Q&A
Q&A session
between IGN and Ilya Plyusnin,
Creative Director of Elemental Games the developer of Space
Rangers.
Jonric:
To help put the new game into perspective, please tell our readers
about the first Space Rangers. What kind of game was it, and
what were the key strengths that made it successful enough to
spawn a sequel? And how is the new game related to the first
one?
Space Rangers
is a turn-based PRG with elements of classic text quests and
arcade battles.
The game takes place in a distant future when mankind learned
to travel in space and started communicating with alien races.
Because of incautious actions of an alien nation our part of
the galaxy was attacked by an unknown life form. The government
troops weren't able to stop the invaders. That's why a decision
was carried out to organize a voluntary squad that would stand
against this force. Players are to become one of these rangers.
One of the game's strong points is a successful blend of different
genres. We managed to successfully cross different genres such
as turn-based strategy, role game, space battles, text quests
and arcade. In the sequel - Space Rangers 2 - we also added
3D ground battles. But the biggest achievement is that we managed
to a huge living world and complete unbounded freedom for the
player.
In the sequel we made the game world even bigger but preserved
the idea. Players are not bounded by the plot framework and
it's up to you what path to choose. Due to these circumstances
it is a living world. One can become a pirate and plunder others
or an honorable warrior and help the government and other inhabitants.
In the sequel players will have to stand against three powerful
enemies at once. One will face those not only in outer space,
but on planets' surface as well. This gives an opportunity to
go land on planets and enjoy a spectacular 3D strategy game.
Jonric:
When did the idea for Dominators initially arise, and when did
development actually start? In terms of progress, where does
it presently stand? What is the target release date, in which
markets will it ship? Are there any major obstacles to meeting
that date?
When Space
Rangers appeared in Russian shops in the end of December 2002
and gamers started sweeping those away from the shelves we realized
that the game has become a success. We didn't even think long
about creating a sequel, we started developing it almost straight
after we ended the original game. In Q1 2003 we already had
a concept of the robots called Dominators and of three types
of enemy machines. After that we invented bosses for each type
and created their environment and their way of thinking. Our
artists were also very busy embodying all the ideas into the
game.
Space Rangers and Space Rangers 2 were released in France and
Germany and will appear soon in the UK and in Southeast Asia.
Jonric:
Turning to the particulars of the game, what kind of game will
it be and what range of gameplay will it seek to offer? In your
opinion, what are the core strengths that will differentiate
the game from other contemporary RPG hybrids? What kind of gamer
will it appeal to most strongly, and why? How much playing time
can the average player expect, and to what degree will the game
be replayable?
Unique feature
of the game is that the world around the player is not static,
it is a living world. There are not so many RPGs where there
is a living game world and it develops all by its own. The game
can even come to an end without players taking active part in
the events that happen in this world. A player, for example,
can easily land on a planet and spend some turns there. After
10 or 20 years in-game time Dominators either capture all the
peaceful sectors of the galaxy or the forces of coalition can
eliminate the Dominator threat themselves without your help.
AI controlled rangers do the same as the player - buy and sell,
collect different items, decide what path to choose. One can
compare this kind of AI behavior to the one in RTS games. In
strategy games computer also decides when to extract minerals,
when to attack or stay in defensive mode. In many other games
there is nothing happening in the game world except what's around
the player. It turns out to be that NPCs appear only when we
enter a specific location and when they interact with you this
is only a script that works only in the way it has been programmed.
Playing against the computer equally has become a real revelation
for the Russian audience. Thousands of records are being constantly
sent over to our web site. And this really is a success for
a single player mode game.
Unfortunately foreign gamers didn't have a chance to play Space
Rangers. But I think this will change in the future. We would
like players from other countries to participate in this contest
and send their records to the Rangers web site as well.
If one wants to evaluate the replayability of the game, we consider
it to be one of the highest. Every player finds some new in
the game. The game world is randomly generated each time one
starts the game, so it's impossible to play Space Rangers in
the same Universe twice.
According to the unofficial statistics on the average a gamer
plays Space Rangers 4-5 times.
