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  1. #31
    8. World: Conticinium [lat. "silence around midnight"]

    Conticinium is a former "super earth" means a planet like earth, just a bit bigger. It had life and different landscapes. But after a nearby collision with a free-floating brown dwarf, it became free-floating aswell. Since millions of years it drifts through the dark space, leaving its galaxy and now moving in the direction of a void.
    Its core already cooled of and, because of no energy hitting its surface it has completely no wind.

    This free-floating planet has still an breathable atmosphere and the gravity is similar to the one on earth. But the radiation is slightly higher (because of the missing heliosphere); but the most deadly thing should be its silence.
    This planet has no life, no wind ... no sounds. Nothing moves. The sky is black, also caused by a broad but not very thick cloud layer.
    Some visitors of the "biggest and darkest lost place ever" became like paranoid – especially if they tried to explore it alone. Deadly silence.

    Without a good flashlight you are like doomed on this place, because there is literally no light; eternal darkness. The plants are dead - but won't decay without bacterial life, the weather is stuck and the ruins of the former dwellers (animals and also ancient humans) are overwhelming silent. It is very cold, but the intergalactic radiation and the cloud layer keeps warm temperatures ... around -10°C. A lot of mummified bodies lie around of animals and - yes, of the ancient humans.
    It is recomended not to visit this place alone. There are rumors that some entities (humans ... ghosts?) are still at this place. This is of course not proven. But also some criminals might also hide in the eternal darkness of Conticinium.
    Although the chances to actually meet some other life forms or even persons are very small.
    The risk of getting trapped somewhere an run out of light and heat is much bigger.

    Danger Factor 2/5

    Idea: Nights and dark places in video games became very weakened. In normal places the night indeed doesn't need to be such an big obstacle in doing your "gamers duty" (complete missions, kill enemies, free hostages, conquer outposts ...). Yes, it is understandable that to dark nights can be annoying. But optional missions or special places in "the real darkness" could be used ... or better: should be used (again).

    The feeling that your life depends on your flashlight (and other light) is gone without 100%-dark places. Even in Far Cry Primal it is possible to walk through the dark caves without having to use a torch. These caves and other places are not that dark, that the contrast creates total darkness.

    The problem that it just sucks if you are trapped in a dark place without a working flashlight (or similar) could be moderated that A) you have enaugh light with you; and B) if you are stupid enaugh not to have it and you end in the dark ... muzzleflashes could be the last escape back. Well ... something might attack you or your character gets hallucinations and panics, if you are to long out of light. (60 seconds to save yourself to the next light source with only using muzzleflashes are alright? ).
    Result if you don't make it: It could mean death; or you wake up rescued by your mates ... depends on the scenario.
    Also, the most grafic engines can handle realy strong light sources today, including shadows and so on. Would be a bit like cheating to use an super light source ... but could also work: During skripted events this light could also fail. And if it is an equipment piece that the player needs to buy: Make it expensive.

    Lost places and especially realy (100%) dark places are also something cool. Now imagine an ancient super earth that is stuck in the darkness: no weather, no life, no heat ... nothing, even no wind. Dead plants, ancient and dead ruins, and everything is literally 100% dark, even no stars ... Of course an full sci-fi idea on one side. But the idea to bring in realy (100%) dark places (back) could be used easily for other settings as well.
    Also the created atmosphere is very important: First the most people will feel "cool" to visit this dark and lost place with their new Super-Power-LED-Flashlight. Myths have no chance to touch them ... yet.
    But the longer they stay ... or need to stay ... the more they get part of this bleak and desperate place. Seeing faces, especially if their light becomes weaker, explain why a lot of lost places should be haunted. (This is also a self-fulfilling prophecy of course. Plus: The most ghostly are busy places that are suddenly quiet.) "If you look to long into the abyss, the abyss will start to look back." ... or: If you explore this place to long, this place will start to explore you, too.

    {Keywords: Dark Places, Lost Places, Free-Floating Planet}

    - - -

    9. World: Harena
    [lat. "sand"]

    Harena is a little bit bigger than earth, has a breathable atmosphere and circles close to an older F star that already expands into in its first red giant phase. A second and third sun (both M suns) are also visible on the sky.

    This planet is a desert world and consists of rock, stone and sand deserts. This world is the classic (and maybe also: stereotype) desert world a lot of people imagine if they imagine a desert planet. Including rough landscapes and rare water.
    Tar pits are more common than real water oasis. Sand storms and the heat of three suns (two smaller ones, one bigger one) are a real danger.
    This world is very old and has only a slight tectonic activity. No volcanos, no (strong) earth quakes. But this also means, that its magnetic field is already very weak. Not only the heat is a problem, also UV (including more and more UVC) light. The rare animals hide in the noon. If you like very high temperatures, you should still wear a protection google. In the noon it is not only very hot, it is also very bright. The light and the UV light will blind you ... if you have bad luck: maybe forever.

    This world rotates slower than earth, which means a day is around 30 hours long, a night follows with like 20 hours. (Depends on what is realy counted as night, after all: we have 3 suns in a triangle in the sky).
    The planet has no bigger water areas, which also means, there is no real rain. Only early-morning haze brings a little bit water to the rare plants.
    Most plants and animals adapted theirselves to use every source of water and energie. Means: Most of them are predators ...
    Human eating plants with traps are a real danger, even if they are pretty rare.
    There should be places in which humans created gardens of these plants ... and had fun with their prisoners during "garden parties".

    Danger Factor 3/5

    Idea: Desert planets are very common. "Star Wars" in the year 1977 plus a lot of (sci-fi) games used them already. No wonder: Deserts are easy to create and have often a good appearence. Small details can change the feeling completely: cactuses, mines, sandworms, dunes, camels ...
    Ubisoft had created very good different desert places and types in Assassin's Creed Origins; including fata morganas (and halluzinations), mirages and (not scripted) sand storms.
    As an extreme weather this could be used in other desert scenarios aswell.
    This idea is kinda classic; but I added some real heating power (with 3 suns, one of them nearly in in its first red giant phase) and human eating plants ...

    Would be a nice trap, for players and for enemies. Imagine a barely visible brown and dry leaflike thing hidden in the sand. If you walk on it: It closes and you are trapped inside ... and of course spiked like in an iron maiden. (1-hit ;D, and a slow virtual death ...)
    Also imagine you hear a young lady crying for help. "Was it real?" You walk into a small cave and ... snap! You are dead. Plants learn how to lure victims ... only the ones survived in this desert who done it right

    {Keywords: Desert, Sand Storms, Human Eating Plants}

    - - -

    10. World: Cospopa
    [short form of: "cow spot pattern"]

    Cospopa is a "super earth", means an earth-like planet, that is bigger than earth. Cospopa is much bigger, but the gravity isn't much stronger than on earth. This is caused because of the lesser mass and densitiy in its liquid core. (Smaller metall core.)
    It has less water areas than earth and looks from space like a green ball, covered with yellow and brown patterns (like a cow spot pattern); that gives it the name.
    It circles a smaller B sun (means by comparing the "main row", it has a pretty big sun).
    Its orbit is stabile.
    But there are two problematic properties concerning this world. First: Because of its small metal core, it generates a pretty weak and holey magnetic field. Second: Its sun is very explosive and a lot of CME (coronal mass eruptions) are generated.

