Greetings!
The team is now fully staffed with the exception of bringing on one additional animator. It is now, the largest game project currently underway at Stardock across all studios in terms of monthly budget.
For those of you who remember the development of the original Star Control series, you may recall that Paul and Fred worked very closely with fan (SC2 mainly). In fact, thanks to Paul and Fred we've been able to team up Riku who did most of the best known tracks for Star Control 2 back in 1992 and he's in charge of the new sound track.
Now, that said, we have a number of challenges that we need help with. I'll list them below.
Challenge #1: IS Star Control Star Control without the Spathi?
The new Star Control is a prequel. It takes place before the events of the original series.
And for those who are deeply into the Star Control lore, our long-term plan is to make the Star Control universe a multiverse. The Famous battles of the Ur-Quan conflict (part of which is told in Star Control 1 and Star Control 2) take place in one universe. By contrast, Star Control 3 takes place in a separate universe.
As mentioned, Paul and Fred are the ones who wrote the Ur-Quan conflict lore that manifests partly in the first two Star Control games. Today, Paul and Fred, the founders of Toys for Bob, work at Activision which precludes them from being able to work on the new Star Control. However, since Star Control is a multiverse, we can, with patience, hopefully wait for the day for a continuation of the Ur-Quan story.
That said, regardless the new Star Control won't deal with the aliens from the Ur-Quan stories for multiple reasons. First, in the Ur-Quan lore, the humans join the Alliance of Free Stars in 2116, 4 years after the humans are contacted by the Chenjesu and our story takes place in 2086. Second, because we don't want to interfere with Paul and Fred's story, we want to wait until they're free to work on their story again to continue it.
From Stardock's point of view, Paul and Fred own the Ur-Quan lore and in fact, this lore goes well beyond what was seen in Star Control 1 and 2. So while Stardock owns the Star Control universe, we don't make any claim on their lore. Similarly, post-release if others create their own lore for their own universes, Stardock won't be making any claims on that lore either (i.e. no sneaky EULA that tries to lay claim to any lore/assets made that uses the new Star Control engine).
When you visit www.starcontrol.com later this Fall, you will absolutely see both classic and new aliens together since we support both the new Star Control and the original trilogy. We plan to provide a fairly elaborate series of pages to support Paul and Fred's backstory so that it's kept alive for the day when they can return to the Ur-Quan story.
Challenge #2: What IS Star Control?
While game designs are always unique, I'd like to propose that we look at what we are working on together collective as a specific genre (like 4X strategy).
In Star Control's case: It's an action adventure game. Specifically, an action adventure game in which you play as the Earthlings, go out into the galaxy and meet aliens, go on quests, explore planets, and have space battles.
That is what we're in the process of creating.
Challenge #3: Defining some core values
Each person will have their own vision of what they think a new Star Control must contain. Like I said above, SOME people will absolutely say that Star Control is about the Ur-Quan and the Spathi and so forth.
For me, it's a bit more general. I want to interact with really interesting aliens that are well written, funny, charming and try out lots of cool ships, design my own custom ship, etc. That's why we brought on comedy writers early on and have put a lot of budget behind making sure that we're prepared to record 11 hours of voice acting that will be handle through our engine's lips syncing tech (our engine is made by the some guys who led Civilization V's engineering PLUS additional veterans from around the industry).
Challenge #4: Satisfying the super fans
So how are we going to make the hard core fans happy?
Broadly speaking (without giving too much away) we plan to provide fairly extravagant mod tools. Tools well beyond what has ever been made outside of say Spore.
If you've read "Ready Player One" then you have a pretty good idea of the authoring level we are going for. We'll be talking a lot more about this as we progress.
The main point is that our goal is to make the Star Control universe all-encompassing. Infinite continuities with OUR included initial campaign just one of an endless number that the community can provide. If you've seen what the Ur-Quan masters team have done, imagine if they had millions of dollars in engineering hours designated to providing tools and support to ensure that there's a never ending stream of Star Control content.
Anyway, that's where we are now.
Cheers!
