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Friday,
26th of February, 1999 20:16pm EST |
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Site Reopens
; My Personal Note When I came up with the
idea of launching a site dedicated to this
incredible game, I was afraid I would drag myself
yet again into another "money making"
web site. All I really wanted to do was to run a
pure fan site, which would serve the fans of the
game.
I contacted Kevin
"Arbadacarba" Miller, who had the kick
ass content, and we both agreed to keep it as
pure as possible. After 6 months (or is it
more?), I am happy to say this is a fan
site. Not even a banner, which for me is a step
in a new direction.
Since yesterday,
when we closed down the site, I have been
receiving e-mails from fans, ex-employees, and
employees of Yosemite, which all want one thing -
that we reopen the site. Everyone requested that
now more than ever, we keep the flame of this
game burning so that even though the team
has changed, the game will not.
What can I say? I
am proud to be part of this community, which not
like other gaming communities, is a clever, sharp
and warm one. How can we say no, when all
everyone wants is to play the game, and have fun.
So the site is
open. Do not expect much news and development
updates, the team is relocating. But we will do
our best to post as much game-related news as
possible.
Personally, I wish
from all my heart that the team members, who have
left the project, will find the strength to go
through this hard time. I wish them and their
families only the best of luck and success, and I
know that here at FirstOnes.com and everywhere
else through out the B5 community they
will all be missed!
Yours with a lot
of respect,
Lorien newman,
Co-founder
FirstOnes.com
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by Lorien |
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Tuesday,
23rd of February, 1999 16:32 pm CST |
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More On The
Situation Here are Randy
Littlejohn's words on the Yosemite's closing:
- It's still
too soon to be able to tell you anything
for sure. But here are some things I do
know: The team wants to finish the game.
We all believe in it. All of the team
leads have been asked to continue
(including Christy and myself). Havas
(our new French owners) apparently wants
the game to be finished. They're aware of
how popular the show is in Europe. If you
want to know about HAVAS I'm sure you'll
find them with a little net surfing. If
you want to write to someone - write to
them. Also you can write to Sierra
On-Line Headquarters in Bellevue, WA.
Thanks. The problem is keeping the team
together. It's not like someone else
could pick up the ball and run with it.
So that's what we're still trying to work
out...keeping the team together. We're
not dead yet. But we've taken a good hit
and our jump engines are iffy at this
point. We've still got our forward guns
and a few interceptor batteries working.
And here are a
couple of Marc Hudgings' comments:
- I'm not dead
yet!, Nor is the game. there's going to
be a period here where we are going to be
uncertain about the future direction of
the project, but we will continue to work
on it and will be here.
- I'll probably
get in trouble for this.I am not of sound
mind right now, I'm rather shocky and
confused. If you want to do something to
preserve the quality , inegrity and ship
date of this game, send a polite e-mail
to our CEO, Dave
Grenewetzki(Dave.Grenewetzki@sierra.com)
or david.grenewezki -not sure
which,requesting that the impact to the
development team and the development
process be minimized as much as possible.
The ideal way to do this is to allow us
to complete the project before relocating
the team to Bellevue, WA. Any other
action seriously jeopardizes the status
of the team and project.
Remember, if you
haven't already, send your name and e-mail to and help convince Sierra of
our support in the B5 game.
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by Gunfire |
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Monday,
22nd of February, 1999 11:15 pm CST |
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Sad, Sad
News Yosemite Entertainment has been
disbanded by Sierra together with three other of
it's sub-studious. Here is what the president of
Sierra had to saw (Gamespot):
- "We've
decided to pull a number of our smaller
operations into our Bellevue headquarters
to achieve a critical mass of development
and marketing talent into one
location," said David Grenewetzki,
president of Sierra. "These are
moves that we have anticipated for a
while, but we've not been able to focus
on them due to the divestiture of our
company. Integrating our teams to
strengthen our brand and build on our
online commitment is a strategic move
that will help us continue our mission to
develop and bring to market the most
creative and most technologically
advanced products that are fun,
innovative, and provide a wide range of
appeal."
This will
undoubtebly have tremendous impact on B5SCS. I
would hope for the game to come out somewhere in
2000 if at all. Here is what Ken Prugh had to
say:
- Unfortunately
the rumors are true. The oldest PC
division of the oldest PC game company is
closing it's doors in two weeks.
Fear not!