    The surface of Cospopa looks mostly like in a rain forest; the strong sun keeps the water cycle very active; and luckily the world doesn't lost its atmosphere. But the strong solar wind is still a bigger problem: If strong solar winds find a weak spot in Cospopa's magnetic field, the particles will hit the ground directly. The temperatures rise in seconds and microwaves (created thorugh bremsstrahlung) vaporize smaller water clusters. This means: All plants die in seconds; ... and disintegrate to dust.
    For the ecosystem of the rain forest it is not a problem. The plants regenerate very fast – they done this for more than 4 million years yet.
    This described anomaly explains the cow spot pattern ... the yellow and brown spots are the spots of toasted plants.

    It is harldy to predict where the particles will hit the ground next. After they have grilled the plants to dust, desert like badlands arise. After an exact and comparatively short interval, the plants will grow again. Seeds were already in the ground and the plants grow very very fast. You can see it with your eyes how fast they grow. After not more than 1,5 or 2 days, everything looks normal in the former "brown/grilled spot". The wetness in the air is back after like 4 hours (after the last effects of the particles disappear, then – shortly after – the plants will start to grow).
    The good news: Bigger animals or humans (especially with protection equipment) have a good chance of surviving the contact with the solar wind. The plants don't explode in a fire burst, they only abruptly dry out. It is certainly not beneficial to health, but the particles and microwaves won't cook your blood. The effect should only create extreme pain for a few seconds ... or minutes. Depends on your equipment and your familiarity to pain.

    Danger Factor: 3/5

    Idea: Inspired by the stories of the rain forest that bruns into a desert and grows in the evening again; just used sci-fi aspects and a planet as world.
    Also a main idea is to work with the "real plant"-effect of the Dunia Engine. It worked pretty well e. g. in Far Cry 3 in the "dream/drug"-sequences.

    Also badlands and the jungle like rain forest have different advantages and disadvantages. Attack an outpost after the plants are gone if you like to use your sniper rifle. The vision is great and the enemies might be hit a bit by the effect as well. Bad if you tried to do it on stealth and ... whoosh! The shrub around you transforms to dust ... and you are hit by the painful effect, too. Enemies might be happy to spot you.
    The fast growing plants are an interesting tactical factor, too. The enemies might not be happy about the "stupid plants growing again". They need to be dubble careful: Movements are much worse to see during the plants grow on high speed and move themselves. Also they need to add more guards around their outpost again, because of the plants are back again; if they area bit lazy you might sneak into the outpost before everyone is on their positions again.
    "Ah damned planet, why the hell can't we keep the desert-style. This moving plants are a party for each intru... rghh!" [-1 guard by takedown]

    {Keywords: Rain Forest/Desert-Cycle, Fast Growing Plants, Solar Particles hit the Ground directly}

    - - -

    11. World: Tempestas [lat. "storm"]

    Tempestas is an very small earth-like planet without bigger oceans (exept a few bigger lakes and smaller seas). It circles a K sun (with a little bit green light, caused by chemicals in its chromosphere). The sky is blue to a little bit green. The atmosphere is breathable but a little bit toxic because of the plant spores in the air.
    It circles its sun in a moderate distance. But it doesn't realy rotate around its own axis. Which means: On one side of the planet is always day, on the other side is always night.

    The temperature gradient between the day and the night side causes very strong upper winds (like jet streams) and make the atmosphere realy dynamic. Storms with heavy winds, thunderstorms with dark and evil looking clouds, including devestating tornados move over the surface like sheeps over a meadow.
    The pre-warning time can be days, but if the wind direction changes: only hours.

    There are no bigger plants on this planet. It looks like a vast grassland, only shrubs can survive the stronger storms (and lightning strikes). A few areas are moving sand dunes. Truly this landscape looks a bit like a giant golf range ... just without the flags and holes.
    If you meet a storm cell, you are in a big danger (no matter if you say "Hello" or not): The wind can go over 200km/h, tornados appear out of nowhere and (because you are mostly the highest spot in the landscape) you are the favorite target for the numerous lightnings.
    There are only few natural places that offer protection from the storms. Not many caves exist, because not many rocks are above the layer of earth.
    Live is reduces to smaller animals and smaller flying animals, that are fast enaugh to escape from the storms. If you hear no animal sounds: The air pressure might drop in a few hours – a warning for an upcoming storm (if you don't have any equipment with you).

    Danger Factor 3/5

    Idea: In this idea a windy grassland is combined with an not rotating planet. This is mostly a full extreme weather idea. Storms, thunderstorms heavy winds (that effect the player, the vehicles and even make players fly around) – explicit: including tornados (plus: watersprounds, over a lake).

    In Assassin's Creed Black Flag and Rouge we already have had watersprouds that effect the ship the player steers. Why not push this weather effect: rain (which also could effect the grip of tires on a sandy path or asphalt road), wind (which effects the movements) and of course dangerous tornados which can kill you with flying debris or by sucking you up.
    Also the feeling if you see dark clouds in the sky, that roll towards you could be pushed. The sun gets blurred, it gets colder and a slight wind comes up. The animals stop making sounds. Yes, now it is time to seek cover.
    Lightning strikes are dangerous aswell. Maybe not 1-hitter; but they should take some health, if they hit the player or strike nearby.

    {Keywords: Strong Wind, Thunderstorms with Tornados and Lightnings}

    - - -

    12. World: Jump [because this moon is a paradise for extreme sport] and "Rock"

    Jump is a lately (around 2500 years ago) broken small moon. A collision with an big asteroid wrecked the stone moon and changed its form into (smaller and bigger) fragments. These fragments are still in a stabile orbit around the planet ("Rock"). The orbit of Jump around Rock was and still is very close.
    This means the gravity on Jump is very low. The bigger fragments are big enaugh to build smaller settlements on them, if you want. The smaller ones make the whole environment looking like a stereotype asteroidfield. The sizes of the smaller fragments are varying.
    The locations of the most fragments are stabile, which means the gaps (between the fragments) could be recorded in maps.

    Standing on a fragment of Jump means, you feel like on an steroetype asteroid with less or even mor lesser gravity (depends on the fragment you stand on). A lot of caves exist, too.
    The flat surfaces on the bigger fragments (which mostly were part of the former surface) are ideal for high speed vehicles, the caves for cavers. The "new" surface (due to the impact) created a lot of high and steep summits – ideal for climbers. Not a big risk if you fall, because of the low gravity. And the close orbit to the planet (Rock) makes it possible to jump literally down from this moon onto the planets survace. Sure, you need an brakechute and a parachute.

    On this fragmented moon you need oxygen and a pressure suite, since it has no atmosphere.
    The planet below it is an (a bit) earth like, rocky planet with a thin but not breathable atmosphere (only carbon dioxide, no oxygens); in a small caves you might survive in emergency situations, as long as they are filled with natural oxygens. Means if you jump down there with your wingsuite, you better have someone who is picking you up again.
    The fragmented moon Jump is a paradise for extreme sports, even artificial rivers where build on the bigger fragments just to have fun; with fast vehicles you can jump from one fragment (over a jumping ramp) to an other. If you are to slow, you could eject and use a parachute. Thats why not only stone fragments hit the surface of the Rock. A few vehicles crash there time by time, too.
    Scientifically speaking this broken moon is boring. Also no ressources are here.