-brad
Apologies. I meant no disrespect, only to share the feedback of others I know (I'll censor the post). A have a few friends that are more than passionate about the SC games, some of which have completed them dozens of times.
I also apologise - I didn't mean to characterize you as a generally rude person.
Back to the discussion:
I guess I expected many of the original races to return, but there is much else to Star Control, as pointed out by others now. The fun thing about new aliens is that the writers can come up with more new stuff, and don't have to base everything on what was done so long ago. Hurrah for creative freedom!
I am convinced that Stardock had a good idea of how to make this Star Control without the aliens from Star Control II.
@Vaelzad - That's exactly what I'm talking about "Knowing the detailed outcome of an adventure before even experiencing the journey just ruins the journey itself". If you read my post above, the name of this game is EXPLORATION. Nobody flies to North America anymore to "explore the new world" - that was exciting long ago BECAUSE it was "The Unknown". Now it's fully mapped on Google maps and doesn't hold that same mystery. Same reason why the western United States is not called "The Wild West" anymore - in the days of exploration and charting new territory it was crazy, intriguing and wildly unknown. Now, it's just California traffic. The whole POINT of SCII was that intrigue of what the next system you enter might bring. In a true sequel, you'd already know what those systems bring. You can pop by and say hi to your old buddies. But you can't base a whole game on that, you'd lose the spirit of what made it so good.
So, Challenge #2 is pretty clear, and you're all on the right track. But it's gotta go deeper than an easy label. What IS Star Control? You're right when you say Action Adventure. It's a weird hybrid though, a little more complicated than that. It's not a Diablo type game, which embodies that sort of Action Adventure/RPG-Lite scenario. It's not Mass Effect either, where it's MOSTLY action, with long, drawn out story segments and light, stat-based level ups. It's so much more integral and fluid than that, it almost defies categorization.
It's more like, I'd say, an Action Adventure Exploration RPG game with a REALLY innovative way of leveling - with NO classes and NO levels. The Exploration is actually what fuels and progresses your "level". You get your level boosts, stat boosts if you will, FROM exploring the stars. For example, you don't get more powerful from destroying enemies. Ever. That's why it's so atypical in its leveling. You get more powerful from things so much more important than hitting a new XP level and putting a point in Agility. You clean a system of biological life, trap them and sell them to a space peddler for an advancement in tech that would take humans ages. Or you solve a problem for a fellow sentient and they give you the "level up" in the form of a more powerful wingman ship to also control! But it doesn't DROP from a random mob or boss - it's EARNED by gaining an ally! Even more subtle things, you EARN cheaper crew members by saving the Shofixti, you EARN a hyperwave transmitter by cleverly and thoroughly exploring the galaxy, you EARN a quasi-space portal by solving the mystery of the Arilou homeworld. These are all types of "loot" or "drops" or "level-ups", but done in such a fluid, incredible way that you never click a ridiculous "Level Up" button, but somehow finish the game as an unstoppable destroyer that can take on an entire fleet with a host of Chmmr Avatars (and maybe a Pkunk Fury or two) at your side that absolutely DWARFS the slow, powerless shell you started the game with!!
It's SO beautiful and SO central to what makes that first game such an incredible icon in the gaming world, that it MUST be paid attention to for a sequel/prequel to achieve the level of excellence that Star Control II so precociously embodied.
Cutting swathes through hordes of enemy ships should not award a stat point that I can put into Charisma (a la every RPG out there). Flying through space should not somehow make my thrusters go faster or my lasers get more explodey (a la Oblivion/Skyrim or Fallout's usage-based levelling). Star Control is an exploration-based RPG where the ship and army improvement DIRECTLY RESULT from thoroughly exploring the galaxy, while cleverly solving the difficulties encountered.
This is the spirit of Star Control. Capture it and you'll truly control the stars.
Challenges #3 and #4 coming later!
Well definitely don't call it Star Control 4.
Lore-wise, you'd have to create a new universe (eww) or put it in a separate galaxy:
- The Mass Effect approach: prior to the events of SC1, an expedition uncovers tech from an ancient civilization (Precursors without using that name) that teleported them to Andromeda. The adventure is to find your way home safely.
