Let's talk about visual ship design

A new Star Control has me so worried about how Stardock can get everything right. There's so many things innate, integral and imperative to the spirit of Star Control that we have to discuss them constantly and non-stop until we're sick of hearing about it, just to make sure they get it right. Just to make sure they understand the awe of Star Control. The resource-gathering, the exploration, the wonky aliens, the humor, the star map, the space combat, the upgrade system - those are being discussed to death in this very forum. That's a good thing because it all has to come together as a wonderful amalgam of everything Star Control is at its core, for it to be successful.

 One of these things that must be discussed, and is a huge part of the charm and beauty of Star Control, is ship design.

You're travelling through Hyperspace, minding your own business, trying to get where you want to go, when a black bubble pops up behind you. You can't outrun it. It's gaining on you, there's nowhere to go, and it sucks you in... alarm claxons sound... the encounter screen pops up and you see the high-lighter green, smooth, rounded edges of the Urquan Dreadnought, with its giant blasters on either side and yellow cockpit. And he brought two friends along to vaporize you. You know immediately you're going to take a big hit. Game may even be over. But it's not the power of the enemy ships that I'm commenting on. It's the fact that you knew IN ONE SPLIT-SECOND what you were up against. You know that green. You know that shape. You know what lives aboard that vessel in the blink of an eye. Or maybe it's the buzzing, electricity-bound spinning orbs of the Slylandro Probe, all bright red and blue and completely alien. The dragonfly-like Pkunk Fury with speed to match its design or multi-globular Spathi Eluder, spitting out missiles from its tail-pipe as it runs like a coward... or the dreaded, dark, foreboding husk of the Kohr-Ah Marauder. You KNOW these ships, you KNOW the pilots, you KNOW, before your conscious brain does, whether it will end in bloodshed or not.

Video game spaceships these days all tend to look alike. A personality-free amalgamation of undifferentiated gray ship-chunks bolted together. There's no way to tell them apart, really. The designs are so similar and clunky, you REALLY have to be familiar with them to have any clue who you're up against, and only through extreme repetition do their lifeless forms ever seem to become recognizable. It's the Movie Transformer-ization of space ships, and it has to stop. Just a mish-mash of steel won't work in a Star Control game. Here's some examples from other games - can you tell anything about them? Even what game they're from?

 

  

 

 

You KNOW the look I'm talking about. Maybe the last two screenshots are a low-blow, being from GalCiv and all. But they illustrate my point perfectly: What's even going on in that battle?! And the last screenshot, with the formation of three ships about to attack that crystal? At a glance, do you have ANY idea what their capabilities are? What to fear? How to fight them? What tactics to use? Are they friend or foe?!?! It's just a jumble of parts clumped together. They just look like a gray and slightly orange mass of blah. And all the other screenshots?!? I've never been so bored in my life, pulling those together. Uninspired, personality-free drivel. Great technique, don't get me wrong, I couldn't do half as well. But completely uninspired, same-y collections of gray parts. How would you know or even recognize those ships in any way??? They are completely indistinct from each other.

So really there are two points to all this:

1) By all means - allow the player ship to collect ship-parts to differentiate the empty Precursor husk, but make them LOOK like what they do.

2) This post is really about the ships, both friend and foe, that you encounter in space. They should be distinct, differentiated, recognizable at a glance, with RISKS TAKEN to come up with new architecture and interesting ways to portray each one. And they should REFLECT the persona of the alien species piloting them. Look at the Supox - an intelligent plant-species, with a ship that looks like a sprout or a grasshopper. The Arilou have a flying saucer (of course). The Chmmr LOOK like they have a high-powered laser that'll come out the front.

(There's a term that I can't seem to remember at the moment - where something is constructed to LOOK like what it does. It looks like its purpose. Can someone help me out?)

Either way, distinct, differentiated, recognizable at a glance. These are the words Stardock should live by when designing alien ships.

Does anyone have any ideas to help out Stardock in coming up with some ideas that would set them apart from the legions of spaceships corrupting popular culture these days? Explain some ideas! Get into the alien design/history and how it relates to ship design! Maybe Stardock will grab some of these ideas and use them in-game if they're well-thought-out enough?!

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Reply #1 Top


Video game spaceships these days all tend to look alike. A personality-free amalgamation of undifferentiated gray ship-chunks bolted together. There's no way to tell them apart, really. The designs are so similar and clunky, you REALLY have to be familiar with them to have any clue who you're up against, and only through extreme repetition do their lifeless forms ever seem to become recognizable. It's the Movie Transformer-ization of space ships, and it has to stop. Just a mish-mash of steel won't work in a Star Control game.

They should be distinct, differentiated, recognizable at a glance, with RISKS TAKEN to come up with new architecture and interesting ways to portray each one. And they should REFLECT the persona of the alien species piloting them. 


Did you record the conversation I had with the artists about Star Control ship design? Great I have to have the office swept for listening devices again. (just kidding) 

I absolutely agree with you in terms of the ship designs. While I can't share any of the designs with you yet, I can tell you that you stated the number one most important thing on our list for designing ships. From my personal notes given to artists on the project.

"1) Each ship should reflect the persona and look of the alien species visually and in game play personality."

The artists were extremely excited about this because they agree that space ships as of late have a very same look and feel to them. 

You also touched on something indirectly when bringing up ship design that is just as important and could be considered even more important that the look. Each of the ships need to have unique and fun gameplay abilities that are also tied to the race's personality and the ship's look.  Having gameplay that just shoots a basic gun or fires a rocket isn't enough. Basic projectiles make ships and races feel very generic, and soon many races start to feel the same. GENERIC ship weaponry and ship visual design is something that CANNOT HAPPEN in a Star Control game. The ship's combat abilities need to be as non-generic as the ship's visual look and the alien personalities as well. This is something that is very important to the team, as we feel we would be doing Star Control a disservice unless we did our best to make sure that each race you encounter and each ship you control is memorable.