    Even if this place sound very dangerous, it is not as bad as it sounds, as long as your pressure suit is alright and you have enaugh oxygen with you.

    The surface of Rock is hit by "asteroid" impacts. More exaclty: These are still smaller fragments of Jump who come down. This won't change in the next 10.000 years. These events are rare and the energy of the impacts is moderate. So there is a danger of getting killed because of these impacts, but it is not very high. Even smaller is the risk of getting hit by a fallen vehicle.

    Danger Factor 2/5 [without doing extreme or stupid things; count for Jump and Rock]

    Idea: Maps on asteroids are in a few sci-fi games already given. Normal asteroid fields are not like: every 300 meters are the next asteroid. In reality there more 100.000 km between the asteroids ... or even much more. A fragmented moon might be the solution to create an stereotype sci-fi asteroid field. The low gravity and the fact that extreme sports is a part of the Far Cry Series create an interestign combination.
    Also the idea came up: If a small (broken) moon orbits an small planet; why not make it possible to high-altitude jump down there. In reality there were already parachute jumps from very high altitudes (mostly of stratospheric balloons).
    If this place was used by humans for extreme sports and now we have to fight bad guys here ... hell this means even more fun that realy fits to Far Cry.

    The map itself can be like a normal surface map: Gaps between the fragments of the moon could be like "in the ground". But it is also possible (if the engine could handle it) to create a real 3D-map: Any the player is able to walk around each fragment -or- jump from one to the next one. (Or use bridges, if they are some.)
    To jump "down" on the planet with your chute you need of course some kind of jetpack, too. Otherwise you won't be able to leave the gravity field of the "asteroid" you just stand on.

    {Keywords: Broken Moon/Stereotype Asteroid Field, Low Gravity, Orbital Jumps on a Planet}

    - - -

    13. World: Stirps [lat. "root"]

    This world was an liquid planet that got a solid surface by a giant plant. It cycles a small and pretty weak M sun (nearly a bigger brown dwarf). There are speculations, that this planet wasn't created with its sun, just both found each other later. Strips is the only planet of this small system.
    The planet itselt is pretty small, too.

    It has a breathable but very modly smelling atmosphere. (The solar winds are very weak, which allowed the planet to keep its atmosphere.) The planet was a world of liquid chemicals (including water), but the plant life that evolved before 100 mio. years changed it.

    The surface looks now like covered by big woody vines or tendrils. Sediments accumulated between these tendrils and formed solid, but often also very muddy spots. Often these are filled with water, too.
    It's not a pretty place. It is something like a mix of decaying wood and a mix of a giant swamp mixed with a giant bog.

    It rains more than 6 days out of 10. The day night cycle is similar to the ones on earth, just a little bit slower. The days are not very bright, because of the weather; but also because of the relatively weak sun. There are no seasons and the temperatures are always around warm 30° - 40°C.
    If you find a way to pass the roots and get deeper into the ground, you might find yourself in the liquid underwold (and core) of the planet. But it is not an open 3D-room. It is full of roots and other obstacles, that create an dangerous underwater cave system. The visibility under water is often very bad (without special equipment). Also there is the risk that you sink down in the moor. On Strips it is much more easy to die this way than on earth, because the water is full of bubbles that work against the buoyancy of the water. Say thanks to the giant plant.
    Luckily there are no real predatory animals, which improve your chances of surviving here. (Exept: ... the Far Cry Easter Egg Aligator which was borught by a few mean employees of Ubisoft into this world via space ship).

    If you like warm and wet places, this is still the best place to find a slow death. Especially if you swim into a cave which closes behind you - nasty plant! Or you literally dive into a mud layer that holds you sucked up until you drown or choke. Depends on you try to breath water or mud.
    So ... better don't swim and try to stay on the barely visible paths.

    Danger Factor: 2/5

    Idea: Warm, wet and winding places were always an adventure playground for kids and nature religions who tend to sacrifice humans.
    In video games there are many good swampy places (including a few in Assassin's Creed Valhalla or also "the Witcher III" [CD Project Red, 2015]).
    But all these environments only played the secondary role in the given settings. Fighting in these environments – we had that a lot. But fighting with these environments ... not. (Why not change that? Swamps have some kind of perverse-romantical flair )

    Combining: Light (of the sun), the weather effect: rain and clouds and risky under water caves. These could create a much cooler swamp-like environment.
    The new ideas are not recognizable at first glance in this example, but they count to the environment effects: Mud, mud in shallow water; sticky places during diving, moving plant parts (trunks or also "moving alien plants) and so on.
    E. g.: mud pools are totally different to water, in mud pools with shallow water you can feel trapped very fast (especially if the bad guys spot you there). On the other side you can learn how to use these things to your adventage. If you learn how to dive through dangerous caves (including how to orientate) you can fast change your position.
    The biggest dangers during diving: bad visibility, sticky surfaces (like: mud, swamp) and the fact, that floating wood (like trunks) can obstruct your way back. [Last mentioned could also been skripted events; but also alien plants - that close the way back if you enter a water whole - can be part of the environment.] Stick in the mud under water or get stucked by the attempt to pass a very tight spot might be your end, too.

    I dive myself in a lot of different situations. In videogames you need always swim and dive very fast to reach the next exit again. This mostly isn't the trick in real: the faster you move the more oxygen you lose (in your blood or in your tanks – if you have; depends on which sport you go.). Especially in situations with bare visibility (or even if you get stuck) you need to move slow and only use your oxygen if you realy need it (e. g. to use a knife to free yourself). Why not use some of these aspect in videogames, too. (Could also bea good combination with the diving idea.)

    With some different environment properties (e. g. how you move through a mud pool or through a mud pool in the shallow water) and new underwater properties any swamp and/or diving scenarios can be pushed. Also very useful for lone fighter scenarios.
    I mean, we only have water and ground in the landscape. That's it, if we talk over moving by foot. It feels totally different to walk through the shallow water of a fountain or the shallow water in a bog. (In the old Game Boy [Nintendo] Game: Super Mario Land II [Ninentdo, 1992] we have had three different types of liquids: water, slime and jelly – why not use these aspects in a much elaborated way?)

    Imagine if your character walks through shallow water in a swamp, suddenly you feel, that the ground gets sticky – like slow quick sand. You take cover, because you play on "hard" and want to stealth-attack the enemies in the outpost in front of you. You see, that your character keeps sinking deeper and deeper into the muddy ground. But you need to wait, or the enemies will spot you. But waiting to long ... means: your character will die ... or can't get out without being spotted (cuz you need to jump). If you know how to get out of the sticky swamp (correctly moving the thumbsticks; [a mix of swimming and walking]) without jumping in panic, you won't be spotted nor you drown ... at least for now.