- The Stargate: Atlantis approach: Same thing, but the adventure is to stop a growing threat before it threatens the Milky Way.
Progression is fun!
I'd be nice to have your "Vindicator" "evolve" in a modular manner.
IMO it'd give the player ultimate sense of achievement and progression.
Thank you! This isn't the first time here that I've said the backlash from certain individuals about "why this isn't Star Control" is bound to be a long and grueling affair that we'll all have to endure in the months ahead. I do my best to ignore it but it will probably prove to be a challenge. I applaud the patience of Brad and Andrew on these forums!
I concur that the franchise only stands to benefit from a new direction, rather than steering the vision of the creators as was attempted in SC3. Not only did it lack a sense of adventure and excitement, but it also felt stale and recycled because the races we were already familiar with didn't exactly break much new ground. The few attempts at doing so mostly just ended up irritating fans ... who among us hasn't tried to forget about Precursor cows? I suppose in a perfect world, it might be possible to commandeer someone else's ideas and expand on them successfully, but that rarely happens in the world of storytelling, so it's a wise choice for a multitude of reasons to branch the story off in a new direction ... or directions.
The feeling of discovery, uncertainty and not knowing what to expect is what makes an adventure into the unknown compelling, and I'm very appreciative that Stardock is smart enough to realize that they don't need to gild the lily that is SC2, but rather stand on the shoulders of the giants that created it by opening it up both in terms of the available universe to explore, and in terms of community involvement.
I can't say whether or not this is an unrealistic notion, but an idea which recently occurred to me that might be interesting is a sort of separate gameplay mode (like a non-canon adventure mode that isn't tied to the central story, let's call it Roguelike Mode for lack of a better term) where we are able to have a sort of abridged experience every time. I realize Star Control is not 4X and I'm not advocating for it be one, however one neat element of 4X games is that the map layouts are different every time you play. I think it would be cool to venture out into a great unknown whenever you want and would add an incredible element of replay value if we had the opportunity to play a mode where the story, aliens, and starmap changed a little each time you played.
And one more thing that I was reminded of by corgatag's avatar, and also something I have mentioned elsewhere on the forums ... in the event you haven't seen the alien animations from Stardrive 2, I think it's fair to say that is an amazing example of the level of art direction that I'd love to see in Star Control!
Challenge #1: IS Star Control Star Control without the Spathi?Yes, it is. BUT... it should feel like PART OF THE SAME UNIVERSE. And you will lose a lot without original races. So think about things that will help with that feeling. Regarding new races - create some (not all) new races AS ANCESTORS of Spathi or other famous races. Think about them as a races with some physical and cultural similarities (and differencies) which will evolve into Spathi or other SC2 race much later. Or they will merge with other race (which is close and friendly to them) and evolve into Spathi. Your writers could hide some funny hints in dialogues about future evolution and I think they will like this creativity. For example if that ancestor race say "we would never do or never like something", but player will smile and think "yes, yes... you will like exactly that as SC2 race". This is probably the best solution, because: - it will feel like credible extension, part of the same universe- If you will just make similar races to resemble the old ones, they will never be accepted as much as the old ones. Players will see them like B-grade or C-grade copy of old famous races... like flawed replacement for something they would really like to see. It may also reminds them how much they miss the old races.- some players will like that hints about evolution or thinking "which race may evolve into which?"- new races means more surprise and creativityChallenge #2: What IS Star Control?- action adventure in space with RPG/tactical elementsChallenge #3: Defining some core values- lot of aliens (some funny and crazy, some mysterious, some serious/menacing, some hidden and hard to find, some hard to grasp)- good story (no banal cliché "united we stand against one great evil", dont look at ME)- building and upgrading the ship (great variety and detail) (+ some fleet management?)- humour (but pls, dont overdo it into pure predictable parody where all aliens are crazy... balance is important)- real exploration (isometric view?) of planets with events, objects to find, aliens to find, deposits to mine etc. (no repetitive simple tasks on each planet - that would be one of the biggest mistakes in the development IMHO)Challenge #4: Satisfying the super fans- make modding easy to use and very quest-friendly and choices-friendly so you could make military sci-fi campaign or adventure in space with more exploration and less combat - support DX11 (win 7+)- deliver core values listed above
Please point me in the direction of purchasing a Founders pack. I'm ready!
