Question about the SINGLE PLAYER

I read some previews about this game in several sites and i am curious about something that has to do with the Single player part of the game

Will the game have a Single player Campaign with Missions ?
or
it will just be Skirmishes ?


In one interview with one of the creators of the game...
He said that the game will have a Multiplayer and a Single player sandbox

What Single player Sandbox means ??
Does it means a bunch of skirmishes in space against the AI


I want missions based on a true Sci-Fi story (just like Homeworld was)
and
not just boring skirmishes in space (like Sword of the Stars)
30,973 views 20 replies
Reply #1 Top
There will be a single player storyline, but not a campaign "in the traditional sense". No one, outside of the devs, knows what that means.


What Single player Sandbox means ??
Does it means a bunch of skirmishes in space against the AI


Sandbox would generally be what most games call a skirmish mode, yes. Individual maps played just for fun, no storyline.
Reply #2 Top
So this game is made mainly for Multiplayer purposes...
The single player part seems lacking from what you tell me

I was expecting a Single player with a deep sci-fi story(and not just background story), with missions and objectives just like Homeworld and not just random fighting and random diplomacy in skirmish mode...

I am very disappointed :SNIFF!:
As i said above i do not want another "Sword of the Stars" kind of game

I am probably not going to buy it
Sorry


Blair Fraser: Given the open nature of the Sins environment, it is not really well suited to a linear campaign. The single-player game is a sandbox experience where you create your own campaign each time you play, and the events of the game never play out the same way twice, as it's all randomly generated based on constraints you establish at the beginning. For example, I may choose to play a four-solar-system game with lots of planets, marauders, numerous AI factions and various other settings. At this size, my single campaign could last for a week or more (saving the game of course) and how it plays out is completely up to my choices and the natural evolution of the rest of the galaxy's entities and all their interactions. In this type of game I often take the time to name my key planets and my best ships and I remember various important events as if they were critical campaign objectives. For example, on the western frontier of my empire, the key junction planet of Aloras was assaulted by a massive Vasari incursion, even though all reports suggested the Vasari were mobilizing against another faction. Fleet #3, being led by "The World Destroyer," a level-10 Marza Dreadnaught, was responsible for the western planets and was sent to defend Aloras. For the next 15 minutes I was engrossed in mobilizing my fleet, fighting a prolonged massive battle, and organizing reinforcements. I barely survived but I held the planet in time for reinforcements to arrive and solidify the sector.

As a result, I offered various agreements to the faction closest to that Vasari player and we formed an alliance to wipe him out - and that we did. While this was a single event in the game, it was a very important, critical mission I had to complete in order to move forward in the overall scheme of conquering the galaxy, and it had long-lasting effects in the direction the game / story would take from there on out. Sure it wasn't a scripted "defend and hold" mission that I would find in a linear campaign, but it some ways it felt more exhilarating and real knowing that it wasn't planned and it was a dynamic part of my story. In my story, Fleet #3 led by "The World Destroyer" became a living and breathing character, Aloras became a celebrated landmark and the Defense of Aloras was noted for all time as a crux in my empire's history.

Reply #3 Top
No, single player isn't lacking at all. The game, however, will not have a campaign in the traditional sense and will focus more on making you have your own campaign, IE. sandbox mode.
Reply #4 Top
The single player mode will be open style of play with the goal of survival and galactic conquest. The "campaign elements" are built into the tech tree and general game dynamics and the randomness of the universe creation system. A scripted linear model would be nice like in Starcraft but it is not essential for the game model for what it is worth.

Personally speaking I think a scripted mission based campaign would be a nice X-pack option for the devs to consider after they have developed the lore more to flesh out a dynamic and enthralling story.

I also think the foundation of the title as presented gives one a feeling there will be a scripted linear campaign but as far as I know this is not the case.
Reply #5 Top

There is no scripted story campaign but singleplayer is by no means lacking. My description quoted above gives a rough idea of what I mean by a non-traditional campaign and we've actually developed it quite a bit more since I wrote that. 

As one additonal example the various empires you meet may ask you accomplish certain things (call them simple missions or quests) that suit their objectives. Accomplishing them allows you to earn favor with them or earn rewards and failing to do will earn their disapproval - often the missions pit you against another empire so its difficult to please everyone. Once you've earned enough of their trust they may accept/offer a variety diplomatic options or even allow you to make requests of them to attack or defend certain locations. There are also a number of meta-objectives to accomplish in single player but I can't dive into that at the moment. These are just two more examples.

Sins singleplayer mode is no where close to what you've come to know as "skirmish mode" from most RTS games - it is a whole lot more. A lot more. I should point out though that you do have the option to setup/select from more RTS skirmish mode type experiences.