The
Babylon 5 Space Combat Game is going to
be continued at the Bellvue, Washington
division. While it is not as large nor as
established as long, I am sure that they
will try their hardest to keep the game
up to the high standards that have been
set.
I have
personally enjoyed meeting you all here
on the forum (and some in person). I hope
that I will be able to join in on the
discussions in the future.
Good Bye
for now...It is time to go beyond the
rim.
Ken Prugh
X-Producer Babylon 5 Space Combat
Simulator
And Jeff
Reitman:
- Unfortunately
it is true... A lot of people on the team
got offers to go to Seattle and continue
work on the project, but several did not.
There is no doubt that it will be a
disrpution to the project and effect
everything that we were working on.
Hang in there. Once
everything settles down we willlet you
folks know.
If any
wants to know who is and isn't going, I
would refrain from asking... it is a very
touchy subject so please be courteous.
One
Disenchanted Developer, Jeff Reitman
And here is a post
I am not sure by who (John Walker? Jack Nichols?
Marc Hudgings?):
- Well Jeff,
It has been nice
working with you... If I had been offered
the opportunity, I still would NOT have
gone anyway...
They
probably knew this. ;)
I've heard
that many who were, will decline also...
This is
all I will say at this point as I don't
want to get into a sticky situation out
here. I hope the newer crew can pull it
together and ship this game in the
condition we wanted to ship it... but I
have my own personal reservations about
that when, "Horses are changed in
mid stream" (so to speak).
This will
be my last message to the forum...
Best of
luck to everyone, The others call from
the Rim to come home...
-J
There is a
petition forming by DEATH from the B5SCS forum:
I encourage
everyone to send their information and generally
be attentive to the forum if you want to save
this game. This is one of the dumbest corporate
decisions I have ever seen being made as it will
disrupt several games being developed (including
the much awaited Middle Earth). It is defenite
that most crew members will not move to
Washington to continue work on the game, and I
understand them completely. If this game ever
comes out it will probably suffer in quality and
be very late. And it especially sad seeing that
happen to one of the best and most entuthiastic
development teams I have ever encountered, and
just a great group of people.
A sad, sad day...
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by Gunfire |
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Saturday,
20th of February, 1999 12:11 am CST |
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PCXL Preview I just got my PC
Accelerator magazine and they have a preview of
B5SCS in there. It's a fairly positive preview
and they don't provide any new information
(except those shots of Tracy Scoggins and
Jennifer Aniston... Oooh yeah :) ) but here are
the 5 questions they asked Marc:
Q: We understand
you've included a secret in-game Catfight module
between the female characters. Why? A: Everyone
loves a good catfight. Duh. Getting the
motion-capture down was a bitch, butfixing the
sensors in place with a saline paste solution was
cool.
Q: Who would win
in a fight, the hot commander chick or Babylon 5
creative consultant Harlan Ellison? A: Harlan
Ellison, no question. It'd be a massacre. He's a
tough sonofabitch.
Q: If players want
to, they can go berserk and fire on their own
forces. Whatcha gonna do, tough guy? A: Yeah, you
can do it. And you're gonna get your ass whooped
by every ship in the game.
Q: What's the
funniest thing about J. Michale Straczunski? A:
(Quietly into reciever) Oh, dude - you don't
wanna ask that question.
Q: What in God's
name do you do in Oakhurst, California on a
Wednesday night? A: Mmm. Well. Uh, that's
unprintable. That's... yeah. Yeah. I don't now. [Ed
note: This is one of the best answers we've heard
to this question]
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by Gunfire |
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Friday,
12th of February, 1999 12:11 am CST |
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B5 Diplomacy
Simulator? Jimmy Brown posted a question
on the forum asking whether a B5
Diplomacy Simulator is a viable possibility. Here
is Randy's reply:
We
are (and I am especially because film and theatre
are my background and so I like character
interaction), cognizant of the fact that Babylon
5 is not about war, but about the effect war has
on people. We are aware that the show is about
story and character development. And we know that
much of the battle in the show is ended by
diplomacy, even if our guys are willing to make
the sacrifices if necessary.
Nevertheless
what (what was then) Sierra On-Line needed was a
competitive game in the space/combat genre. And
so our mandate was to develop a space/combat game
based on the B5 license.