I've been a Star Control Fan since I got the game on my Sega Genesis and played everyone of them after. Now that it is in Stardock's hands, I have a lot of confidence that it can be pulled off even with the challenges. You guys have shown that "old school" spirit and are great at what you guys do. Below is my input.
Honestly, I do not think Star Control can be Star Control without the races, but it doesn't have to be that way. As long as the existence of the other races are not ignored like it never happened, it can still be done. Approach it with the way that those races were there, but not anymore. This can be done in a lot of ways.
It can be that this Star Control takes place in a different part of the universe. It's very far advance in the future where the "Big Bad" won in the Star Control 3 and all sentient civilization were wiped. The Human protagonist can be one of the crew members of the Ancient ship that became trapped in the event horizon of a black hole. When he comes to, he finds a majority of the crew dead, including the last captain of the previous SC game.
Leave some artifacts to find to acknowledge them without having to name them.
But don't forget about the Precursor Cow Race. That is important.
Star Control is about exploration. Meeting new friendly and unfriendly races. Space Combat where planets pull you into its gravity well. Space ships with very unique ability and funny ship names bordering sexual enuendos. Having to fly around the planet until you lock into orbit. Have the ability to scan the planet. Landing on the planet. Exploration of the Planet. Mining the Planet. Stunning creatures and collecting them. Have one Big Ship that can act as mother ship to other race ships. AND ability to sell your crew to slavery for money.
(Exploration + Mining + Combat + Space Cowboy Diplomacy) x (twisted/sick sense of humor) = Star Control Core Value
Don't cut anything out from original features of previous Star Control. Just improve what was there and add to it.
If I may add, maybe have the ability to actually create your character. This will give a sense of "that's me" to the player. Maybe have him and a small crew explore a ship or base, fight aliens and reach the Bridge/control room and take the ship over or destroy it. Something similar to the Buck Roger game on the Genesis.
Additionally:
I am very interested in the Founders Program. I missed my chance with GalCiv3, but won't miss it for the world with SC.
Feel free to contact me if I can be any help. I have some great ideas. Also, I'm an avid fan of the Star Flight series which was similar to Star Control. Hope you guys get license for that game too. Seems that SC2 comes from the same spirit as Starflight.
Spathis are an old favourite. Having the Spathis around would be tantamount to getting home, putting some well-worn-but-comfortable slipper and enjoy life.
I don't want confortable, in real life. I want to be challenged. The world is my playground. I want to know what lies beyond the ridge, over the chasm, at the bottom of a pit, in a natural cave or in an abandoned building. Slippers are nice, but I'll trade them any day for boots to travel and discover in. I'll sometimes long for my Spathi slippers but the better the reboot game, the fewer and father in-between those moments are going to be.
In its strictest sense, Star Control is the Earthling's space division. In effect, if you don't have the Earthlings in the game, you can't have Star Control in the game. This having been said, Star Control is, also, a philosophy, a way to view the wars: you control stars / star systems, with the ultimate goal of overpowering your opponent. SC1 managed this solely through war, while SC2 managed this through diplomacy (mainly) and war (somewhat).
What SC2 introduced beautifully and became (I believe) the most interesting aspect of the game, is exploration. SC1 had some of it, but it was rather limited. SC2 allowed you to find new alien races, precursor artifacts, dead civilizations, lore, new dimensions, etc. This is what struck the imagination of most.
From my understanding of these (and other) forums, what people are looking for is the feeling of novelty, of discovery. The moment when you realize that the Mael-Num and the Melnorme are related (if not the same species). The moment when you hear through the Melnorme that a civilization was destroyed by the Druuge to deflect the ire of the Kzer-za.
