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parpar88

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Reply with quote  #1 
http://www.cnet.com/news/star-trek-bridge-crew-hands-on/
At a con over the weekend I had a chance to play with the Vive. I slayed Zombies, did a dungeon crawl, shot down orbs with a space gun all in a immersive environment. I saw another game being played called Job simulator. You pushed buttons and pulled levers much like the article described in Bridge Crew. I can see this all working well just like described in the article. The most immersive game was the dungeon crawl. At times I had to climb up a latter. Once on the ledge I could look down and see the area I just left. It really felt like I was on the ledge. I got that feeling you get when looking over a cliff. That feeling you get that stops you from taking the next step.

Please read the article above. They got VR done right! I think it is the next step of gaming, much like MMORPGs or MOBAs changed gaming. Artemis even gets a mention.


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notsabbat

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Reply with quote  #2 
Nice! good article. Im excited to see where it goes and if it will lead to new ideas for Artemis.

"The team has played the similar Artemis: Spaceship Bridge Simulator around the office, but Tate says it wasn't an inspiration for the game."  

LOLLLLL!!!! yeah right [biggrin]

I dont think the VR experience will ever be able to replace the experience of playing together with friends in the same room, but its still a really cool concept.



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ryleyra

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Reply with quote  #3 
The picture of LeVar Burton and Jeri Ryan playing with the VR headsets on actually made it look like a lot of fun. [biggrin] Of course, they've been on an actual bridge, but not one where the buttons work. 

I agree, it looks like a great implementation of a VR version of Artemis, and it's nice to know CBS is behind keeping the Trek-theme, but you're basically shelling out a lot of money for the VR. Of course, you can shell out a lot of money for bridge builds, too. But you can still play Artemis on a handful of laptops or phones.

I'd be interested in seeing how they plan out the division of labor.
Voice

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Reply with quote  #4 
Quote:
Originally Posted by notsabbat
"The team has played the similar Artemis: Spaceship Bridge Simulator around the office, but Tate says it wasn't an inspiration for the game."  

LOLLLLL!!!! yeah right [biggrin]


More likely than not, the inspiration was the same as the inspiration for Artemis.  They have the benefit/hindrance of being able to and having to draw directly from the Star Trek mythos, though.  It'll be interesting to see how it pans out.

I had the concept for an Artemis style game a few decades ago when I was in college, complete with helm, weapons stations, damage control, sensors, and engineering, but I never managed to nail down how to actually *do* any of the stations besides helm and weapons.  It certainly didn't help that 10baseT Ethernet was only *just* becoming affordable for the gaming crowd back then, so I'd almost certainly have had to figure out how to deal with 'networking' the stations using null modem cables, or some such.  As they say, ideas are a dime a dozen, *implementation* is king.
notsabbat

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look, a trailer!






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MarkBell

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Reply with quote  #6 
I think it looks pretty fun, and I feel like a Star Trek game should probably push the boundaries of tech and innovation.  

That being said, I can't imagine holding your arms in the air for more than 15-20 minutes before getting shoulder burn, and pushing buttons without any feedback would be weird.

I'm glad they're making it - there haven't been many 

A) Star Trek games recently at all
B) That were particularly good or memorable
C) Or were particularly innovative.

The obvious similarities to the game play of Artemis isn't an accident - considering the inspiration for Artemis itself, it was a logical step.  Hell, Star Trek Online was going to originally be a lot like this, before they decided an MMO wasn't the right avenue for that sort of game play.

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parpar88

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Quote:
Originally Posted by MarkBell
I think it looks pretty fun, and I feel like a Star Trek game should probably push the boundaries of tech and innovation.  

That being said, I can't imagine holding your arms in the air for more than 15-20 minutes before getting shoulder burn, and pushing buttons without any feedback would be weird.



I agree Mark. In the dungeon crawl, the first 15 minutes you are hold up a torch. Your arm does start to hurt after awhile. After hacking and slashing at the MOBs, you do get tired. I have not experienced any of that playing Artemis.

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janx

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Reply with quote  #8 
Quote:
Originally Posted by Voice


More likely than not, the inspiration was the same as the inspiration for Artemis.  They have the benefit/hindrance of being able to and having to draw directly from the Star Trek mythos, though.  It'll be interesting to see how it pans out.

I had the concept for an Artemis style game a few decades ago when I was in college, complete with helm, weapons stations, damage control, sensors, and engineering, but I never managed to nail down how to actually *do* any of the stations besides helm and weapons.  It certainly didn't help that 10baseT Ethernet was only *just* becoming affordable for the gaming crowd back then, so I'd almost certainly have had to figure out how to deal with 'networking' the stations using null modem cables, or some such.  As they say, ideas are a dime a dozen, *implementation* is king.


yep, I had the idea in the late 80's, early 90's.  Some guy wrote a book about the idea in the 70's.

