<svg width="110" height="18" fill="none" xmlns="http://www.w3.org/2000/svg"><g clip-path="url(#a)" fill="#000"><path d="M79.42 9.335c0-.484.523-.672 1.085-.672.908 0 1.769.282 1.769.282V7.628c-.59-.174-1.193-.241-1.89-.241-1.528 0-2.6.725-2.6 1.908 0 2.299 3.162 1.708 3.162 2.823 0 .551-.495.7-1.218.7-.51 0-1.327-.2-1.916-.406v1.304c.49.195 1.18.378 1.862.378 1.487 0 2.907-.444 2.907-2.043 0-2.218-3.162-1.64-3.162-2.715l.001-.001Zm8.337 1.345c0-1.491.817-2.003 1.783-2.003.643 0 1.32.19 1.774.364V7.696c-.536-.174-1.01-.31-1.802-.31-2.104 0-3.404 1.291-3.404 3.375 0 1.975.938 3.333 3.31 3.333.75 0 1.333-.148 1.976-.364v-1.317c-.723.282-1.279.39-1.775.39-1.044 0-1.862-.484-1.862-2.124v.001ZM42.273 8.596h-.054V7.548h-1.474v6.384h1.581v-3.804c.496-.94 1.099-1.25 2.105-1.25h.16V7.494s-.227-.027-.428-.027c-.858 0-1.448.336-1.89 1.13Zm19.837 0h-.053V7.548h-1.474v6.384h1.58v-3.804c.497-.94 1.1-1.25 2.105-1.25h.16V7.494s-.227-.027-.428-.027c-.857 0-1.447.336-1.889 1.13Zm45.76-1.21c-.682 0-1.46.377-2.171.848l-.187.12c-.335-.712-1.005-.967-1.742-.967-.683 0-1.461.35-2.171.82v-.66h-1.501v6.385h1.594V9.35c.59-.39 1.219-.632 1.676-.632.523 0 .844.282.844 1.183v4.032h1.581v-4.57c.59-.39 1.219-.645 1.676-.645.523 0 .845.282.845 1.183v4.032h1.581V9.524c0-1.237-.738-2.137-2.024-2.137h-.001Zm-12.262 5.431c-1.032 0-1.58-.671-1.58-2.07 0-1.398.548-2.07 1.58-2.07s1.568.673 1.568 2.07c0 1.398-.536 2.07-1.568 2.07Zm0-5.43c-2.184 0-3.216 1.411-3.216 3.36 0 1.95 1.032 3.347 3.216 3.347s3.216-1.399 3.216-3.347-1.045-3.36-3.216-3.36ZM73.664 9.336c0-.484.523-.672 1.086-.672.907 0 1.768.282 1.768.282V7.63c-.59-.174-1.193-.241-1.889-.241-1.527 0-2.6.725-2.6 1.908 0 2.299 3.163 1.708 3.163 2.823 0 .551-.496.7-1.22.7-.508 0-1.325-.2-1.915-.406v1.304c.491.195 1.178.378 1.862.378 1.487 0 2.908-.444 2.908-2.043 0-2.218-3.163-1.64-3.163-2.715v-.001Zm-6.86.7c.094-.887.576-1.452 1.366-1.452.845 0 1.099.673 1.099 1.452h-2.466Zm1.38-2.648c-2.037 0-3.096 1.586-3.096 3.32 0 2.38 1.245 3.387 3.267 3.387.817 0 1.523-.109 2.347-.363v-1.32c-.664.244-1.263.391-1.905.391-1.178 0-1.967-.323-2.008-1.72h4.074c.027-.256.054-.497.054-.94 0-1.345-.71-2.756-2.734-2.756ZM56.3 9.483h-1.254V6.257H56.3c1.019 0 1.527.564 1.527 1.573s-.469 1.653-1.527 1.653Zm-.013-4.556h-2.928v9.004h1.688V10.8h1.24c1.916 0 3.31-1.035 3.31-2.97 0-1.935-1.394-2.903-3.31-2.903ZM49.82 12.09c-.51.47-.992.725-1.5.725-.871 0-1.435-.578-1.435-1.935 0-1.465.697-2.231 1.903-2.231.375 0 .764.094 1.032.202v3.239Zm0-4.557c-.47-.094-.805-.149-1.193-.149-2.184 0-3.377 1.466-3.377 3.603 0 2.137 1.193 3.105 2.6 3.105.697 0 1.54-.323 2.05-.753v.591h1.5V4.926h-1.58v2.608Zm-13.565 5.282c-1.031 0-1.58-.671-1.58-2.07 0-1.398.549-2.07 1.58-2.07 1.032 0 1.569.673 1.569 2.07 0 1.397-.537 2.07-1.569 2.07Zm0-5.43c-2.184 0-3.216 1.41-3.216 3.36s1.032 3.347 3.216 3.347c2.185 0 3.216-1.399 3.216-3.347s-1.044-3.36-3.215-3.36Zm47.372 6.545h1.587v-1.64h-1.587v1.64ZM31.608 4.926 29.82 11.82 28.03 4.926h-1.805l.42 1.477-1.575 5.65-1.712-7.128H21.62l2.441 9.005h1.892l1.462-4.815 1.37 4.815h1.892l2.563-9.005h-1.634.001ZM8.973 0C4.025 0 0 4.037 0 9s4.025 9 8.973 9 8.973-4.038 8.973-9-4.026-9-8.973-9ZM.906 9c0-1.173.25-2.287.698-3.293l3.849 10.575A8.095 8.095 0 0 1 .906 9Zm8.067 8.092a8.052 8.052 0 0 1-2.28-.329l2.42-7.055 2.48 6.814c.017.04.037.076.059.112a8.02 8.02 0 0 1-2.68.458Zm1.111-11.885a16 16 0 0 0 .924-.077c.435-.052.383-.693-.051-.667 0 0-1.307.103-2.15.103-.793 0-2.126-.103-2.126-.103-.435-.026-.485.64-.051.667 0 0 .411.052.846.077L8.733 8.66l-1.766 5.311L4.03 5.206c.486-.026.924-.077.924-.077.434-.052.383-.693-.052-.667 0 0-1.306.103-2.15.103-.151 0-.33-.004-.519-.01A8.049 8.049 0 0 1 14.42 3.033c-.035-.003-.069-.007-.105-.007-.792 0-1.355.693-1.355 