Jonric:
What are the main events in the backstory leading up to the
start of the game? When does it take place? What is the main
plot or storyline, and what is the ultimate objective? What's
the basic structure of the game? How linear or open-ended will
it be? To what extent are you using cinematics to help tell
the story?
The first
part of the game in the year 3000 A.D. Mankind has mastered
interplanetary flights and has contacted four other advanced
civilizations. One of the races has managed to create a portal
through which it is even possible to travel to another part
of the galaxy. One could also live there, but there was a threat
- the mysterious and hostile race called Klissans and their
flagship Mahpella. The inventors of the portal managed to stop
the enemy from entering their part of the galaxy, but the evil
pirate Rachechan still succeeded in reconstructing his own portal
according to the stolen plans. He has let the Klissans in. A
terrible war that has lasted for many years has started. Eventually,
not without rangers' help, one managed to reveal all the shocking
details. It turned out to be that the cause of war was a misunderstanding.
The Mahpella thought that the vessels themselves were intelligent
and humanoids piloting those were some sort of a virus that
has affected the ships. After everything clicked into place,
the Klissans have awoke to faults and stopped threatening the
galaxy. This is actually the end of Space Rangers 1.
Space Rangers 2 starts almost 200 years after the war with the
Klissans. A new, even more dangerous force threatens the galaxy.
Only this time those are powerful war robots. There are three
types of war. The first one is sort of military-crazy robots.
They think of war as it were a game. The second type doesn't
want to harm anybody and thinks that the meaning of life is
in knowledge. But the problem is that they acquire this knowledge
in a strange way. To understand something these robots need
to take it to pieces, even to atoms. Finally, the third type
has a program, according to which they need to turn everything
in the galaxy into robots. The Galactic Council calls for rangers'
help once again.
The game has videos that that immerse players into the world
of Space Rangers. Both intro and outro remind the player of
this world. By the way, because of the non-linear storyline
one can end up the game several ways. This is another feature
that encourages players to start the game one more time.
Jonric:
Please describe the setting and game universe, the range of
different locations it contains, how large it is, and how will
it differ from other game settings. What are the main goals
for the type of game universe you want players to experience?
Are you willing to reveal some interesting or unusual locations?
There are
pre-made locations in the game, because nobody knows what will
happen next in this living world. Anytime and anywhere on the
star map dominators can capture a stellar system, epidemics
can burst out on planets or governments can change - all inhabitants
of Space Rangers 2 act on their own. Therefore we don't know
what will happen next in this world. This is one of the features
of the game!
Jonric:
With respect to the player character, what can you tell us about
him and his background? What choices if any does the player
make at the beginning of the game? Are there different classes
or careers? Are there NPC followers? If so, how many are available
in total, and how many can accompany the player character at
any one time?
In the beginning
of the game players choose a career in this world of the future.
One picks up a race and character, chooses skills and defines
the difficulty level. I would also like to notice that the difficulty
level is set individually for each parameter. This allows players
to adjust the difficulty level very precise. One can generate
a character for hours! J In Space Rangers the character doesn't
lead the player, but the player leads the character. If a player
becomes a pirate, other outlaws will treat him good, trade with
him, give him particular quests. But a player chooses the path
of a valiant defeater of evil, the attitude of the world will
be completely different. If a gamer doesn't want to a sort of
super hero that can destroy anything in the galaxy, one can
just develop trade, but the thing is that it's never too late
to change something in one's life. One can even change a race
at a pirate base and, of course, it's up to you to choose your
the way you behave. Therefore one can actually try different
roles during one game.
The difficulty level affects the result, the amount of points
and the position of a player in the rating table. If a player
wins, he or she can participate in the Galactic Rangers's Rating
on our web site at www.rangers.ru. After that the name of the
winner will be included in the list of the Galaxy liberators!
J
Jonric:
How will the character development system work? What are the
primary and secondary character statistics? How much choice
and what kinds of choices will the player have in how each character
develops through the course of the game? How different can a
given character become via the player making different choices?
How extensive is the skill / ability system, and what are some
interesting or unusual ones? Will there be any non-combat skills
or abilities?