Obviously Thom had the idea and actually implemented it and released it

Somebody with the actual Trek license and the funds to make it, good for them.
MarkBell

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My biggest concern is that it'll flop, to be honest.  There's a non-trivial entry cost into VR gaming, regardless of the cost of the game.  This game is based on the idea that you and several people you know are interested and willing to jump that barrier.  

If the game doesn't do well, I worry that the people in charge of it will assume it was the license that didn't sell well, as opposed to the myriad other factors that go into a game flop.  We're not exactly awash in good Star Trek games, and I'd really like to see more of them.

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janx

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Quote:
Originally Posted by MarkBell
My biggest concern is that it'll flop, to be honest.  There's a non-trivial entry cost into VR gaming, regardless of the cost of the game.  This game is based on the idea that you and several people you know are interested and willing to jump that barrier.  

If the game doesn't do well, I worry that the people in charge of it will assume it was the license that didn't sell well, as opposed to the myriad other factors that go into a game flop.  We're not exactly awash in good Star Trek games, and I'd really like to see more of them.


that's true as a risk.  Though considering there haven't been many good Trek games, I don't think it will hurt the Trek game industry.

I think the big problem is just the cost to entry.  PS VR will be about $400.  The Rift is way expensive.  I'm not sure about the other devices price.

Contrast that to about $200 for a netbook that can play the game (per Thom in a 2010 interview I just read when I followed the link to wikipedia from the ST Bridge crew article that referenced Artemis).

I am not sure how I would get/find 3 other friends to invest in VR and the game.  Whereas Artemis was pretty easy as I spent the $40 and we all have laptops.
User McUser

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Reply with quote  #11 
Quote:
Originally Posted by janx
I think the big problem is just the cost to entry.  PS VR will be about $400.  The Rift is way expensive.  I'm not sure about the other devices price.


The Oculus Rift is $599, the HTC Vive is $799, and the OSVR headset was recently announced at $399. But you also need a PC suitable to drive them; those costs between $700 and $900.

For comparison, the first consumer CD player cost $730 in 1982 (the equivalent of ~$1,800 in 2016 dollars.)  The price went down as the technology became mature and more widespread. The same thing will happen with VR technology, just give it some time.

I bought a Rift and I like it, but there isn't yet any "killer app" for VR.
ryleyra

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Reply with quote  #12 
Quote:
Originally Posted by janx

yep, I had the idea in the late 80's, early 90's.  Some guy wrote a book about the idea in the 70's.


I may have mentioned this elsewhere in the forums, but back in 1988 or so, when I was using a modem to access an old BBS system on my Commodore 64, I tried to develop a text interface game that would simulate an entire 10 deck starship for up to 10 players. It used a menu interface to travel between decks and the individual consoles on those decks, and to interact with those decks.

Like Artemis, the bridge deck contained a Captain's Chair, Helm, Weapons, Science and Comms, and the engineering deck had five additional stations for providing power to and repairing the ship's systems. (IIRC they were Phasers, Torpedoes, Shields, Impulse, and Warp Drive) There was also a sick bay, where players could be healed, a transporter room, and a hangar deck with a shuttle. (which was itself another "deck")

The game was intended to be run by a Gamemaster, who would create the threats that would appear to the ship and set their stats. Additional areas could be used for away teams, with the same menu interface to explore that area and interact with obstacles. The players consisted of the five players for the bridge crew (Captain, Helmsman, Weapons Officer, Science Officer and Comms) a First Officer (who basically filled in for any absent player) a Chief Engineer, two additional Engineers to allow multiple systems to be repaired at the same time, and the Medical Officer.

The game never was completed, because I exceeded the capabilities of both the Commodore 64 and the BBS system I was writing it for. I like to say that I ended up developing a virtual memory system for the Commodore 64 just to make it work. [biggrin] Unfortunately, while I was able to make a working bridge and engineering section, the BBS shut down before I could implement the rest.

Not really on the topic of this particular attempt at a Star Trek Bridge Simulator, but I think it's an amusing story. [biggrin]

Menbailee

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Reply with quote  #13 
This looked terrific, until I noticed the initial cost of $400 just for one VR headset for the PS4, with even higher cost for other systems.  So we need $1,600, plus the price of the game, just to get started?  Maybe the cost of VR equipment will go down over the years, but at a glance, no way.

Besides, where are Science and Comms?  We get more players on Artemis, and the controls on this Trek game look pretty simplistic.

I'm hoping that what may come of this will be a lot of people finding the idea awesome but the cost prohibitive, such that we get more buzz and community for Artemis.
MarkBell

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Reply with quote  #14 
I can tell you that's already happening with a few of my friends who aren't Artemis-ites already.

The press release mentioned there's a single player mode and more stations to come.

That being said, a friend of mine categorized it best, I think: "So it's a high dollar entry into Artemis-Lite."

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Arkantos

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Reply with quote  #15 
I think they need to do what they did with Keep Talking and Nobody Explodes: make the VR part optional. Otherwise, the high cost to entry for VR and the "gorilla's arm" problem will kill this game. Which would be a shame, because it's a pretty cool idea to use VR for this.
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