • Re:Big whoop... (Score:4, Insightful)

      by vux984 (928602) on Tuesday November 18 2008, @03:41PM (#25807709)

      Like Star Control II was such a great game. Who the hell on slashdot even remembers it?

      Jerk! Loser! Nerd! Idiot! Jerk! Nerd! Nerd! Idiot! Loser!

  • 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. :)

  • by Cordath (581672) on Tuesday November 18 2008, @12:54AM (#25798091)
    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!
    • I agree, MOO1 is one of the best games ever. You don't have to spend time micromanaging your empire, and there was a lot of strategy involved. While adding one or two other things to the planetary sliders wouldn't hurt, MOO2 really went overboard. I tried playing it not too long ago, and just didn't like it at all. I had no clue what I was doing, and it started to feel way too much like the civ series. MOO1 was simple, and the simplistic nature worked great for it. That way you could focus on things l

    • Agreed. "Sword of the Starts", however, is a nice throwback to slider style planetary management, though it's more in the vein of "Spaceward Ho" than "Master of Orion".

    • 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 rou

      • WHAAaAAAaa? You think MOO3 was a *simplification* of MOO2?

        To make a more recent comparision, MOO3 was like EVE Online without a subscription fee. It was a bureaucracy simulator par excellence. I made it through the tutorial realized there was probably a fun game in there after about a six month training course, and went outside* instead.

        *: I did not actually go outside.

          • I was the same. I love moo2, never got that much into moo1 (started with moo2) and I installed moo3, played it for about 3 hours and gave up.

  • http://en.wikipedia.org/wiki/Mail_Order_Monsters [wikipedia.org]

    Another great Paul Reiche III title -
  • See http://www.masterofmagic2.com/ [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?
    • Re: (Score:3, Insightful)

      My thoughts on this subject:
      We don't really need a MOO2 sequel; the game plays just fine on modern systems, the graphics are adequate, the only things I could really see as improvements would be making the graphics a little higher res, maybe some more variation in ship design, and it would be GREAT if the number of stars could be increased, maybe by a factor of 4? But thats really it; the game still works, and works well.
      MOM is just more of a extreme case. While Age of Wonders: shadow magic is probably as c

  • To my knowledge, two companies have expressed an interest in creating a sequel to Star Control II - The Ur-Quan Masters: Toys for Bob [toysforbob.com] (the creators of Star Control and Star Control II; warning: site is entirely Flash) and Stardock [stardock.com] (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

  • Links inside (Score:5, Informative)

    by RichiH (749257) on Tuesday November 18 2008, @06:08AM (#25799687)

    http://www.freeorion.org/ [freeorion.org]
    http://www.thousandparsec.net/ [thousandparsec.net]
    http://www.startreksupremacy.com/ [startreksupremacy.com]
    http://abandonia.com/ [abandonia.com]
    http://gog.com/ [gog.com]

    • Re:Sigh.. (Score:4, Informative)

      by greenreaper (205818) on Monday November 17 2008, @11:34PM (#25797525) Homepage Journal
      You mean this [elementalgame.com]? Working on it.
      • Wow. Didn't realize their MoM sequel was officially announced yet. My respect for Stardock just got kicked up about five notches. Official: They are now my favorite company.

        I'd better schedule some time off for when that gets released.
        • yes it does look a little strange.. I hope they clean that up in the months leading up to their tests they expect in June or July next year.