1.436 0 .667.384 1.231.792 1.897.307.54.666 1.232.666 2.232 0 .692-.266 1.496-.614 2.615l-.806 2.697-2.915-8.698.002.002Zm5.967-.088a8.077 8.077 0 0 1 .989 3.882 8.09 8.09 0 0 1-4.012 6.994l2.464-7.146c.461-1.155.614-2.078.614-2.9 0-.297-.02-.573-.055-.831v.001Z"/></g><defs><clipPath id="a"><path fill="#fff" d="M0 0h109.895v18H0z"/></clipPath></defs></svg>{"id":74904,"date":"2023-09-11T00:57:40","date_gmt":"2023-09-10T23:57:40","guid":{"rendered":"https:\/\/pley2win.com\/xbox\/how-elite-influenced-starfield-and-40-years-of-space-games\/"},"modified":"2023-09-11T00:57:40","modified_gmt":"2023-09-10T23:57:40","slug":"how-elite-influenced-starfield-and-40-years-of-space-games","status":"publish","type":"post","link":"https:\/\/pley2win.com\/?p=74904","title":{"rendered":"How Elite Influenced Starfield and 40 Years of Space Games"},"content":{"rendered":"<p> <br \/>\n<\/p>\n<div id=\"id_text\" itemprop=\"articleBody\">\n<p>\u201cOne of the first things I wrote in machine code was an expanding starfield. Just literally flying through it, and I found it mesmerizing. I thought \u2018It has to be a game.\u2019\u201d That was the moment David Braben, co-creator of Elite and founder of Frontier Developments, changed space games forever. It was video games\u2019 equivalent of the Big Bang, the birth of an idea that would eventually go on to shape four decades of space games and, eventually, Starfield.<\/p>\n<p>In the early 1980s, space games were pretty rudimentary and there was little more to them than flying a ship and shooting aliens. David Braben, who at the time was an undergraduate at Cambridge University, had the idea that a game set in space could be so much more.<\/p>\n<p>\u201cWe had Space Invaders, we had Galaxian, we had Williams\u2019 Defender, but they all had a very similar format, i.e. three lives, a score that goes up, you get a new life at 10,000 [points], you get a smart bomb or something games-specific at 1,500,\u201d explains Braben. \u201cPac-Man was there. And I know it sounds silly, but even then they were starting to become a little bit samey.<\/p>\n<p><iframe allow=\"autoplay; fullscreen *\" allowautoplay=\"\" allowfullscreen=\"true\" class=\"video\" data-src=\"https:\/\/widgets.ign.com\/video\/embed\/content.html?url=https:\/\/www.ign.com\/videos\/elite-successfully-docking-your-spaceship\" scrolling=\"no\"><\/iframe><\/p>\n<p>\u201cI had played some games like Adventure, Colossal Quest, text-based adventures \u2013 the sort where you say, \u2018go north, pick up key,\u2019 that sort of thing \u2013 and I liked those. And it struck me that these are being played on the same machine, so surely you can [do something] more interesting? I found, with Space Invaders, all I really cared about was whether I got slightly further than I did last time.\u201d<\/p>\n<p>It was around this time, frustrated with the state of sci-fi arcade games and tinkering with some home games, that Braben met fellow programmer Ian Bell, and together shared notes on some projects they were working on.<\/p>\n<p>\u201cWe talked about it and we thought, \u2018Wait a second, if you had a real spaceship, you\u2019d probably be doing something, you\u2019d be traveling between destinations making money,\u2019\u201d Braben remembers. \u201cAnd it\u2019s that sort of lightbulb moment where you just start thinking, \u2018Wait a second, isn\u2019t score just money?\u2019 And it\u2019s terribly sort of capitalist but from a gameplay design point of view it was fantastic.\u201d It makes sense \u2013 the points you score for destroying a ship in Galaxian can be equated to the bounty you claim for shooting a pirate in Elite. But the latter, you also have the added benefit of going through the wreckage and selling on what\u2019s left for additional cash.