    {Keywords: Different Surface Layers concerning Moving by foot, New Diving Properties, Swamp}

    - - -

    14. World: Silva [lat. "forest"]

    This world is a satellite of a giant moon that orbits an gas giant which again orbits an O sun. Because of the fact that this moon is a "moon of a moon" and gets its light of the big sun and the gas giant, it has very interesting day/night cycles. The twilight takes on a whole new meaning.
    On days the light is very bright and white, in nights the stars and sometimes the big moon which Silva circles is visible. In the twilight only the gas giant gives a blur grey light.

    This world has a very breathable and even healthy atmosphere. It is covered with giant coniferous trees. This moon was artificial terraformed and should produce wood. This is the reason why it is full of trees of earth. These became surprisingly very big. Some trees are like ~150m high.
    The moon also has covered 50% of his surface with lakes. The landscape looks like made of hundrets of peninsulas.

    The weather is the most interesting thing, because on this moon fog patches are the biggest anomaly. The atmosphere is thick and stabile, and solar winds of the sun or emissions of the gas giant deflect from Silva's strong magnetic field. (There are nearly none tectonic activities, the core of the planet consists of an very big matellic core. Even if this moon is smaller than earths moon, it has nearly as much as gravity as earth has.)
    Every time emissions or solar winds hit its magnetic field: Fog is created which descend and wanders with the wind.
    This world is very peaceful, exept a few bears and wulfs which officially get with some seeds to this world. (lol!, in truth a few hunters brought them to this world to have fun ... unfortunately this gorup of hunters get killed by an big accident during their safety training with their weapons.) Which means, you also have to watch out a bit because of some animals you know from earth. But there are only a few and they are not as aggressive as animals like in Kyrat.
    Also we have some deers and other harmless animals (from earth) here.

    Danger Factor 1/5

    Idea: Fairytale-like forests maybe fit a bit more to fantasy scenarios. Nethertheless I want to mention this idea and turned it into a sci-fi world. There are indeed moons of moons, but many of them are very small. But if we have an giant sun and a big gas giant with a big moon: It could have a satellite moon (= "a moon of a moon") that is big enaugh to be a world.
    This could get another interesting "light level/factor" into the day/night-cycle: Twilight. Twilight is more than a mix of 50% night and 50% day (the gas giant helps here in reflecting light).

    Also like a lot of fairytale-like forests mist should play a very big role. Visibility is not only a great stylistic medium in terms of the atmosphere created, but also (in cooperation with the day/twilight/night-cycle) a tactical aspect. Go sealth on day ... hard. Sniper at night and during fog ... also not the best idea.
    The idea the visibility should influence the player's tactic and startegy a bit more - this is a central aspect here. There could be places which are more often very foggy (like valleys); here better go on stealth, not with the sniper rifle.

    And ... why animals like bears? Because of the feeling you have, if you open the cage of a bear in the hostile outpost.
    Also humans always changed their environment by importing plants and animals. Why not take this fact as an aspect in sci-fi games?
    Sure: A few hunters might import bears in a forest world.

    {Keywords: Mist, Twilight (as Part of the Day/Night-Cycle), Importing Earth-Animals in Sci-Fi-Scenarios}

    - - -

    15. Wold: "Perihelion-Zero" [the perihelion is the closest point to the sun a planet hits during its orbit]

    Perihelion-Zero looks like an normal earth-like planet. The atmosphere is a little bit thicker than on earth and it has a little bit more oxygen. The gravity is a little bit weaker. The planet cycles a G sun, that is a little bit bigger than the sun of the earth.
    The unique anomaly is, that its orbit is very very (very) elliptical. So elliptical, that the planet literally crashes into the sun and gets vaporized.
    The vaporized matter of the planet gets ejected by the sun (which is very anomalous and is likely caused by special magnetic constellations on the sun). The gas cools down again, gets liquid and solid ... and forms again nearly the same planet, as it was. During its way on its orbit away of the sun.

    During its path away of the sun the planet starts to become "alright" again. Later its orbit will lead it again into the sun. An very extreme cycle, no question. It is divided in: "Spring, Summer, Autumn, and Winter" - but these have totally different meaninsthan on earth.
    The day and night cycle starts to become earth like in the "Spring" and disappears in the late "Autumn" nearly with the planet itself.

    In the "Spring" the planet forms of his cooling gas and matter. In this time it moves away from its sun. It takes a few months until it is cold and the life is back. (It is still unknown how the informations for the lifeforms like plants and anlimals were saved during the "vaporized phase"/"Winter".
    In the "Summer" the planet reaches his spot that marks his maximal distance of the sun [Aphelion]. Now the life is kinda normal. In the "Autumn" the planet drifts again into the direction of the sun. It starts melting (again).
    In the "Winter", better don't be here, because this is the time in which the planet crashes into the sun again.

    Described during the normal form [Summer]: The surface is pretty much earth like. The climate is a little bit warmer and the animals and plants look much more colorful than the ones on earth. This planet looks very paradisical: Forests, flower meadow, waterfalls with lakes, wonderful beaches, ...
    The best time to visit this planet.

    In the "Spring", means the planet is still hot, the things look more dangerous ... and they are. Still a lot of molten parts and not many plants yet. Also asteroids crash on the surface. These Asteroids are part of the planet, which just come back.
    In the "Autumn" the planet gets realy dangerous, too. Even more than in the "Spring". The more the planet drifts to its sun, the more the heat rises. Water gets vaporized, earth quakes and volcano-like eruptions.
    If you manage to survive the "Autumn", the winter will be kinda interesting, but 100% dealy. Maybe you manage to stay as long as on the melting surface, until the planet crashes into its sun. Then everything explodes into light (shiny plasma) and thats it.
    No one knows how the life survives this phase in which the planet flies as plasma through his sun or how the informations of its life (and form of the planet itself) were saved. Or if this effect also could effect (and save?) you, if you try to stay on the planet in the "Winter". ... better don't try.

    Danger Factor 2/5 [Spring, chilling planet]
    Danger Factor 1/5 [Summer, normal planet]
    Danger Factor 3/5 [Autumn, melting planet]
    Danger Factor a/5 [Winter, ionized gas form in the sun]

    Idea: It is obvious that this idea thematized the life/death cycle in a very extreme form. Also this idea is effected by fables in which young ladies will be decorated with colorful flowers and later kicked into a volcane crater. Also flower fields in Africa that just bloom for a few days (after some rain) are part of this idea.

    If you visit this map, there should be a timer in your HUD in which "season" this planet is. And: How much time you have left.
    Imagine if you have only one space port on the map and you want to get an important collectable or destroy an hostile convoy that robs ressources. If you are slow, the "Autuomn" will come and it becomes kinda dangerous to stand in the light of the sun. Also plants start to burn, water disappears, earth quakes and lava hunt you down every hill. (Nothing has realy to be scripted, only timed and get specified (but may be changing) locations. (Similar to classic volcanic effects.))

    One main idea is pushed into its extreme: The Timer!
    Hurry with what you plan and do, or you die. I don't mean you have to run in exaclty 15 seconds from A to B, but the pressure should be there. In a lot of games the timers where only decorations now. A real (merciless) timer, but with enaugh time ... I didn't saw it for a long time in video games.
    It shouldn't be close ... you should have much more than enaugh time to do your job.
    But: It is a big different if you walk through a scripted armageddon (- in a few games I can put by the controller without pausing the game and my character will survive as long as I move forward. Then behind me, the next thing explodes ... -) or you have a real timer running. Even if you have enaugh time. You feel the ... "different situation".