I often look at how many hours of gameplay a lot of games have (typically single player games with stories) and compare to Sins. Even if you took out multiplayer, modding, all the scenarios, the map designer, all the singleplayer setup options, etc and just installed the game and played one huge map and never looked at Sins again, it would feel like an awesome adventure and you will have clocked more hours than some recent singleplayer story based games. The advantage with Sins is when are finished that adventure there is just so much more to do. If I could translate this into economic terms I would say the entertainment time value per dollar is extremely high.

I understand where you are coming from the scripted story request but after you've played a mega Sins adventure with moments of despair, suspense, fright, key victories, devestating losses, turns of the tide, sneaky backstabbing, calculated economic manipulation and jump up from your chair desperate victories its hard to go back to linear story that plays out the same way every time. Perhaps I'm just partial to it since I've always been a fan of the idea of emergeant stories since first reading "Choose you own Adventure" books and my freeform roleplaying days (dungeons and dragons, rifts primarily).

Finally, we also hope to continue to add to the material used to build these emergeant stories (like more quests, more elaborate quests, unique items, characters, more npc interactions, more discovery) throughout the lifetime of the game.

Edit: I forgot something that is extremely important to this particular topic. Music. Each race has a LOT of custom music based on their lore that is selected on the fly to suit the events in your "story" as they play out. The goal we had here is to get that star wars esque music score feeling so that you had a strong emotional backup. As an example imagine your once grand empire is being attacked on two fronts things aren't looking so hot, the music AI will select appropriate sad, despair music to accompany your empire's status.

 

Reply #6 Top
I loved the "Choose you own Adventure" books when I was a child. I am also a big fan of such story telling conventions in general for interactive media experiences. As Blair pointed out it is all about replay value. A scripted story is often something many people play only one or two times then forget about it.
Reply #7 Top
or dont even finish at all *cough* supcom *cough*
Reply #8 Top
Every time i read something i am amazed at what you guys have thought up. THANK YOU SO MUCH! :HOT: 
Reply #9 Top

Sins of a Solar Empire is an entirely different breed from turn-based Sword of the Stars, as forum members on either game's forum can attest.

Reply #10 Top
/attested
Reply #11 Top
oooh music ai if the music is as good as the timing and appropriatness of halflife 2 and eps that would be awsome (just finished ep2 and the battle with the striders in the car the music for that just feels so right)
Reply #12 Top

/attested


Arrested\ :d
Reply #13 Top
/escaped
/suffix: In a blaze of glory
Reply #14 Top
Ooooh sad despair music, I can't wait.
It shall be added to my collection.
Reply #16 Top
All hail D&D.
P.S i was not alive wen the game came out
Reply #17 Top
Finally, we also hope to continue to add to the material used to build these emergeant stories (like more quests, more elaborate quests, unique items, characters, more npc interactions, more discovery) throughout the lifetime of the game.


:CONGRAT:
Reply #18 Top
I think a major concern of the OP is this. The problem with sandbox is that you typically get little more immersion than backstory. Even in SOTS, lets be honest you really didnt learn anything more about the engrossing back stories of each race. Instead you spent most your time researching new weapons, building more ships and fighting. Sins has the beginnings of a rich storyline and some may agrue that without the singleplayer campaign advancing said story it becomes just about the fight. Imperium Galactica 2 I feel found a happy medium with its in game cut scenes and story advancement, not to mention fantastic scenarios, that helped advanc the story in a very real way without becoming too linear. Like the OP I was concerned about the lack of structured single player. But having been here for a while, I can honestly say that there is very little chance IC and SD will let us down.

P.S. Want full version...now..that is all
Reply #19 Top
Judging by the interest in forums and discussions on every site I have looked at regarding this game, the omission of a single player campaign may have been a blunder. The multiplayer fans can say what they want, but certain people, myself included, will pass on this game unless and until a single player campaign is offered.

I don't need to debate whether it's right or not - I just think they are missing out on a lot of sales. Single player is not dead yet. If there is no campaign, I'll buy something that has one and wait on this one.
Reply #20 Top
The freeform sandbox is one of my favorite things about this game.

To put it in comparison, I love the immense random maps from Galactic Civilizations 2, with stars, planets, and habitable planets cranked up, and I've played multiple maps of those (or huge/gigantic earlier on pre-TA) from the release through the current TA beta. Granted, I suck and only play at normal with one or two AI then next level up, but it's much fun.

I haven't played a single campaign mission from either the original campaign or Dark Avatar. Ever.