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Only half the game it could be?

This is a free discussion forum on Freelancer. This is the place to discuss Freelancer issues NOT covered by the other boards!

Post Mon Mar 10, 2003 12:39 am

Only half the game it could be?

Played the demo, and i'm impressed.
But looking through this forum, i see a lot of different people, saying Freelancer has no 'depth'. Will there be anything done to give it more 'depth'?

Post Mon Mar 10, 2003 12:42 am

Your question has been discussed thin in this forum ... look up other threads to see how well we all disagree on this issue.

PS: Since I am not english native please pardon my errors.

Post Mon Mar 10, 2003 1:15 am

Well... I've been playing the heck out of this game, and I really enjoy it. I'll do some missions, explore, go mining, maybe do a trade run, talk to folks on bases, shop for equipment, etc. I haven't even left Liberty space yet... I've, basically seen, maybe, 15% of the game (?).

On the other hand, if you play the game to... win... it can be "over" fairly quickly. By "win", I mean: amassing tons of wealth, purchasing the best gear and destroying the most potent enemies -- as quickly as you can.

To me the game has good "depth", to others it might seem like there's very little. There are definitely things that DA could do to make the game more compelling, difficult and "deep".

Out,
Volstag


Edited by - Volstag on 10-03-2003 01:16:35

Post Mon Mar 10, 2003 7:43 am

It's true FL doesn't really have all that much depth, but its wealth of content more than makes up for where it lacks. With over 50 systems and 120+ bases it certainly has a lot of stuff for a single CD game.

Post Mon Mar 10, 2003 8:04 am

Not so much no depth, it just seems like a waste. You have all these factions that are pretty much useless. I guess I expected a living universe kind of thing where factions would war with each other, make peace, etc and you would join or trade or whatever.

There's alot of potential in the game, It feels unfinished

Post Mon Mar 10, 2003 7:16 pm

This is actually a problem with open games... There might be ways where some get a lot of the content, and a lot entertainment out of their money, and some might just be the type that bash through a game...

So it is a game that very much mirrors yourself... we are some who have had more thatn 200 hours enjoyment out of this game, and then there are some who feel the 13 hours they get is all there is... Dead-wrong in my book, but then again - it is an open game in the end...

Best Regards
Christian "Bargib" Koerner
Editor in Chief, The Lancers Reactor

Post Tue Mar 11, 2003 3:05 am

I enjoy the game very much, and I will be playing it for a long time. It's just that it seems like it could've been alot more.

Post Tue Mar 11, 2003 4:03 am

Well, to a person who hasnt played recent space sims or other games with space adventure type stuff, this game would be...REAL good. It would be something entirely new. However to all us space junkies who buy every space game on the market and play it out to its end, it may not seem like an orginal game. For example, i played Earth and Beyond, and there are a lot of things i loved in there i would like to see in here, such as more character interaction ( I know that would mean about another year or something) but it would create more depth. A lot of things are similar like mining, mouse control, mission terminals, etc. ( the mission terminals were lame in e&b too ). It also had a big universe like freelancer, not as big though. The biggest difference is E&B was a MMORPG and this is a mainly SP game with multiplayer support too. E&B was cool, but freelancer looks to be better. I say, get freelancer and when youve outplayed this game, get E&B.

*If you have a cat and a dog in the same house, will that be a problem? Of course not, you might just have solved world hunger*

Post Tue Mar 11, 2003 6:04 am

Although I think the game does what it does very well, and enjoy doing those things, I am really beginning to think that yes, Freelance is only about 1/2 what it could be.

Simply put, this game should be named "Wannabe Bounty Hunter" or "Wannabe Hitman". That's because all you really get to do is run around killing people with prices on their heads, yet you can't even join the organizations that you work for.

As you might have noticed, DA took out the cargo run missions as "redundant", despite what it says on the box. So the only variety you get is mining or trading by risking your own money. And you can't do either of these in a worthwhile manner until you're maybe 1/2way into the SP game at least, when you have the territory to do it in, the capital to invest in a good freighter to make the runs worthwhile, and the firepower needed to defend said freighter effectively.

Also, because your advancement in the game is tied solely to the accumulation of wealth, there's no point at all in just exploring for the Hell of it. Exploring means you'll run into baddies, but you get no experience and extremely little money or loot for killing them. In fact, such encounters are usually a net loss for you, due to ammo and shield batteries you expend.

At the bottom line, at least to start out with, you have no incentive to do anything but be a paid hitman. That's the only way to make money. And in between hits, you avoid fights, even with guys you know you can take, because you know it does you no good to kill them, and they might get in a lucky shot and hurt you bad, so you end up with big repair bills and no income to balance them.

Thus, while the combat is fun standing alone, it gets old after a while because that's all there is. Or at least it's 80% of all there is. Sure, there's this huge universe full of all kinds of things going on, but you need to avoid getting into it unless you've got somebody else footing the bill, or are so rich that you can replace everything you own and not notice the cost.

Certainly, with this huge, dynamic universe, DA could have thought of a few more ways for players to keep themselves occupied. Hell, there have been many suggestions from the players that are kinda obvious. But for whatever reason, DA did a 1/2ass job in this regard, so as a result we have about 1/2 the game we should have.

-Bullethead

In wine there is wisdom, in beer there is strength, in water there is bacteria

Post Tue Mar 11, 2003 8:56 am

Guys... all games out there atm are still compromises. Compromises between resources, money and time... All games at this time are only half or less of what they could be, given a neverending cash-flow.

But trying to achive everything is the "best" way to ensure your game never ships. And if it does it will most likely be very, very flawed. To give you a few examples: Frontier 2, Ultima IX, Daggerfall...

All of these games had definitly things going for them, but where also missing a lot of the things promissed/desired...

As it stands, Freelancer is a compromise between a lot of factors. Space-games have not been selling that well lately, and also Starlancer did not bring the development cost back as far as I know. So they made a different compromise in Freelancer, one I think was acceptable, and one I don't feel like criticising, since I know it is impossible to satisfy every aspect. Anyway - we can continue on bashing the bushes on this topic...

Instead of trying to improve Freelancer with critisim, how about going out and doing the opposite? Try to evangelize the good aspects, which inevitable will lead to the fact that the franchise will contine, and we get a Freelancer II, which is closer to the game of our dreams...

Best Regards
Christian "Bargib" Koerner
Editor in Chief, The Lancers Reactor

Post Tue Mar 11, 2003 11:20 am

Well, I'd have to say that I agree that the game is only half of what it could be - but not, specifically, because it 'has no depth'. Honestly, I thought the mainline story was progressing rather well up until about mission 11 or so; then, almost abrubtly, it decides to end it. Cut it off at the knees. You find out about this wonderful level of alien technology, finally find out what the blasted purple egg does, and next mission - it's done. Over. Kaput. Now, I'm all for addon packs, and leaving certain things open to sequels/continuation, but honestly I think they could've done alot more with what they had - perhaps add a few things in before the final battle, or _Something_ to draw the story out a bit more and further a bit more plot, if nothing more than about the aliens, their artifacts, et cetera - especially since the freeform missions tend to have little enough continuity, and basically break down to one of four or five different set templates, with various enemies depending on who gave you the run.

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