    If you have a spaceship in the (meta-)setting, you could always check the status of this world and decide if you want to visit it now, or wait for its next cycle.

    Also it is an interesting story based idea (also if you look on this aspect philosophically: life, death, reincarnation (reincarnation? ... if you completed the side missions first )).
    Imagine you made a few missions on this world. Of course you left it timely again before the"Winter" came.

    But then: The bad guys destroy your space ship during your next visit [scripted of course]. Bad, now you will die in the "Winter". But – because of you complete a few missions – you can now save your DNA, your memories and your consciousness in a natural memory of the planet. You can watch the armageddon from your box seat.
    The enemies watch you dying with the planet - and are sure you won't come back: "Okay, the protagonist/player is dead".
    But: You will be "reborn" (in a giant plant or whatever) in the "Spring". And (a little bit later): "Surprise, I live, I am in you outpost, I just freed the bear, destroyed the alarm and grabbed my missile launcher. Eat this antagonist" )
    Storybased this life and death cycle can be used as an very emotional aspect. If you are stranded on this planet without a ship and a radio ... sure, you have to trust in something. You see how the end comes closer and closer ... will you "survive" it or will you end as nothing?
    ["Call my name and save me from the dark!" ... might be not enaugh in a Far Cry SpinOff.]

    A third idea is the aspect: Changing environment in extreme. Wouldn't it be cool, if you see how the surface changes during the "seasons" (... okay if an game engine could handle it?).

    In the gameplay it could be like around: 3 [real] hours "Spring", 3 hours "Summer", 3 hours "Autumn"; okay, and in the winter you need to wait somewhere else like 1 hour until the world is back. (If you die there in the "Winter" and you haven't unlocked the "survive"-aspect. You respawn in your ship or load the game and you spawn at the space port – so you can leave before you die.
    And: If you have unlocked the "survive"-thing, why not find yourself in a dream world/ afterlife world as long as the planet is vaporized? Works now again and again in the "Winters". So you can explore this after life.
    I mean, heaven / ... paradise in the heart of a sun? ... ... without any unique hidden weapons somewhere (like: ancient mini sun launcher, holy light beam rifle, or something)?!
    C'mon, are you kidding me?!

    {Keywords: Timer, Planet that repeatedly crashes into its Sun, Extreme Changing Environment, Entrance to (hidden) Dream- / Afterlife-Worlds}

    ~ ~ ~

    With 15,5 sides it is only a short idea finding list.
    But it was a bit work to do it in English (programs help, but thats it). Also keep in mind: I don't have any proofreader. To bad: My time is almost consumed, had a few days free over New Year; was interesting to do something for Far Cry. Hope it is inspiring.

    ~

    ps
    I will check it in the next time and will correct some spelling mistakes when I see any.

    pps
    Maybe don't quote this posts without shorten it. For a forum these are already many signs.
    (Luckily Ubisoft has a very good forum here.)
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  2. #32
    Good planets, password1234xxx!

    But don't you think that the more different type of planets there are in the game the worse they will be developed?

    Developers simply won't be able to concentrate well on every planet.


    May be it will be better to have one main planet.
    And several lifeless on the way: icy, volcano.....
    Lifeless planets that will emphesize our full of life planet.

    Important part will be - the way to this planet.
    How we approach it.

    How we move through endless and lifeless Space.
    Beautiful and unfathomable Cosmos.

    To our new home....


    A tiny island of life, our starship, moving to another island of life, new planet.

    Something like it was in "Passengers" movie.....









    In this movie they were all in hibernation....But in our game we can't be in hibernation. It's a shooter and action.
    It should be mentioned in the game that hibernation was considered harmful for health, with very negative complications later.


    They can be just a large group of settlers or people escaping Earth catastrophy. (Something like Noah's Ark)


    At first glance there is no difference - just settlers or people escaping collapse.
    But it changes a lot.

    Who can be at that "Noah's Arc"?
    "Noah" and his family???

    Definitely not. Reach and privileged will be there!
    None of us.

    It changes story.
    Those people who organized Earth catastrophy (new clear armageddon, or another planet catastrophy) escaping now to a new home, left billions to die here.

    They think they will find another asylum there.
    But they take with themselves ....themselves....their core, the system that ruined this planet.


    Just as they have destroyed our planet the same way, later, they will destroy the new one!


    So, we will fight against not only villain but the whole system.
    On the board of the starship and on the planet later.

    Everything starts so beautifuly - with free market economy....But small business leads to medium business, medium leads to big business.
    And later these guys start dividing the world.


    "Noah's Arc" type of story will remind remotely "Elysium" movie.
    Only now they are not in orbit but flying into space on another earth-like planet.









    So, password1234xxx, you see how one minor detail, at first glance, - flying as settlers or flying as "Noah's Arc" changes a lot in the story.
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  3. #33
    Originally Posted by GameGuru2018 Go to original post
    Good planets, password1234xxx!

    But don't you think that the more different type of planets there are in the game the worse they will be developed?

    Developers simply won't be able to concentrate well on every planet.


    May be it will be better to have one main planet.
    And several lifeless on the way: icy, volcano.....
    Lifeless planets that will emphesize our full of life planet.

    [...]
    These example worlds are not meant to be all in one game, - as said - they are just examples.

    Also we have two different Sci-Fi-Settings we discuss here at the moment:

    - The Big-Space-Ship-Setting (which could also be used in a PD-Sci-Fi-Setting = Primal-Dinosaur-SciFi-Setting; but - of course - could also include another setting)

    - The World Hopping-Setting (in which the player controlls a smaller space ship and can visit different maps)
    Sci-Fi is a big great term, with a lot of possibilities.

    ~

    In the "World-" or "Planet-Hopping-Scenario" there should be of course more than one world/map. But indeed, 15 would be much (if we look on dev-time: quickly to much). Better quality than quantity, that's why I also agree with the delay of Far Cry 6.

    Plus: Not all worlds are meant as big or "main-"maps in the 15 examples.
    The dark map (in the example it is World #8 (Conticinium)) could much easier be used as a smaller "side map". One mission there, maybe one or two side missions, too ... and: maybe some collectibles.

    In another setting: Like in the Big-Space-Ship-Setting -> The aspect of darkness could be used in bigger caves that are on the one planet. Same with the snow-example (World #1 (Gelu)): If you have high mountains somewhere, there could be snow layers and avalachnes. It could be used in the Big-Space-Ship-Setting - as long as there are high, snowy mountains on the map, in a fantasy setting ... or also in a Main Far Cry Title (if there are mountains on the map).

    ~

    The two settings: Big-Space-Ship and Planet-Hopping are not realy competitors, because the only question that need to be answered in one direction is:
    1. do we use only one big map,
    2. or two, three or four bigger ones (with different landscapes in each one of the maps), plus: - maybe - a few smaller maps (also as DLCs? )

    The balance can be changed ... but I don't think it is a risky question, because we saw in the past if we look on successful open world games (including many Assassin's Creed Titles), that both worked: Only one big map; or different maps.
    It counts how much open world we have altogether, how good the quality is, ... and if the players are able to travel from one map to the other ... - always if they want.