Every character
has a skill system, it consists of 6 elements: accuracy, manoeuvrability,
technical skills, trade, charisma and leadership. As a rule
players prefer to develop Accuracy and Manoeuvrability. Other
skills are usually developed depending on the situation. Someone
develops Leadership and leads large groups of rangers. Someone
prefers Trade to establish an own commercial empire. One can
develop skills in any sequence according to the points one has
earned. Players get those points for delivering remains of enemy
ships to the rangers' center, for fulfilling tasks and for liberating
captured planets and systems.
When a player finishes the game points are added to his or her
rating. Those points are calculated according to a special formula
that takes into account such parameters as experience, difficulty
level and game time.
Talking about skills one shouldn't forget about excitors and
different diseases. One can fall ill almost everywhere. Some
illnesses reduce characteristics, some vice versa give additional
bonuses. However one can get rid of any disease by special therapy,
that cures any illness present in the game.
Jonric:
What kind of combat system will Space Rangers have and how important
is combat in the game? What are the system's distinctive features?
And what is the balance between combat vs. other forms of gameplay
such as stealth, diplomacy, puzzle-solving, etc.?
All combat
in outer space is turn-based. A ship can fire 5 guns simultaneously.
If a vessel is equipped with powerful weapons and the pilot
has highly developed skills Accuracy and Manoeuvrability, this
means that one can guarantee a high probability of victory.
There is a special auto-attack mode for non-hardcore players,
that don't want much time on picking the right tactics, etc.
In this mode the player needs to catch up with the enemy and
the ship will fire all guns it has.
All battles in black holes are in real-time arcade mode. This
makes these battles fun. One doesn't need to think a lot about
right moves and about picking the right weapon - this is more
clicking fun. By the way, all weapons behave completely different
- in a black hole everything is possible. If one can't cope
with the enemy in an arcade combat, it's possible to switch
the auto-battle on and just watch how your AI-controlled vessel
skillfully destroys the enemy.
In battles on planet surface each player has an own tactical
scheme. Some build relatively weak robots, but the amount of
those usually guarantee victory. Some prefer few powerful machines.
I would like to notice that it's up to player to fight or not.
Those are not obligatory. There are even some pacifists that
have finished the game by destroying only one ship.
Jonric: How important will spaceships, weapons, armor /
clothing and other items be? What types can players expect,
and how many different types? Will it be possible to upgrade
them? Will there be rare or unique ones? What are some interesting
or unusual new ones?
In the world
of Space Rangers there are plenty of different types of hull,
that differ one from another not only by the size of hold and
the defense shield thickness, but by the amount of weapon modules
and artifact cells. While changing the hull player has to sacrifice
some equipment - grip, scanner or the possibility to add new
guns. Of course there are hulls where all slots are open and
ready to use, but those are very rare and very expensive.
In outer space damaged dominators' ships loose nods. Those are
not only giving players additional experience points, but are
some sort of in-game currency. Every group of these electronic
devices brought to the rangers' center pass to one's account
and give an opportunity to purchase additional micromodules.
Micromodules can improve characteristics of one of the ship's
components (hull or the repair droid for example).
One can also improve equipment at scientific bases. Their employees
can repair and improve characteristics of any part of the vessel.
There are three types of weapons - energy, fragmentation and
rocket. Moreover there are lots of modifications that differ
by size, rapidity of fire, casualty radius and power. There
are some very rare types as well. Their unicity is in their
characteristics - they're more powerful than ordinary weapons
and were invented by scientific dept. of dominators for their
flagships.
Jonric:
What variety of opponents can players expect to face? How did
you choose or design them? How many different opponents will
there be in all? What are some interesting or unusual ones?
We have
inserted about 100 portraits of different characters in the
game. On an average about 20 images for every race. Our aim
was to preserve general features of the race, but to make those
representatives look different. If you are playing the game
now it looks like a Gaal is trying to scan your brain when he's
talking. So be careful! J
Jonric:
Will there be many friendly NPCs, and if so, what roles will
they play? Will there be any that can join your character to
form a party? And how important will they be overall?
NPC are
not static. They're developing together with the player. AI
uses new equipment, pick parts of enemy ships, trade and fulfill
missions. They even employ each other and unite for a certain
period of time to attack a common enemy. Which can be you, by
the way! The world around the player Is not static either. There's
life going on planets, scientists invent new weapons, political
systems change, epidemics burst out and convulsions of nature
happen. One can learn all about the latest news (economic crisis,
dominators capturing another system, military operation, etc.)
in a planet's information center.
