Next, I shall look at the game Freelancer to see what it achieved and how it worked. Freelancer is a sandbox space simulation game, in which the player is tasked with flying across the galaxy using a network of wormholes, to complete missions, escort ships, trade goods and uncover the story. As a key point, the ship you own can be upgraded as the game goes one, with the type of ship lending itself to certain types of jobs; freighters for trading goods, fighters for partaking in dogfights with the pirates which pervade the galaxy, and numerous other ones. Each ship has a shield which can be focused on a specific side, or diverted to other ship responsibilities, like the engine or weapons, allowing for a deeper and more meaningful experience when flying the ship.
The game was mainly played using the mouse. A curved line followed the cursor, and it mapped the movements of the ship after it, allowing for complex manoeuvres to be made without the need for lots of training or complex button presses. Simplicity is the main point of this, but small keyboard presses for things like diverting energy from one sector of the ship to another, or pitching/yawing the ship to make daredevil moves in combat. Procedurally generated objects, like asteroids and ships, allow for a richer galaxy as well, and make the player feel as if it is in a populated sprawling galaxy, even if they are travelling light years across space.
As a game for its time, Freelancer had been highly anticipated, earning Chris Roberts, the games designer, a lot of intrigue and expectation. Unfortunately, due to a merger with Microsoft and some technical limitations of the time, his vision of this dynamically changing world was not brought to fruition, and unfortunately it left for a game which ended up being less than expected. However, it was still seen favourably, with a high production value and some interesting game play until it became stale.
We did consider creating a procedurally generated space simulator like Freelancer, as it would be simple to make assets for it and a control system wouldn’t be too hard to make. However, we ran into a problem with what we would populate the world with. Unfortunately, space simulators require some kind of content or a solid mechanic to keep the player interested, which is something that Freelancer failed with a little bit. Considering the target platform is Android, it would altogether be too much of a task to have to come up with a core mechanic which would not only compliment the game style, but also be easy to play on a phone or tablet device.