There
will be a main storyline that the game will deliver, should you
choose to seek it out, but you will just as easily be able to go
off on your own. You can be a galactic trader, or a pirate, or just
about anything else you might care to be at the helm of a spacecraft.
The game world will react to the choices that you make-a dynamic
system of supply and demand will govern the profits that you make
as a trader, and you might find yourself pursued by bounty hunters
if you choose the pirate's lifestyle.
Although
the game can be controlled with a joystick, Roberts is really trying
to move away from the standard Wing Commander type of gameplay that
he actually helped popularize. “The way I look at it,” explained
Roberts in an interview with IGNPC,
“the interface hasn’t changed [in space combat games] since Wing
Commander. Since Wing Commander’s not
the easiest game to get into, I wanted to lower that bar of entry
for the new player.” To this end, Roberts has put together an interface
that allows control of most of the ship’s functions with the mouse.
As you move your cursor around the screen, your head also turns
to follow, so you see a great deal more of the inside of your ship
and the space around it that the locked view of most space combat
games. “I think you’ll definitely want to play this game with a
mouse rather than a joystick,” said Roberts in summation. Although
it takes a little getting used to, the interface actually seems
quite functional, and makes targeting enemy craft much easier (you
just have to get your cursor over them and pull the trigger).
Unlike
Privateer, which forced players (to some
degree) to follow a straight storyline, Freelancer has done away
with heavy scripting and has instead created a deep world that responds
to situations as they happen in the same way it would really occur.
Here’s an example. If there’s an obvious trade route between two
planets, say an agricultural world that is producing loads of food
and a nearby industrial world that is producing a great amount of
medicine, then computer controlled trader ships will start moving
back and forth between those two worlds seeking to turn a profit.
This means that the space traffic that you see as you move from
world to world is actually doing something – they’re not just mindless
automatons that follow a preset pattern.
From
here though, things get much deeper. When several traders start
working a route, they will impact the game universe in and of themselves.
As more goods get shuttled back and forth, the price of those goods
will drop on each of the worlds on the trade route (supply and demand
ya know). Further, if a lot of merchant ships start filling up an
area that’s not being heavily patrolled by police ships, they’ll
almost certainly start attracting pirates who will begin raids on
the ships. Once this happens, more than a couple of times, worlds
on the trade route will start offering bounties to anyone who can
kill off the pirates who are doing the damage. In this way, the
game can create logical dynamic missions that have been pre-scripted.
While this is all well and good, just keep in mind that if you start
attacking merchant ships yourself, the game will respond in the
same fashion and sooner or later you’ll be facing some well-armed
bounty hunters.
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Here
is a small excerpt from a latest Freelancer Design Journal which
was written by Andre “Stumpo” Garcia, Assistant Designer:
Control:
First off, a lot of people seem to have some questions about our
interface. And let me tell you, after playing with the mouse I just
can’t go back to the Joystick. There is really no way to put it
into words other than saying flying a ship is like “Buttah”. Combat
is completely different now. The days of flying loops around your
enemy are long gone, tactics are the key to success. Dissecting
your opponents is the key. Nobody likes limping around with one
of their engines blown off =). I can tell you the new interface
is like a breath of fresh air.
If
you want to read the whole journal click HERE.
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