    In the different Far Cry Open World Titles (Main Titles, SpinOffs and DLCs; not counted Far Cry 1 and the strange CoOp Zombie DLC for Far Cry 5) we have had always one map (or (to be very exact) in Far Cry 2 we have had: two connected bigger maps).
    I think a SpinOff would be the place to change it and use more different maps (also to make different people happy with different landscapes; especially if we talk about Sci-Fi-Settings. (... or maybe fantasy, too?))

    But I don't think, that one Sci-Fi setting is better than the other one (the Planet-Hopping-Setting or the Big-Space-Ship-Setting). Impossible to say here, because we can only compare the frames. The best game setting will fail, if the game is rushed or bad made. On the other side, even "strange and simple" settings could work, if the rest of the game is well made (story, gameplay, high-polish ...).

    -->
    An adventages I also see for the Big-Space-Ship-Scenario:
    If you walk in the giant space ship, you can look above and see the landscape. In the past the game Halo [Bungie, 2001] created this interesting feeling: You look up and see the landscape above you (during the player visits the "Ring-World"). To bad, it was not open world. Also the game Mass Effect [BioWare, 2007] had the "Citadell World", but to bad - it was also not a real and big open world. ... it was a realy small map, only indoor ...

    It would be very cool, indeed, if Far Cry could (finally) give us a real open world map that has a tunnel or round form (or similar)
    The Big-Space-Ship-Setting would be very useful here
    (Alone or as an main aspect in the possible game; like: The Space-Ship-World is one of two or three main worlds the player could visit. ... depends on the setting which the possible game would have.)

    Originally Posted by GameGuru2018 Go to original post

    [...]

    Starship itself can be rather big.
    Even with its parts of Earth nature, for people to feel like at home.
    With artificial sky and sun.
    With the zoo, trees,lakes, sunbathing....







    Such starship will fit Far Cry.

    [...]
    ~ ~ ~

    In summary, we have the following settings so far (//discussed in this topic):

    Western:
    1a. PAWD-Setting (Post-Apocalyptic-Western-Demonic-Setting) [with very great antagonist ideas, including details]
    1b. (a more classic Western Setting)

    Dinosaurs:
    2. A (modern day) Dinosaur "Big Game Hunting"-Setting

    {Dinosaurs + Sci-Fi:}
    3. A PD-Sci-Fi-Setting (Primal-Dinosaur-SciFi-Setting) [which also can contain a giant space ship]

    Sci-Fi:
    4. Big-Space-Ship-Setting
    5. Planet-Hopping-Setting (many world ideas here, aspects could be used in other settings; but no story ideas yet]
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  4. #34
    O.K, password1234xxx, let's imagine that the next Far Cry should be Sci-Fi.......What exactly setting and theme do you prefer?

    Only one can be chosen.

    The game, in its turn, should remain itself. It should be Far Cry - not Mass Effect or Dead Space.


    For me, big starship and far away planet is O.K.

    There will be two open worlds: starship and new planet.
    We will fight in two open worlds.

    I think the game itself should be closer to reality, if its possible to say so. It should be closer to us and present Earth's problems.
    It shouldn't be some far-fetched sci-fi.......fighting against aliens or some trash like "Star Wars".

    It should be something that will be interesting to everyone.
    Something that will make you think.

    Leaving Earth, people should watch it back for a long time....with very heavy feeling, some will cry....they will never see it again - "Good buy, our Home! Our Mother.Our little beautiful planet..." If it will be after collapse some of them may add something like - " Forgive us that we treated you that way. Forgive us that we couldn't save you."


    And Space, endless Cosmos....








    Later, on another planet, looking at the starry sky, the sun will ask his father - "Dad, where is Earth?"
    Having oriented his farther will answer - "Over there!"
    And a lump will rise in father's throat.
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  5. #35
    Originally Posted by GameGuru2018 Go to original post
    O.K, password1234xxx, let's imagine that the next Far Cry should be Sci-Fi.......What exactly setting and theme do you prefer?

    Only one can be chosen.

    [...]
    Indeed, but the possibilities are not only two (1. many smaller maps or 2. just one big map), there is a big scale of: How you spilt the open world into maps/worlds. As said: In the past a lot of different scenarios worked. Including one or two big maps - no problem.

    Originally Posted by GameGuru2018 Go to original post
    [...]

    The game, in its turn, should remain itself. It should be Far Cry - not Mass Effect or Dead Space.

    [...]
    I think to answer the question what makes Far Cry to Far Cry - with an eye only to the SpinOffs of Far Cry - will be realy hard.
    But in essence I agree.

    On the other side: There are many "dead", "dying" or at least "weakened" franchises with sci-fi settings out there. Business also means, you need to "attack" and steal customers from others. Unhappy fans of another franchises are - from a business perspective - a worthwhile target group; as long as you don't throw away your own customers (in this case: The Far Cry Fans).
    This isn't bad for the customers, because they get an additional supply. Also it is often harder to create new customers out of the nothing: Means you need to convince people in playing games; and not only causal ones

    Luckily the Far Cry Series has always experimented with their SpinOffs. So you couldn't chase the core fans away with "strange settings" so quickly.
    I guess, this is unique for a franchise. And it is realy great. Something that should never change *

    - - -
    * Franchises with customers, which stopped to be open for new things, struggle and flop in the end. Without new ideas, -> no new customers, ... without no new customers -> the people who buy a game shrink ... and with a shrinking client base, -> red numbers, sinking quality (to save money during dev, to get them black again) ... but the core customers ("fans") are not happy with the "worse quality of "their game" and start to be angry ... downward spiral, the client stock shrinks even more ... ... until it is the end for the franchise ... )

    I see Far Cry (still) on the other side ... it is still moving up ... but it is also our responsibility: Devs try to make their customers happy. But the customers are peretty often realy selfish: They say what they like, and what they hate ... constructive of course. But the question should also be: "What may other people, who still don't play the games of the Franchise, would like to see?"

    [Sry, small small excursion]
    - - -

    Originally Posted by GameGuru2018 Go to original post
    [...]


    For me, big starship and far away planet is O.K.

    There will be two open worlds: starship and new planet.
    We will fight in two open worlds.

    I think the game itself should be closer to reality, if its possible to say so. It should be closer to us and present Earth's problems.
    It shouldn't be some far-fetched sci-fi.......fighting against aliens or some trash like "Star Wars".

    It should be something that will be interesting to everyone.
    Something that will make you think.

    Leaving Earth, people should watch it back for a long time....with very heavy feeling, some will cry....they will never see it again - "Good buy, our Home! Our Mother.Our little beautiful planet..." If it will be after collapse some of them may add something like - " Forgive us that we treated you that way. Forgive us that we couldn't save you."


    And Space, endless Cosmos....








    Later, on another planet, looking at the starry sky, the sun will ask his father - "Dad, where is Earth?"
    Having oriented his farther will answer - "Over there!"
    And a lump will rise in father's throat.
    Sounds good, I see it as part for the Big-Space-Ship-Settig. (But I didn't checked all 3 hours 2 minutes and 51 seconds of the shared soundtrack(s), only spot tests).