<\/p>\n<p>By rethinking the elements that made up much of the day\u2019s arcade games in simulation terms, Braben and Bell came upon the idea of Elite, a game where the goal wasn\u2019t to shoot down tiny aliens for power-ups, but to travel the galaxy, fight pirates, collect rewards, upgrade your ship, and continue into the vastness beyond.\u00a0<\/p>\n<h5>&#8216;Wait a second, isn&#8217;t score just money?&#8217;<\/h5>\n<p>However, Braben didn\u2019t just want to travel one galaxy, he wanted to fly across <i>eight<\/i>. And he wanted them to be filled with planets \u2013 256 in each to be precise. But back in 1984, he was working with a computer that had less memory than a modern day calculator.\u00a0<\/p>\n<p>\u201cWe were targeting the 32K BBC micro but actually only really had 20K of available memory because the screen uses up some [memory], the operating system uses up some,\u201d Braben explains. \u201cAnd I thought, \u2018Well how many locations can you travel between?\u2019 And I was thinking 20, 30\u2026<\/p>\n<p>\u201cThat&#8217;s not very much data on each one because you&#8217;ve got to have all the 3D render, which I&#8217;d already written \u2013 we knew how big that was. You need all the gameplay, the ship models\u2026 And how many ship models can we afford to have in the memory? It became one of those sort of cruel things, thinking, \u2018Well, I want lots of those, but I also want lots of those.\u2019\u201d<\/p>\n<p>The solution was a technique that studios like Bethesda and Hello Games \u2013 and countless others \u2013 have since used to create their own star systems: procedural generation. It\u2019s a tool that\u2019s used a lot in modern day video games, but back in the 1980s it was a relatively new idea in game development.<\/p>\n<p>\u201cI thought, \u2018Wait a second, I\u2019ll write a program to generate it,\u2019\u201d recalls Braben. \u201cAnd it generated so quickly I thought, well, \u2018We can just generate it every time \u2013 we don\u2019t need to store it.\u2019\u201d\u00a0<\/p>\n<figure><img decoding=\"async\" alt=\"Elite Dangerous\" class=\"article-image-full-size\" src=\"https:\/\/sm.ign.com\/ign_in\/photo\/default\/capital-ship-combat-31347852481-o-1485906736507_t8kw.jpg\" srcset=\"https:\/\/sm.ign.com\/t\/ign_in\/photo\/default\/capital-ship-combat-31347852481-o-1485906736507_t8kw.960.jpg, https:\/\/sm.ign.com\/t\/ign_in\/photo\/default\/capital-ship-combat-31347852481-o-1485906736507_t8kw.1920.jpg 2x, https:\/\/sm.ign.com\/t\/ign_in\/photo\/default\/capital-ship-combat-31347852481-o-1485906736507_t8kw.3840.jpg 4x\" viewbox=\"0 0 16 9\"\/><link href=\"https:\/\/sm.ign.com\/ign_in\/photo\/default\/capital-ship-combat-31347852481-o-1485906736507_t8kw.jpg\" itemprop=\"url\"\/><figcaption>Elite Dangerous<\/figcaption><\/figure>\n<p>By procedurally generating galaxies Braben and Bell were able to save a tremendous amount of space without cutting back on their ambition. However, it wasn\u2019t always quite as simple as they first thought. In 2013, Braben hosted a TED Talk called \u2018Rules Can Be Beautiful\u2019, which detailed the idea of saving space by procedurally generating new planets each time you want to explore a galaxy: \u201cEssentially what it\u2019s doing is, you are constraining the rules to make things that make sense. So making sure that the names of the places were pronounceable, making sure the economies were the right sort of ratios, and then just applying a sort of \u2018human logic\u2019 to generating lots of galaxies and just looking if it\u2019s right. It\u2019s amazing how something that is genuinely random can appear quite lopsided. You go, \u2018Oh, we don\u2019t really want a lopsided galaxy.