That is what constitutes the Star Control experience. Without any link whatsoever between the new game and the prior universe, however, it will be "a new space exploration/rpg/action game by an old name". You need to get some lore (at least) in the new game, so there is a feeling of connectedness. Mechanics, space exploration and a name are not enough to integrate the reboot with the old games. If you could at least get the precursors in, see a rainbow world being created and interact with, say, the Taalo (even if briefly), then you've established continuity.
Determination to awe the players
Ambition and boldness
Flawless execution
Commitment to revive the franchise
If you miss your mark on the fourth one, you'll effectively kill the franchise forever. It took 25 years and a beyond-dedicated fanbase to give SC another life. If it is an half-assed attempt at life, the fans will kill the game and will prefer to cherish fond memories than to have mixed feelings towards the current incarnation.
You can't please everybody, but you can please most. In Wing Commander: Privateer, you could make it as bounty hunter, as a pirate or as a trader. If you could make it somehow possible, in SCR (Star Control Reboot) to allow players to be more combat-oriented, more exploration-driven or trading-oriented (think of StarFlight II for trading), you will effectively cast a very wide net, that will allow you to mitigate whatever impact your "Beyond-hardcore-I'm-stuck-25-years-ago-and-it-was-better-that-way-with-no-internet-and-top-down-combat-and-the-Ur-Quan-are-there-and-I-want-the-Arilou-and-the-Spathi-and-(whatever SC2 was)" fans will have on the community.
I'm not saying not to cater to them. But don't cater too much to them. You're not doing a remake of SC2.
The precursors located rainbow worlds to shape an arrow that pointed towards a different region of space altogether. You are doing that. Sadly, the races of the first 2 games are not going to be there, but let's embark on a new journey.
Oh, and I just want to mention a way to have Humans that wouldn't be Earthlings in the new game: The Humans of Earth stem from the crew of a lost Colony ship of the Original Human Race. The crash was disastrous and they went back to the stone age, eventually losing everything they had: history, technology, etc.
Sorry for the long post, but I like to explain myself fully.
You know, that was never my take-away from conversations (such as they were) with the Orz. The Androsynth weren't necessarily destroyed; they were simply gone. Even the Arilou didn't say that the Androsynth were destroyed; just that the Androsynth made themselves known to the Orz, and now the 'Synth are gone, and there are only Orz in that space.
The Arilou (and maybe the Orz) in SC2 were living between, but to have between, you've got to have something on both (ahem...all) sides. Seems like you could have a lot of fun building a cosmology that could intersect with canon Star Control. I mean, the rainbow worlds made an arrow pointing coreward. Obviously there are a lot of things you can do with that. For example, SC2 made it clear that the Arilou did more than just watch humanity evolve. You can still have the humans and have nothing else from SC1 and 2; just answer the question, "what did the Arilou do when they decided their precious human race was in danger?"
I do suspect the Orz may make an appearance in some form or other.
This is *jumping peppers*! Orz are not *many bubbles* but using *fingers* can *sliding* through to different *colors*.
That's awesome to hear the Orz may make SOME sort of appearance in the game. They're by far the most ludicrous, mysterious and intriguing of the bunch because... well, WHERE did they come from? How did they get here, and more specifically, how did the mere fact that the Androsynth discovered their existence cause them to be ABLE to exist here? And what the hell happened to our robotic human counterparts?! God, I can't tell you how many times I've tried to fathom what happened there. Before the Internet was around, and everything that was possible to be discovered was discovered, my buddy and I searched high and low across the entirety of the map thinking one of the stars might hold the answer, or that a new system would pop up - we even explored every inch of the Arilou's alternate dimension thinking maybe there was a gateway that didn't pop up until you got close to it or something... we tried everything we could think of and came up short. Sadly, when revisiting later, turns out the mystery could NOT be solved! It lives on in the heads of the creators...
But HOW do you come up with something like that?!? There needs to be at least a couple astounding and baffling realizations like that. That's what leads to...
Challenge #3: Defining some core values.