Interactions with AI happen at every turn - when a trader enters
a system occupied by pirates most likely he will loose part
of his cargo or some cash if he doesn't destroy those filibusters
at first, of course. Although this trader can call for help
of other ships and if there are any pilots around that are hostile
to the enemy, the attacking pirate might have some problems.
An evil pirate would surely be attacked by the military in a
stellar system occupied by another race. He will be captured
and intergalactic news will tell everyone about this event.
Other merchants will definitely help a trader to find the right
route.
Jonric:
What role will quests / missions play in the game? Will there
be very many side quests? Can you say anything about the various
types in the game or about specific ones? What are classic missions,
how many will there be, what are they about, and what led to
their inclusion in the game?
Missions
and quests in Space Rangers are one of the sources to get points.
Each quest depends on the race and personality of the character.
One can see 6 main types of missions in the game: delivering
an item from one place to another, defending a stellar system,
annihilating a certain ship, text quests and battles on the
surface of planets.
Text quests are small games in the game. Topically they are
unique, each in its field. There are some about getting a band
together, about a drowned station, about some ancient gods,
about becoming a real man and about two dozens of others. We
tried to include elements of all possible genres in those quests
- economic managers, racing, arcades and logic games.
One of the main quests is Prison. The casemate of the galactic
community is a place where repeatedly rangers serve sentence
during the game.
Planet surface combat is a 3D strategy. Those fights are given
to the player as bonus missions. The aim is to liberate the
planet from invaders, help a millionaire restrain the gone mad
house robots or stop secret dominators' plants.
Jonric:
Does the game include multiplayer? If yes, how does it work,
and what modes will be available? If not, why not?
In Space
Rangers 2: Dominators there is no multiplayer mode. It is possible
to have one when the game is real-time. It is almost impossible
to play an RPG that lasts 5000 turns J.
Jonric:
What primary considerations guided your decisions regarding
the technologies to use? What are the main features of your
game engine? What are the other notable aspects of the technology
you are using?
In surface
battles we use our own 3D engine. Our programmers used the latest
features of DirectX 9, so one will need quite a modern video
card to play this part of the game. We have made 18 maps for
this mode. Each of those has unique landscape, resources and
enemies. If a player's computer doesn't posses such a videocard,
one can easily skip those battles.
The main game engine is 2D and this means that even gamers with
low-end computers can play this part. 90% of game time is usually
spent by players in 2D and 10% in 3D. One can easily finish
the game without even playing the 3D part.
All the planets, characters and ships were made in a 3D editor
and only after that rendered once again for 2D.
Jonric: How much emphasis are you putting on the areas of
sound and music? How much music will there be and who created
it? How much voice acting will there be, and will it be done
by professional voice actors?
The soundtrack
was created by composers from different cities in Russia, Ukraine
and Belorussia. The music turned out to be so good and popular
among fans that they even ask for a separate CD with the OST
now. In the credits we have the main theme of the game and due
to this fact the singer became quite popular.
Jonric:
To what extent does the Space Rangers team at Elemental Games
have experience developing other RPG-like games, and games in
general? Where is the team located, how large is it, and is
there anything else about it that our readers might find interesting
to know?
Elemental
Games was founded in Vladivostok, Russia in 1999 under the guiding
principle for developing unique software. Previously know as
NewGame Software, Elemental Games has developed such titles
as General On&Line and Space Rangers, as well as the prominent
office software suite Panels, which contains several interactive
games. Our latest title is Space Rengers 2: Dominators.
There are 15 employees in the team - artists, animators, modelers,
game designers and programmers.
All our products are noted for a high level of quality and originality.
Logical engines of our games meet highest international standards.
We are aimed at creating new, even more provocative game products
as our company grows to the future.
We work in Vladivostok and our office has an awesome seascape.
Besides developing games we also advance in skill by playing
Quake3, BattleField, CounterStrike, StarCraft.
Thank you for the interesting questions! Gamers and developers
in Russia often visit your web site and trust your authoritative
opinion. We'll be glad to meeting you once again in the future!
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