\u2019 But it comes naturally out of the random nature.\u201d<\/p>\n<p>As such, some galaxies were not quite as intended, with one planet randomly given the name \u2018Arse\u2019. But ultimately the system was a game changer, not just for Elite but for space games that followed in its footsteps. It allowed them to do things they would never have been able to before: \u201cIt&#8217;s the joy of being able to add something which we couldn&#8217;t otherwise add,\u201d explains Braben. \u201cBut that was how tight it was. The game literally fitted <i>exactly<\/i> in memory, with not even one spare part.\u201d<\/p>\n<h5>But EMI rejected it, saying &#8216;It hasn&#8217;t got three lives, and we want a score.&#8217; They thought people weren&#8217;t that dedicated and that they want to play a game in five or 10 minutes. I said, &#8216;No, they don&#8217;t. I don&#8217;t. I&#8217;m a target market that&#8217;s not being satisfied.&#8221;<\/h5>\n<p>With Elite in hand, Braben and Bell set out to sell the game to the masses. The only problem \u2013 a problem they were trying to fix \u2013 was that the popular space games were the ones with three lives and missile upgrades, not ones with hundreds of procedurally generated planets to explore.<\/p>\n<p>\u201cOur first disappointment is we went to EMI, the record company. I thought, \u2018Oh, they\u2019d be good to sell it.\u2019 [&#8230;]But EMI rejected it, saying \u2018It hasn\u2019t got three lives, and we want a score.\u2019 They thought people weren\u2019t that dedicated and that they want to play a game in five or 10 minutes. I said, \u2018No, they don\u2019t. I don\u2019t. I\u2019m a target market that\u2019s not being satisfied.\u201d<\/p>\n<p>The person from EMI asked the pair how long it would take the player to make \u2018meaningful progress,\u2019 to get the requisite power-ups and beat the game. Braben and Bell had a simple response: \u201cI said, \u2018It doesn\u2019t matter. The aim isn\u2019t getting to the end of the game here. This is a hobby. This is an environment you can live in. This is a world.\u2019 And they really hated that.\u201d<\/p>\n<p>Nowadays games are celebrated for being open-ended or hundreds of hours long. When Elite was being pitched, it was an outlier. \u201cI just thought, \u2018Oh my god, what if they\u2019re right? I mean Ian Bell was also\u2026 I don\u2019t want to speak for him, but he was keen on this, something that\u2019s just very different,\u201d remembers Braben.<\/p>\n<figure><img decoding=\"async\" alt=\"Starfield\" class=\"article-image-full-size\" src=\"https:\/\/assets-prd.ignimgs.com\/2023\/09\/06\/starfield-the-frontier-01-1694012767168.png\" viewbox=\"0 0 16 9\"\/><link href=\"https:\/\/assets-prd.ignimgs.com\/2023\/09\/06\/starfield-the-frontier-01-1694012767168.png\" itemprop=\"url\"\/><figcaption>Starfield<\/figcaption><\/figure>\n<p>The pair eventually took Elite to Acornsoft and according to Braben, the reaction to seeing Elite was the opposite of what they got at EMI. \u201cThe reaction couldn&#8217;t have been more different, because they were techie, gamey people like us who were going, \u2018Wow, how did you do that? How did you get that working?\u2019\u201d \u201d<\/p>\n<p>Acorn signed up Elite and released it on September 20, 1984. It went on to sell a million copies across multiple platforms. Back when video games were still an emerging hobby, if you had any kind of game console, chances are Elite was on it.