This week on the cast, I had a chance to sit down with veteran developers Paul Reiche and Fred Ford — Makers of Star Control 2, one of my favorite games of all time. With the announcement of their sequel, we talked about the design of Star Control 2, and their plans for Ghosts of the Precursors.
In honor of an upcoming podcast with Fred Ford and Paul Reiche, this week’s Dissecting Design is on one of my all-time favorite games: Star Control 2. Despite being 25 years old, the game’s design and grand adventure are still amazing.
Interstellaria was one of the last games I kickstarted about a year ago; the developers promised a 2D space exploration style game in similar vein to one of my all time favorites — Star Control 2. It’s finally out and we have a game that is a good example of interesting design… marred by a poor UI.
In the past I’ve talked about my views on preserving game design and the importance of backward compatibility. Video games like any platform have projects that stand the test of time, much in the same way a piece of art or classic movie can.
But while there are plenty of great games (as evident by the success of Good Old Games,) the game industry at this point doesn’t have those timeless works and the reason is due to the limitations of the medium.