What
we have tried to do with this game is to make a
kind of hybrid in order to address both the
character of the show and the needs of a
space/combat game. So we have created a killer
combat game that a person can jump into easily
and just blow things away if thats what
they want to do. And that'll be fun. But also
incorporated into the game is the opportunity to
take control of the way in which the universe
evolves. And one of the ways to do this is to
sometimes NOT shoot, but instead to see what
other option is available. There are hard choices
woven into the situations that we have
created
the kinds of ethical dilemmas that
always crop up in times of war. In this way we
have tried to capture at least some of what the
show is really about.
There
is an action/adventure Babylon 5 game in early
development here. Its far too early to be
able to tell if it will make it past all of the
early development hurdles it must clear in order
to stay a viable project. It is my hope that your
idea of a diplomacy simulator will at least be a
part of it.
Why
dont you write to Susan Frischer, who is
writing/designing the next B5 game and let her
know what you think: susan.frischer@sierra.com.
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by Gunfire |
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Tuesday,
2nd of February, 1999 9:32 pm CST |
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AI Q&A John wrote a large and detailed
reply to a few AI questions. It is an intriguing
article about balancing the AI:
> How
intelligent will the game's AI be?
As
good as I have time to make it. :-) The AI will
be capable of
playing an entire game against itself with no
player involved. It is
not a few simple behaviors which "turn
on" when you get close
to its ship. Everything from the freighters to
the battle fleets
have a sense of purpose, a personality, and
"something to do".
> Will you have
to command
> wingmen to help you or will they just come
to your aid sometimes?
The
ships, squadrons, etc. will all be running the
same AI they would
if you weren't there. i.e. they won't treat you
(the player) any
different that they would treat another of thier
wingmen.
If
you ask for help, they will try to help. If your
squadron leader
thinks you are in trouble, he/she will send help.
If you have a
"wingman" he/she will try to watch your
back (and hopefully
you will watch theirs).
If
you are in command of the squadron, your pilots
will look to you
to coordinate their actions and assign their
priorities.
> Do
> the enemy ships have predetermined targets
or can they rationalize
> which ships and formations will do the most
damage?
The
"threat assessment" (sp?) of the enemy
ships and groups
is an important part of the "strategic level
thinking" of the
AI. Obviously capitol ships and squadron leaders
are going to spend
more time thinking about this than fighters, but
the capability is
there for everything from a single fighter to a
group of capitol
ships.
> I also think
it
> would be cool to program komakazi pilots, so
you could see sewacide
> runs at other ships or even comming at you,
that would add an
> intersting edge to the game.
Although
"ramming" is seen in a few episodes, we
are not very
big on ramming as a viable tactic. It is a
desperate action for
desperate situations. The higher level AI is not
interested in
wasting its resources for dramatic effect.
Even
now, the Kamakazie tactic is laughable compared
to a modern
missile controlled by a modern control system.
Remember, the height
of the suiside attack was during WW2 when
battleships'
"computers" for their main guns where a
clock-like array of
gears, switches, and hand cranks. If you are
willing to sacrifice
the pilot, (which today is much more expensive to
train than the cost
of an advanced missile guidance system) a general
purpose vehicle
won't do much damage. The Kamakazie aircraft were
"crammed with
explosives" so it would actually hurt the
target. (which made it
fly like a pig.)
Imagine
the kind of guidance which will be available in
*50* years...
100 years... 200... I doubt that a human pilot
would be able to
match the reflexes, precision, or randomness of
such a system.
It
is actually a hard thing to do to keep the AI
from being "too
good". The AI has a precision and speed
which the player must
combat with planning and strategy. If the AI is
allowed to use all
its tricks, it seems like it "is
cheating" when it is
actually just being very precise very quickly.
Obviously
if the AI is too hard the game isn't fun. period.
Gameplay and fun are the king of the computer
game. No amount of
graphics, sound, or other gimiks can make up for
frustraiting game
play. Could I make the AI kick your butt every
time. Yes. (no idle
boast) Would it be fun to play? no. Would I get
fired? yes. We
would both lose.
If
you want to see what I mean, get the Quake 2
"eraser bot"
(I think this is the right one... the one with
the settings) and
turn up all its settings to maximum. Start 3 or 4
of those in an
arena. Join the game and try to survive contact
with even one of
those bad-boys.
Awesome? yes. Killer? yes. Fun to play? no. You
walk into a room
and "balm, blam, blam!" you are dead.
You respawn.
"Blam!..." You get the idea...
Hope
that helps --
--
John
Thanks to Mr.
Morden for asking the questions.
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by Gunfire |
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