<\/p>\n<p>\u201cI think it was something like 17 platforms that we put the original Elite on? And they all had different CPUs. So the NES for example still had a 6502 variant, as did the Commodore 64. We did a number of Z80 ones, things like the Amstrad, the Sinclair Spectrum. Obviously we did the Apple II and various variants of the Apple II as well, there was an Apple II-C. But it all added up \u2013 I think we got a little bit sick of just doing it again and again, so each version typically had a few extra features.\u201d<\/p>\n<p>The different specs of each platform meant Elite was slightly different, and occasionally expanded, with each new release. Among those enhancements is an appropriate musical nod to the film 2001: A Space Odyssey. \u201cWe went on to machines like the Commodore 64, which had an unbelievably large memory at 64K. So we added music, we added various other things. There were some extra missions that just added richness to the game basically. But the music [when you dock]; obviously, it has to be Blue Danube when you dock.\u201d<\/p>\n<h5>&#8220;I think when you look at games like Mass Effect, which is a great game and none of this is [meant] as criticism, we are different. We are doing something different.&#8221;<\/h5>\n<p>Elite went on to generate numerous sequels, including Frontier: Elite 2, which included even more planets, with advanced physics and realistic chemistry. It also caused an influx of space games that demonstrated the desire to do more than fly and shoot. 1988\u2019s Captain Blood swapped procedurally generated galaxies for fractal landscapes, but it\u2019s clear to see how Elite helped shape its worlds. Similarly, Starlancer and its follow-up Freelancer, which was released in March 2003, were both space trading and combat games, the genre Elite kickstarted almost a decade earlier, but one that continues to this day.\u00a0<\/p>\n<p>However, 1995 was almost the end for Elite. The third game in the series, Frontier: First Encounters, was released in an unfinished state due to pressures applied by the game\u2019s publisher Game Tek. Its reception was understandably mixed.<\/p>\n<p>\u201cI even offered all the money back to show how bad it was,\u201d Braben explains. \u201cIt was very upsetting for me because there was a good game in there, but they did a lot of changes underneath our feet because we were now a company by then.\u201d<\/p>\n<p>Shortly after, Braben decided to take a break from the series. His experience with First Encounters had proved too much. But before long his passion for outer space had reignited and, following a successful Kickstarter campaign in 2012, he was able to re-acquire the rights to Elite and work began on the biggest game in the series, Elite Dangerous.<\/p>\n<p>By the time Elite Dangerous had emerged, the landscape of space games had changed. Narrative-driven RPGs like Mass Effect and shooters such as Halo were the biggest sci-fi games around, though that didn\u2019t matter much to Braben and Frontier during the development of Elite Dangerous.<\/p>\n<p>\u201cI think when you look at games like Mass Effect, which is a great game and none of this is [meant] as criticism, we are different. We are doing something different. And with Starfield, I\u2019m obviously looking forward to seeing how they do it, but I can&#8217;t help but think it&#8217;s going to be more Mass Effect than Elite Dangerous, because of its nature. It\u2019s possibly more on-foot-focused much like Mass Effect was. They may put in dog fighting, we&#8217;ll see. But I think Starfield will be good. The budget is absolutely humongous and I&#8217;m sure it&#8217;ll be a good game.