![]() ![]() What I like about this setup is that it very clearly establishes both your long-term goal and the short-term goals that’ll lead to it. ![]() You are the captain of a scrappy little relatively-unthreatening vessel of unknown origins, and you’ve taken it upon yourself to find the legendary artefact said to have the mystical power to neatly clean up this whole pickle, hidden on the deepest, darkest part of the ocean floor. A tragedy of vaguely mythological note has flooded the world and sealed humanity beneath the waves with a roof of impenetrable ice, forcing those who survived this event to live out their lives in scattered underwater settlements of moderate-to-miserable condition. I mean, descended into Diluvion, a submarining adventure of exploration, navigation, crew management, and-when the need arises-ships firing lumps of scrap metal against one another until somebody springs a leak. It was with this mindset that I dived into. Sure, there aren’t as many exciting space monsters to blast out of the skies, but frankly most of the repulsive squishy things living on the ocean floor might as well be from another planet anyway, so what the heck, right? Everything’s a reasonable distance from everything else, there’s no hyperdrive to go wrong at a crucial moment, it’s always obvious which way is up, and nobody calls you out for dressing up like Napoleon Bonaparte while standing at the bridge. Now, the depths of the ocean, that’s the place to be all the crushing oppressiveness of a hazardous working environment with considerably more interesting rock formations to accidentally ram your prow into. The interstellar gulf stretches in all directions on an incomprehensible scale, and you can drift for a very long time indeed without bumping into so much as a double yellow line. It’s very big, as the Hitchhiker’s Guide to the Galaxy once eloquently noted, but what the Guide failed to point out is just how much of it is empty. The chief problem that space simulations seem to struggle with, once you get things like controls and background art out of the way, is that it’s kind of difficult to make space exciting to explore.
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