    ~ ~ ~

    These considerations between both settings make me think, especially with regard to the aspects that are also hidden in the sci-fi concept ... or better in different (interstellar) sci-fi concepts:


    One one side, we have the feeling: Space is a big, wide open room. You can feel lost and homesick.
    A scenario that is very often combinded with things like: generation ships (or similar) ("Big-Space-Ship" ) ... you won't come back, because the drives are not strong enaugh, the ship is not fast enaugh. Has not enaugh fuel ... and there is only one ship.
    Maybe only your children will meet the new home world ... or: You have to fly for a very long time ... "one way ticked".

    That is an important aspect [let's call it: aspect #1] that we have on one side. It should be counted to the Big-Space-Ship-Setting of course.


    On the other side, the sci-fi term shows how the human kind evolves - including: how technology and science evolves. Strong drives (includig room warping drives or slip stream drives - an popular example is the "Star Trek"-Series/Franchise with the "Warp Drive" ... which is still a bit slow ).
    These things feel "cool", you (as "user" of the technology/ player in a video game) feel superiority and you feel the freedom you have (gained): You can travel from one world to an other in minutes. *engines are charging up* "and go" ...

    Nearly an opposite to the aspect #1.

    This aspect [I call it: aspect #2] better fits to the "World-Hopping"-Scenario of course.

    ~

    I guess, these two aspects are a bigger question, if you ask yourself: "What should I choose for a setting?" [Apsect #1: Feeling lost in the big space, it feels a bit dark - your "home" are the people with you and the things you build // or // Aspect #2: Use the freedom - and "coolness" - of new things, that don't exist (yet) - like fast interplanetar and even interstellar travels. ... with your own space cruiser of course.]
    ==>
    Both aspects would fit into Far Cry ... okay, we don't have had much Sci-Fi in the Far Cry Series as comparative value. But the basic things behind each aspect could be compared:


    [What speaks for the #1 Aspect:]

    If you feel like you are lost somewhere, stranded ... and with no real way home; or at least: You fear that there won't be a way. This also fits to Far Cry. Including the "let's build a new home"-aspect (... which was very present in Far Cry Primal or Far Cry New Dawn. But the "being lost"-feeling is also trackable in Far Cry 2 or Far Cry 3).
    -> This speaks for the Big-Space-Ship-Setting
    Also the ship itself and the freedom of using one fictional big map (with different environments).


    On the other side:

    [What speaks for the #2 Aspect:]

    If you feel the freedom to fly/travel with your space cruiser around and visit different worlds: Well, this is Far Cry, too. Because you have the freedom to start and accomplish your task, like you want it and where you want it first. Also the (adventure) holiday-feeling could be used there aswell.
    (Examples are to find in nearly each Far Cry Game, Adventure Holiday mostly in: Far Cry 3, 4 and 5 - if we look on things like Wingsuit, Climbing (okay this is not yet Far Cry 3) or discover "cool" places as an "(former) outsider": like the ancient ruins in Far Cry 3 or the Valley of the Yetis in the Far Cry 4 DLC - Valley of the Yetis.)
    -> That's what speaks for the Planet-Hopping-Setting

    ~

    Personally, I would agree with both sci-fi settings we discuss here.
    And also with a totally different setting at all for the possible next SpinOff ... and maybe Far Cry 6 DLCs.

    ~ ~ ~

    I also think: Regarding an idea-finding process and keep things open: We do a pretty good work yet.

    Even smaller posts like:

    Originally Posted by TripleTau Go to original post
    I would like to see a snow setting for a DLC. There were a few missions in FC4 set in a snowy environment but thats about it in all the Far Cry games apart from Primal.
    helped.

    "Snow setting" ... brought me to the idea for snow layers and not scripted avalachnes in a world or part of a world.
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  6. #36
    password1234xxx, Open World - Universe, or at least our galaxy, is a good idea, of course, but difficult to realize. Today.

    Such multi-open worlds will pull out resources from the game.
    Instead of 1-2 good open worlds we will have many poor made open worlds. ( And against whom we're going to fight there?)

    That's why I was always against the idea of two different open-worlds in one game, for example Australia + Antarctica.
    It would mean that none of these open worlds would be really good.

    Exception for a second open world can be only some huge closed object - like a starship.

    Even to realize such a starship will be rather difficult and challenging task.
    It should be interesting to explore and fight there.

    Far Cry 5's bunkers were good and to make a big starship for Far Cry developers ...it's possible.


    What do you think about using Black and Worm holes in the game?

    I don't want them.
    It will make the game a bit far-fetched. Far Sc-Fi.
    I think it should be closer to us and more realistic.

    Better to develop the game without such things as: usage of Black and Worm holes, teleportation, aliens, time-travelling and so on.


    Reaching planets will be rather possible even without Black and Worm holes.





    .




    So we're moving in a big starship to another planet....
    We're not roaming in Space.
    We have destionation and we're moving right there.

    Universe travel guide - is not for us.


    The closer we're to the destination point the more tension grows on board.

    Hypnotic ambient music in space + intense music on the starship....




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  7. #37
    Originally Posted by GameGuru2018 Go to original post
    password1234xxx, Open World - Universe, or at least our galaxy, is a good idea, of course, but difficult to realize. Today.

    Such multi-open worlds will pull out resources from the game.
    Instead of 1-2 good open worlds we will have many poor made open worlds. ( And against whom we're going to fight there?)

    [...]
    No need to explain, that this aspect: [use a few smaller maps than one giant one] could work, because it already did in older games, too.
    If you take 1 giant map or 2-3 bigger maps; there is no difference as long as the size of the surface is identical regarding its m². Actually, there would be even more space to use, as no transitions of the individual landscapes would have to be created.

    ... there is no difference as long as the size of the surface is identical. Actually, there would be even more space, as no transitions of the individual landscapes would have to be created.
    (True and I agree: The lack of transitions could also be seen as a negative aspect. I guess it is a matter of taste Plus: It needs to fit to the chosen setting and story. In more survival based settings, it makes sense to have them. "Get to know your new home". // If you want to create more a "jet lag-feeling", you don't need them.)

    ps
    Nether said: "We need a whole galaxy or universe" (lol ) Agreed! This is impossible to create ... well ... without killing the devs with an lethal dose of overtime.

    pps
    I don't mean that I don't like one giant map in an open world game. Of course not. I love them in Assassin's Creed (Origins, Odyssey, Valhalla) and the Far Cry Series. I just mentioned the aspect of having a few more but smaller maps [... like in the good old days]. This, because it could be something new for a Far Cry Game > SpinOff. And - if a SpinOff should be a bit more experimental: Why not keep this idea as an option? (As long as it fits to the setting and story).


    Originally Posted by GameGuru2018 Go to original post
    [...]

    I don't want them.
    It will make the game a bit far-fetched. Far Sc-Fi.
    I think it should be closer to us and more realistic.

    Better to develop the game without such things as: usage of Black and Worm holes, teleportation, aliens, time-travelling and so on.


    Reaching planets will be rather possible even without Black and Worm holes.