Space is seriously a very weird place. I mean, space itself can't even be fathomed. Where's it end? Where'd it start? That is a core value of space in general, and including some of that into the game is very important. Little mysteries - some of them solvable, some completely unsolvable - were so prevalent in Star Control II - it was perfect to establish for the long-lasting love people give to SCII. But NOTHING was standard or easy, or solved just by killing a lot of guys. Sure, that's how you garnered the respect of the Thraddash, but that tied into their culture. Most challenges required some serious thought and quick thinking. This should definitely make it into the reboot. What game these days doesn't have you "solving" things by moving in and just kill kill killing? It's what made SCII different and is at the very core of the experience... which also might make it less appealing to the masses, so it'll definitely be a hurdle in marketing. But if the end goal of this game is to waltz in and slaughter everyone in sight, then the point was missed.
Another core value is the humor between you and the aliens. But that's already been mentioned several times, so what I think is an important thing to point out and very central to the experience is: There's also a lot of INTERACTION BETWEEN THE OTHER SPECIES THEMSELVES. Both humorous and very dark. None of these races exist alone in this galaxy, and there's so many nods to that, it's actually pretty incredible. They're not only away of other species, but sometimes have long, storied histories with their neighbors. Sometimes it's in the past, sometimes it's current and ongoing, and some of it is even brought on by you as the player. Think about it... The Slylandro bought their self replicating probe from the Melnorme, and remember eons past when the Precursors stopped by. The Supox and Utwig have a very unlikely friendship. The Pkunk see the Yehat as brothers, who in turn see the Pkunk as... well, cannon fodder. But the Yehat love their little babies the Shofixti. The VUX hate the humans, the Syreen loathe the Mycon for destroying their homeworld, the Druuge have a long history of shenanigans with other races, the Umgah are playing tricks on the Ilwrath, the two Urquan are fighting a holy battle, the Arilou have long loved the humans, and the Melnorme are gossiping constantly about who's sleeping with who (Hint: It's the Chenjesu and Mmrnmhrm.) These interactions between the different factions are what made this universe believable and dare I say, loveable.
You guys really have to nail the names of the new races, too. And jeez, that's a tall order. These are all so classic! And more than that, the names of these races SOUND LIKE what they are!! And the names tie to the races, and the races tie to their ship design! It's like... how this all came together in 1992 to form the perfect balance baffles me to this day... The NAME Spathi sounds dorky and weird, the perfect cowards. The Urquan sounds ominous, the Orz sound like they're from somewhere *else* and didn't quite know how to name themselves so they just shouted a sound, the Arilou is perfect for our prototype big-headed, bug-eyed aliens that have been sighted for so long, and their flying saucer matches that completely. The Pkunk SOUND like goofy birds, the Druuge sound so shady and scandalous. Even the Slylandro sound like little energy-based polyps swirling around their gaseous giant. And their probe is representative of that. So what I'm saying is - through ALL OF THIS - the universe has to mesh, it has to work, and its denizens need to FIT with each other and their places in the universes. It's gonna take an astronomical amount of thought and planning, but that's what you have all of us here for!!!!!!!!
A mystery as deep as the Orz, though? Man, I've been trying to think of one for the last 23 years.........
Without access to the lore and races from the original games, why not just make a new IP? Without that, what's really going to make this Star Control 4 instead of, say, Starflight 3? It sounds like the game you're making is as much Star Control as Ashes of the Singularity is Supreme Commander or Total Annihilation. I think you'd be better off just making a new IP for it like was done with Ashes - it doesn't seem like there's any good reason outside of marketing to call it Star Control.
Your best bet to get specific answers early on what we are doing that keeps it Star Control is to become a Founder for the game.
I'm just begging for the opportunity
Ditto...
I'll be one of the first people to sign up for the Founders program once its available.
It won't be called Star Control 4. Just Star Control.
I really think that if you can't include the original races, atleast include their ships for the melee, even if you can't say the race's name (simply list them by the ship's given name, such as Dreadnought, Nemesis, Eluder, Transformer... etc)
Also, I think if the "Ur Quan" story is to be contuinued, please... PLEASE leave out star control 3.
None of the lore!?
.....Ouch.