 

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Reply #2 Top

Hah! Well, I think maybe I should be ON that team, after all the things you and I have discussed both on here and in PM's. You know, as a consultant :P

Reply #3 Top

Great to hear the development goes in the right direction!

 

I'd love love love to see alien spaceships fully animated, with lights blinking, turrets turning, laser charging, spinning artificial gravity rings, glowing/pulsating engines, electric charges running down the hulls for inorganic races and all that eye candy one can dream of in this day and age.

 

Visual hull damage would also be amazing, be it a gaping hole from a long range cannon or a laser burn or a mangled metal caused by a short range gatling guns.

 

And the best part would be of course the visual upgrades of your flagship. Guns, engines, scanners, boosters, generators, armor?.. Give us the ability to put that rail gun "anywhere" we want. I'd like my ship asymmetric.

 

Easter egg with this "strange" beast would be very appreciated:  <_< >_>

Reply #4 Top

Quoting Vaelzad, reply 1


Did you record the conversation I had with the artists about Star Control ship design? Great I have to have the office swept for listening devices again. (just kidding) 

I absolutely agree with you in terms of the ship designs. While I can't share any of the designs with you yet, I can tell you that you stated the number one most important thing on our list for designing ships. From my personal notes given to artists on the project.

"1) Each ship should reflect the persona and look of the alien species visually and in game play personality."

The artists were extremely excited about this because they agree that space ships as of late have a very same look and feel to them. 

You also touched on something indirectly when bringing up ship design that is just as important and could be considered even more important that the look. Each of the ships need to have unique and fun gameplay abilities that are also tied to the race's personality and the ship's look.  Having gameplay that just shoots a basic gun or fires a rocket isn't enough. Basic projectiles make ships and races feel very generic, and soon many races start to feel the same. GENERIC ship weaponry and ship visual design is something that CANNOT HAPPEN in a Star Control game. The ship's combat abilities need to be as non-generic as the ship's visual look and the alien personalities as well. This is something that is very important to the team, as we feel we would be doing Star Control a disservice unless we did our best to make sure that each race you encounter and each ship you control is memorable.

 

Great reply! I am glad to read this!  And to the OP, I couldn't agree more, but hadn't thought of that until you mentioned it! I can't tell my BattleStar from my Star Destroyer at a glance. :)

Star Trek TNG did a great job at ship differentiation. When a Romulan or Klingon uncloaked, or a Ferengi dropped out of warp nearby, you knew IMMEDIATELY who it was and what was about to happen. 

All the Star Control games have done that well too.  Looking at the planet animations in the November update gives me hope! If the planets look that different from one another, the ships are going to be amazing!

Reply #5 Top

For the last decade or so it has seemed like all space games for for the same basic look, which too me is the Babylon 5 look.  I loved Babylon 5, but it's look has been imitated enough by now.

 

Reply #6 Top

There's only 1 movie ever made, that was the closest to what the theme of Star Control was.

 

Unfortunately, It was a somewhat "B" rated film but with popular actors of its time.

 

Some of you, may even have seen it.

 

It was called "Battle Beyond The Stars".

With John Saxon

Robert Vaughn

and that John Boy from the Waltons show. (can't remember his name)

 

Anyways, it was similar in many aspects. Recruiting allies, different ship designs and so forth.

 

I recommend you guys to check out the movie someday. Maybe a trailor.

 

Came out early 80's I believe.

Reply #8 Top

Haha, I love the scene that has Col. Hannibal "Banachek" Smith with aliens that look like the two guys on the abandoned planet in the original Battlestar Galactica.

 

Reply #9 Top

I agree that a lot of ships look similar, another thing to consider is that in space there is no reason ships need to look like fighters, they can be any shape possible because there is no real friction to overcome.  So use all three dimensions/axis when designing ships.

Reply #10 Top

^ I, personally, am a fan of asymmetric ships.

Reply #11 Top

It's awesome to hear this being discussed the way it is and heartening to hear Stardock has thoughts along the same lines, the one comment I would say is that ship design doesn't nessecarily give clues as to what it does. Looking at the Spathi Eluder doesn't scream speed or rear-firing torpedos to me, this is part of what makes the ship hilarious to me... though I'll admit beyond the eluder I'm struggling to think of examples. The shofixti scout perhaps? It's slower than it's shape would suggest and doesn't hint at the massive bomb contained within, a moment of surprise for young me as I went "Huh, this ship doesn't have a special, look brother! I'm hitting the button and nothing is- BANG!"

 

 

Though in hindsight, thats perhaps an example of slightly poorer design.

Reply #12 Top

I like the idea of oddly shaped ships for variety, but I also think a game like this should have little references to things from famous sci-fi shows/movies.  For example in Star Control 2 you have the Earthling that is reminiscent of the Enterprise, the Arilou which most see as a UFO and SFB players see as an Andromedan, the Ilwrath reminds most of a Klingon and has the design of SFB's Romulan Falcon Mauler, the Mrrmmm has a form that reminds you of an X-Wing, and the Sophixti has a shape seen many in many such shows and I am sure there are others in there from older sci-fi that I don't know but Paul and Fred were into.

I'd think the human ship would be shaped somewhat like the Enterprise.  It would be nice to see little tips of the hat like that to Babylon 5 (a thorny Shadow looking ship maybe) and Star Wars (something that vaguely resembles an X-Wing or the Millennium Falcon) as well.  Maybe throw in an obscure one like the Eagle ships from Space: 1999:-)

It's kind of a tradition in this genre to have little tips of the hat to previous sci-fi in them.