\u201d<\/p>\n<figure><img decoding=\"async\" alt=\"No Man's Sky\" class=\"article-image-full-size\" src=\"https:\/\/assets-prd.ignimgs.com\/2023\/06\/07\/nmssingularity-1686146047262.jpg\" viewbox=\"0 0 16 9\"\/><link href=\"https:\/\/assets-prd.ignimgs.com\/2023\/06\/07\/nmssingularity-1686146047262.jpg\" itemprop=\"url\"\/><figcaption>No Man&#8217;s Sky<\/figcaption><\/figure>\n<p>The truth is, Starfield \u2013 and Wing Commander, and No Man\u2019s Sky, and countless other space games \u2013 likely wouldn\u2019t have existed if it weren\u2019t for Elite. It was the first game that took us to another galaxy from the comfort of our bedroom. It is unquestionably the godfather of space games.<\/p>\n<p>\u201cIt sounds arrogant but I think it&#8217;s true,\u201d admits Braben, somewhat reluctantly. \u201cIt&#8217;s certainly the first game to treat that subject matter [properly].There were games in the following years that people remember as well, but before it all there really was were various 3D shooter-type games.\u201d<\/p>\n<p>In 2023, the space genre has never looked so good, but obviously the hardware modern games run on is lightyears beyond the tech Braben and Bell were working with. Despite that, to this day Elite\u2019s primary directive remains the same: to explore and live in the starfield, not just shoot aliens in the sky and collect a new power-up.\u00a0<\/p>\n<p>\u201cIn my heart of hearts, I still genuinely wanted a game where I could go out exploring, a game where I could go anywhere and I could look behind the curtain, and I like to think that&#8217;s what we delivered,\u201d says Braben. \u201cLook at all those people who&#8217;ve gone out exploring [in Elite Dangerous], and still only a tiny fraction of 1% of the galaxy has been visited by players. Players are discovering thousands of new stars and new planets every day, and that&#8217;s even after 10 years. The Galaxy is big \u2013 it\u2019s the same size as the real Galaxy and has the same number of stars.\u201d<\/p>\n<p>We\u2019d best get back out there then.<\/p>\n<\/p><\/div>\n<p><br \/>\n<br \/><a href=\"https:\/\/in.ign.com\/elite\/193756\/feature\/how-elite-influenced-starfield-and-40-years-of-space-games\">Source link <\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>\u201cOne of the first things I wrote in machine code was an expanding starfield. Just literally flying through it, and I found it mesmerizing. I thought \u2018It has to be a game.\u2019\u201d That was the moment David Braben, co-creator of Elite and founder of Frontier Developments, changed space games forever. It was video games\u2019 equivalent [&hellip;]<\/p>\n","protected":false},"author":3,"featured_media":74905,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"fifu_image_url":"https:\/\/sm.ign.com\/t\/ign_in\/feature\/h\/how-elite-\/how-elite-influenced-starfield-and-40-years-of-space-games_2ugh.1200.jpg","fifu_image_alt":"","footnotes":""},"categories":[570],"tags":[],"class_list":["post-74904","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-xbox"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.7 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>How Elite Influenced Starfield and 40 Years of Space Games - Gaming News<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/pley2win.com\/?p=74904\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"How Elite Influenced Starfield and 40 Years of Space Games - Gaming News\" \/>\n<meta property=\"og:description\" content=\"\u201cOne of the first things I wrote in machine code was an expanding starfield. Just literally flying through it, and I found it mesmerizing. I thought \u2018It has to be a game.\u2019\u201d That was the moment David Braben, co-creator of Elite and founder of Frontier Developments, changed space games forever. 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