While reading problem one, I was gonna say that it's certainly possible to change the venue and leave the well-known alien community behind (as painful as that might be), but the multiple layers of Star Control history is a key component of the franchise (Precursors, Sentient Milieu, the Androsynth Rebellion, the Alliance of Free Stars, the Ur-Quan battle thralls, the Orz and the Arilou, Syreen hotties, etc). I realize that Star Control also has a unique approach to gameplay, but they work in tandem. It's like I always say: Batman isn't just a guy in a suit. He's an ego.
It's a tough pill to swallow. Could I do so? I really don't know.
I realize it doesn't really help anything, but I'm really curious as to why the lore must be legally divorced from the title. Can someone expand on that for me please?
These threads run a bit long, but this has been addressed in several FAQ updates. In a nutshell, it isn't a legal issue, but one of respect for the original material and its creators. This will not be a direct continuation of Paul and Fred's vision, but an alternate branch of it. I believe Stardock has rights to the canon and can use any portion of it if they choose to, but they do not want to unilaterally reinterpret what has already been established for a number of reasons.
A lot of it has to do with ethics.
We didn't create the lore and we do not recognize Accolade as having any rights to that lore.
Also, we are huge fans of Paul Reiche and Fred Ford and have talked to them at length and while they said they'd love to work on a new Star Control, their company, Toys for Bob, is owned by Activision and as far as Stardock is concerned, THEY own the rights to the lore.
Anyone who has ever created something, whether it be a drawing or a story can hopefully understand why it is important to respect the creativity and work of others.
I do believe that in the future, Paul and Fred will be able to work on a new game in the Ur-Quan continuity. But until then, the new continuity splits off from the Ur-Quan continuity back during the Precursor time.
I'm not a lawyer so I don't know or care about the legality. But I am someone who has spent his entire adult life creating things and I know what is right and wrong. I won't use the Ur-Quan lore unless Paul and Fred are involved. Even if I had their permission, i would still prefer to wait until they can finish their story.
Even Accolade had the rights to the Ur-Quan lore, I would consider anyone trying to extend it without Paul and Fred's involvement as being little better than fan fiction. I.e. Star Control 3.
It is better for us to support and spot light the canon Ur-Quan lore on StarControl.com and then create, with you guys, a new continuity.
If you want to understand what the new Star Control vision is, read Ready Player One.
A lot of it has to do with ethics.We didn't create the lore and we do not recognize Accolade as having any rights to that lore.Also, we are huge fans of Paul Reiche and Fred Ford and have talked to them at length and while they said they'd love to work on a new Star Control, their company, Toys for Bob, is owned by Activision and as far as Stardock is concerned, THEY own the rights to the lore.Anyone who has ever created something, whether it be a drawing or a story can hopefully understand why it is important to respect the creativity and work of others. I do believe that in the future, Paul and Fred will be able to work on a new game in the Ur-Quan continuity. But until then, the new continuity splits off from the Ur-Quan continuity back during the Precursor time. I'm not a lawyer so I don't know or care about the legality. But I am someone who has spent his entire adult life creating things and I know what is right and wrong. I won't use the Ur-Quan lore unless Paul and Fred are involved. Even if I had their permission, i would still prefer to wait until they can finish their story. Even Accolade had the rights to the Ur-Quan lore, I would consider anyone trying to extend it without Paul and Fred's involvement as being little better than fan fiction. I.e. Star Control 3.It is better for us to support and spot light the canon Ur-Quan lore on StarControl.com and then create, with you guys, a new continuity.If you want to understand what the new Star Control vision is, read Ready Player One.
You need to plaster this explanation everywhere the Star Control fans will be on the forums. I never played Star Control, but this explanation of why you're doing it with new material blew me away.
The fact that you could ditch your ethics and use the lore and just start shoveling money into your Scrooge McDuck Vault - but you have chosen not to is astounding.
I think any hard core fan would appreciate where you are coming from, and new players of Star Control (like me) will respect you for it just on the premise alone.
So, use this explanation as wallpaper on everything Star Control related and your challenges should be less daunting.
+1
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