    [...]
    Depends on the choosen setting;
    As known: Sci-Fi is a huge term:

    From traveling just in our solar system; over generation ships and hyper drives [so: the "Interstellar"-Sci-Fi] ... including very exotic things like worm-holes, slip-space-jumps, strange aliens, exotic matter, time distortion and so on; ... yes including total crazy scenarios. (Without falling into the trap of getting too deep in the fantasy-aspect, as long as it isn't intentional planed that way.)


    Honestly said:

    I also don't like it, if things get "to crazy" - means: To far away from science itself (at least if it should be a Sci-Fi-Setting).
    To many stories today were not sci-fi enaugh for me as a sci-fi-game. But they were good and enjoyable. But other ones falled into the trap and became accidently just (bad) fantasy. The balance is an critical thing here.

    E. g.
    Most stories with "time", "alternative realities" and so on couldn't handle their content concerning the fiction of the pushed/extrapolated science.
    Fiction means: Extrapolating an idea; but it must not be over-creative or even arbitrary. Even not, if you reach the limits for the audience. If that happens, the ground ideas were bad and/or maybe unfitting to the used story/setting.
    Then (mostly): The ideas were screwed down to make the things more understandable and better representable for the audience.
    But this - sadly - totally breaks the fact, that facts from the science were pushed/extrapolated.
    And: At some point, these stories were no longer true within their own predetermined boundaries, limits and laws.
    --> Not good for a story; ... especially in a sci-fi-setting.

    "Bio Shock Infinite" [2013, Irrational Games, 2K Australia] for example. Not a bad game. But it totally failed with the used science around quantum-realities. Not because it was "too crazy" ... well, with regard to science, it was not "crazy enaugh".
    Means also: Maybe not the best aspect that could be used that way in a video game // or: this setting.

    (In the end of Bioshock Infinite
    Spoiler:  Show
    the protagonist "Booker" get's killed (drown) by Elizabeth/Anna - the strings of all alternative realities run togherther. But, theoretically even here quantum alternatives were created every split-second (and: of course: every decision creates a new quantum reality - that would fit to the used law of the story).

    This means: There would also be realities in which the protagonist won't get killed by her ... ... . To bad, the authors just forget this aspect ... or called a halt before it was too late. ... "Emergency Brake"
    So, it looks like, they just lost control about their (sci-fi-)content and - to control it again - they pulled the "Emergency Brake". Which sadly ruined the sci-fi-aspect and made it just some random phantasy-aspect. (Which just didn't fit to the rest of the story ... and - in the end - ruined it totally.
    )


    I personally don't care which ficitional technologies were used in a setting. It works and stays sci-fi, as long as these technologies are realistic in the sense of the setting's own laws.
    There could be worm holes, there could be teleporters ... and all this stuff ... as long as the science behind it is not forgotten in other aspects of the chosen setting.

    ~

    I don't say: "Hey, we need this detail [teleporters] or these foes [aliens]; and so on" ...
    I just try to show as much as alternatives of different settings as possible.

    Personally for me - as said - I would be alright without aliens, teleporters and so on, too.
    It looks like the Big-Space-Ship-Setting doesn't need it. And - indeed - I agree with GameGuru2018: Maybe these details wouldn't fit into this setting/scenario.
    I think it would work very good; just as GameGuru2018 described a few elements of this setting.

    But I won't say in general: We should forget these details in other settings. (World-Hopping without an fast drive won't work very well.)
    (Maybe I will check out, if I can create a small story idea for this "World-Hopping"-Setting.)

    ps
    Fantasy is used as a pretty negative term in the small analysis above. Of course the term itself isn't negative. Each of these terms [sci-fi, fantasy ...] becomes negative, if it is reached without the author's intention.
    --> It would be also negative, if you try to create a fantasy-setting and it ends (in parts) as sci-fi-setting.

    pps
    Fantasy is a term that is also pretty interesting to discuss ... but it is even larger than the sci-fi term.
    So, let's finish the reflecitons concerning sci-fi first (?)
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  8. #38
    Every of this topic: black and worm holes, teleportation, possibility of time travelling and so on, is interesting.

    For instance, multiverses or parallel universes open gold mine for game industry.
    You get into parallel universe in the city.....nazis all around. The same place, another universe - postapolypse. Third universe, the same place - religious obscurantism.
    And you're moving through all these universes fighting and chasing someone.

    The same familiar location in different universes will give goose bump.


    Problem with future - it's unpredictable.

    Too many factors affect it. Not only given science.
    Economic and social development as well.

    Many , many factors......

    Especially far future.


    For instance, we're dreaming about interstellar starships with colonists.
    We're dreaming about flying cars, super fast jets and trains.

    But such thing as teleportation will concel all of these.

    If we'll be able to move from point A to point B momentarily.....there will be no need in all these vehicles.
    There will be no need even in cars.

    It will change the planet.

    If you can enter teleportation door and exit on Mars, who will need a starship with colonists?!

    So, better to be closer to near future.
    In Far Cry we should be a bit closer to reality.
    Moreover, relatively near future will let us use weapons that we're used to.

    So, we should move in cliche - starship is moving to earth-like planet.

    Stealthing in such a starship would be good.
    Multi-level location, full of enemies.

    Think yourself, what will be more immersive - to enter the door and find yourself on the planet full of dinosaurs or to reach it on the starship, little island of life lost in the universe...


    But Sci-Fi itself is much wider than only interplanet travellings or some ugly future on Earth.



    Through space we'll find ourselves on earth-like planet.
    In beautiful late Cretaceous....



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  9. #39
    Ol Barakus's Avatar Far Cry 3 Elite Member
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    Just to start off saying, im not really interested in the SP for this game.
    So im only interested in the assets the editor will receive from the spin-off. So id be very happy with some sort of sci-fi jungle planet setting...maybe something akin to the Avatar/Bladerunner/Dune films. One planet with all those settings would be great!

    I actually thought blood dragon was quite good (humour and setting), but i didnt really play it much....the AI on all these games drive me nuts lol
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  10. #40
    Originally Posted by Ol Barakus Go to original post
    ..... So id be very happy with some sort of sci-fi jungle planet setting...maybe something akin to the Avatar/Bladerunner/Dune films.....
    I wanted to answer this and forgot....

    It shouldn't be a jungle setting as we're used to in Far Cry!

    Far Cry on another planet, if it will be there one day, it shouldn't look like Far Cry1,2,3 or Far Cry 6.


    Setting should look like our planet of that time!
    With flora of the time.


    These modern time flowers and trees existed in that time....





    Plus plants of that period....

    http://en.wikipedia.org/wiki/Categor...taceous_plants


    Developers will have to recreate flora of the Cretacious.
    But not jungles of Far Cry 3 or Far Cry 6.





    It will be hard.
    Specilists of the time should be invited.

    Project itself will be ambitious.


    Game shouldn't look like Avatar!
    With its childish story.

    Far Cry on another planet shouldn't be an Avatar clone!
    With tailed aborigines and so on.

    The game should be Anti-Avatar.
    May be without aborigines at all, if it starts reiminding of Avatar.
    It would be even more realistic.

    Far Cry in Space should be about relatively near future!
    This will allow us to use weapons we are used to.
    Not only some "lazer weapons" of the future.
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