Stars Reach Is A Game About Hope And Optimism, But That Doesn't Mean It Can't Tackle Serious Themes
And yes, the team knows that the game's art style may not appeal to everyone.
Time for pillar number three from Raph Koster and the Stars Reach team over at Playable Worlds. I've been talking a lot about the game both here on the site and behind the scenes with friends also in the industry. Sometimes it's hard to get excited for a new MMO with a lot of marketing buzzwords around it, but I WANT to be hopeful for Stars Reach. Luckily, "hope" is what the game wants to always convey.
A few week's ago, I posted some thoughts on a video the team dropped showing off a few of the systems behind the scenes in Stars Reach. I stayed away from talking graphics as the footage was pre-alpha and would obviously undergo many changes. However, social media went nuts and the art style shown off became a bit of a controversy.
In today's post from Koster, art style plays a big part in the discussion of the "third pillar" of Stars Reach's development: setting, content, and style. Gamers will likely be happy to hear that the graphics, in fact, are not done yet. There will be improvements made to smooth the edges, of course, but it should be noted that the theme will remain bright and colorful, eschewing a more "realistic" style.
The reasons are threefold. First, costs. I mean, that one is pretty basic. Second, broad appeal. The team feels that realism actually gets boring as everything looks the same and it can convey to players a "complexity" that may turn potential players off. Third, and perhaps most importantly to Playable Worlds, bright and colorful helps convey the "hopeful" approach to the lore and setting of Stars Reach.
The world shouldn't look totally cartoon-y, but it should convey the hope for a better life the team wants players to feel. Your character is part of a race that hasn't done things right on their home worlds and is forced to look for new places to call home. Will we be good shepherds for our new homes or will we plunder resources to excess again? Bright colors help convey that "hope", welcome a larger audience, and cut costs. It helps Playable Worlds across the board, but will certainly remain somewhat devisive to fans. "Do to grimdark sci-fi what World of Warcraft did to grimdark fantasy," is a great way for the team to describe their goal here.
Speaking of setting, imagine the universe as a tribute to retro sci-fi and you've got the idea. Ray guns and rockets. That doesn't mean that Stars Reach's setting and art can't tackle darker stories or more mature concepts, but it will remain "hopeful" whether you're having fun exploring space or deciding if the punishments that come with over harvesting are worth it.
On the content front, yes, the team will create new content. However, getting Stars Reach to create its own content and having players create content is a driving influence. The economy of Stars Reach is 100% player-driven and combat is totally optional. We've seen this kind of focus on gathering, crafting, and building your personal space before and, while they certainly help engage players for longer periods of time, I'm always concerned as eventually the "players make the content" approach ends up boring if there aren't enough players.
One thing I know for sure, Noobfridge will love the more "sandbox" approach.
What are your thoughts on what we know so far about Stars Reach now that you know a bit more about the team's vision?
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About the Author
Mike “Magicman” Byrne has been a part of the MMOBomb family for years and serves as the site’s current Editor-in-Chief. His love for MMOs and gaming in general has led him to covering games for numerous gaming websites including Gamebreaker TV and XIV Nation where he proudly displays his fanboy flag for FFXIV:ARR.
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