<WatchTVDoNothing> in transcendence half the time you are living like an animal, without language, other ships/sovereigns only communicate their intentions to you by physical force and you can only gain insight into them by watching them and examining their remains
<WatchTVDoNothing> there are only a few exceptions, Arco Vaughan straight up asks you why you are attacking him but the only reply that you can give him is a missile.
<Adran> thats the universal sign of "hello"
<WatchTVDoNothing> basically in the transcendence universe there are no corrective forces that support moral behavior or discourage immoral actions. the player seems to generally up playing like a concentration camp inmate; if they can get something good without risk of repercussion they usually do it .
<WatchTVDoNothing> well maybe that's a bit strong
Reading this on IRC a couple of days ago struck a chord with me because those are the exact elements that were missing in the game. I even wrote a mod called Dynamic Systems to remedy this missing element, but WatchTV got it spot on. It wasn't the sovereign relations or the absence of enemy fleets killing each other that was missing. What was missing, rather, was that there are limited interactions in the game.<WatchTVDoNothing> yeah, but i think it's more important to first understand why so many people in the universe are hostile to you before looking for a way to befriend everyone.
<WatchTVDoNothing> maybe there are people out there who are shooting at you because of where you are, so you can avoid them if you don't want to kill them
<WatchTVDoNothing> maybe there are people out there who are shooting at you because of who you are, in which case you would have to change your own nature to end their attacks
I can't believe I missed this in my ~3-4 years of interacting with the game.
What differentiates Transcendence from other roguelikes is that we aren't killing animals or demonic beings or zombies but humans and neo humans that we, the player, presumably could converse with.
Most enemy factions are introduced as a new thing to kill.
Dwarg?
dead.
Luminous?
Kill it.
Ares?
Communism.
The underlying motivations are spoken or alluded through by NPCs throughout the game, but without allowing the player to explore those interactions I feel that something is missing. It's similar to another concept in good storywriting: "Show, not tell".
How do we show most of the missing elements of the lore?
I think an easy answer to this question is that George simply hasn't had the time to expand the several minor factions in the game, but with him working on Part II I doubt that there will be time to expand the Abbasids, Heliotropes, or Ventari.
Does Transcendence have to be a roguelike? The core game engine has so much more to offer than just a roguelike. Although D&O is definitely what attracts gamers, I feel that the core engine should only be a platform for different games and genres scattered throughout the multiverse.< Atarlost >Killing random opponents in random places is the very definition of a roguelike.
D&O does have a selling point, though, in that it attracts the niche community that loves Nethack and Star Control, but having played none of those games I feel that Transcendence has a strong selling point of just being Transcendence. It doesn't have to conform to those rules, and in fact breaking them in more fun and enjoyable ways are what makes games better and ultimately draws more players in.
I would like to point to one drawback to defining Transcendence as a roguelike — roguelikes inherently attract a niche market and audience.
Ultimately, if Kronosaur Productions would like to push Transcendence as a profitable game has it to compete with other indie titles. I feel that defining Transcendence as a roguelike impairs what Transcendence really is, because roguelike is not what Transcendence is. Roguelike is what D&O is. But the Transcendence game engine is so much more, and in that respect the possibilities are endless.
I recently created an adventure that demonstrated my belief that Transcendence is *not* strictly a roguelike. Even George is willing to create a more RTS-like adventure in the future, and by definition RTS =/= roguelike.
tl;dr:
Therefore, I'm asking that we stop calling Transcendence a roguelike and start calling D&O a roguelike.
I also really want to move Transcendence in a slightly different direction from its nethack/roguelike roots and turn the conversation into 'what does Transcendence need?' It should not and will not be defined in terms of other games. Instead, we should move the game into a direction where Transcendence is just Transcendence, and is the benchmark for other games.
Proposed solutions:
-Community mods:
This is a very fickle solution, because the last two community projects failed miserably and we're losing more people because of RL and losing interest.
We're not getting a huge influx of new members that stay and contribute, and the modding interest as well has dwindled back to simple weapon mods and XML changes.
-George needs to communicate with his playerbase more
I feel that George wants strong creative control of where Transcendence is going, and that's not bad at all. I do, however, want more communication and leeway in terms of what can be done with mods. I know that this will interfere with Vanilla progress, but if George interacts more with his playerbase it will create investment in the game, and will further his strategy for generating revenue.
Neglect is the worst thing that can happen to a playerbase that is focused on heavily investment.
There are several places of neglect right now, by both George and the community, that should be resolved before we move on.
These are:
-Xelerus
What's happening? I have no idea. Is multiverse replacing Xelerus fully or...?
-Wiki
Nobody's updating it and nobody is invested enough to work on it. Where are all the noobs going to go for help?
-Trac
It doesn't even exist, 'nuff said.
IRC
-Read the 'One Last Comment' section below.
I don't have answers for these problems, but if we solve each one of them, swiftly and efficiently, I feel that 2014 will be a great year for Transcendence.
One Last Comment:
What is this? Why do new people on IRC feel this way? Are we not welcoming?<WatchTVDoNothing> if i were RPC or wolfy my communication would be carry meaning, whereas because I'm WatchTVDoNothing my communication is basically a combat taunt
This is the second or third time I've heard a comment or sympathy that shows how unfriendly the community is.
I feel that we really need to rethink what the Transcendence community is, and our noob-friendlyness. To be honest, the only reason I'm so invested in Transcendence is because of my ridiculously impossible stubbornness and potentially unique life circumstances.
My typical playstyle has been called this:
I'm not your typical person, and the fact that Transcendence appeals to the 'not your typical person' isn't a good thing if George wants the community to be welcoming or to sell well. This is going to be a problem when (and if) Transcendence will start attracting more people in the community. Investment starts growing, but as soon as they hit IRC they feel hostility and a horrible sense of uselessness.<Katami> PhaseMacaw: Quote #162: "<Atarlost> I think [Dynamic Systems and The Network] still separate, but I think they're compatible. It's not recommended unless you're a masochist though." (added by sdw195 at 02:02 AM, March 07, 2012)
I, for one, don't want this to happen.