*sigh* Okay. Let me take it point by point again.
* look and feel: are you familiar with that expression?
Ah, condescension.
the look and feel of an artwork, design, whatever is the emotional representation of the shape, the material, the effects and so on. if you have a shape in front of you, this form is telling you a story immediatly. it is stimulating your inner archetypes, things we all share in common. we instantly know, if a shape looks elegant, brutal, cunning, friendly, and, well, foreign, strange and so on. the form transports a feeling.
Yes, I don't see how this bolsters your argument. It is more than possible to make plausible things that still look alien.
* visual categorization / design guideline:
you can find good up to perfect examples for such design guidelines in famous settings, from lord of the rings to starwars or startrek.
Do you see what you did there? All 3 settings you name are the
least plausible example in their genres (with the possible exception of LOTR). In fact, Star Wars and Star Trek are known for their laughably bad science and design. The only thing they have going for them is the look. As several people have pointed out, we're trying to do more here than just the look.
* technology differences:
ok, as far as this discussion goes, the aliens should have the same tech level in general like the humans have.
No. The aliens are significantly more advanced than humans. Their technology just doesn't violate the laws of physics when it's not absolutely necessary. In story terms, it's easier to believe in something that only makes a few concessions to problematic technology than something you know is wrong and/or impossible, like for example old Buck Rogers episodes. People might enjoy the innocence or sheer badness of a Buck Rogers episode, but they would never consider it good fiction.
* realism!:
realism is fine. mostly. but at points where realism acts as a break and stops, metaphorically, the motion, it is a bad thing. so, let me define what we have:
Now you try to attack the concept of internal consistency itself. That doesn't work.
** an alien invasion from outer space
This could happen in real life. It's highly unlikely, but it is a nonzero probability.
** psi warfare
A bit more far-fetched, but also a nonzero probability, and the story treats them in a fairly realistic way; notably, the humans themselves don't suddenly develop psi talents due to the alien invasion.
** mankind in the near future, united in big power blocks
So the European Union, the USSR, NATO, do you think they are unrealistic too? Mankind certainly can unite in big power blocks under the right circumstances
** spaceships, travelling faster then light
Also theoretically possible the way we are doing it.
IF such things are possible, why not even more? because a hand full of students of aerodynamics will tell their friends: "hey, you know, this shape isnt very flyable.." never. its a game. its NOT realistic in first instance, jsut because of the setting itself.
Once again, you resort to attacking internal consistency itself. I made the analogy earlier about putting a fantasy weapon into a realistic game; by doing this you put one genre (science-fantasy) into another (modern). In the case of UFO:AI, we are using the science-fiction genre, not the science-fantasy genre. Mixing them destroys internal consistency and would render the current storyline invalid. That seems like a pretty big sacrifice to make to accomodate a model that doesn't fit the game in the first place.
if realism acts as fun-killer, because everything unusual, or everything we are not used to in reallife, is kicked out, realism is out of place.
It is hard for me to respond to this without calling it paranoid delusion. I have said again and again that it is MORE than possible to design unusual things that are real. Hovercraft, flying wings, flechette guns, tactical high-energy lasers. There are so many wondrous and alien-looking things that actually exist in our world, and yet people completely ignore this.
and the look and feel, the design guidelines, i was talking before, are tons more important then a so called realistic approach.
Only if you think looks and flash are more important than content and consistency. And if that were true, Chronicles of Riddick and a hundred other flashy action films would not have bombed at the box office. You need a good look to catch the player's attention; you need good substance to keep it.
the aliens should be foreign, strange, different, but with banging them down to something very familiar, the stay one thing: humans. and thats bad.
Absolutely. I don't see how that's a point in your favour, however. You can design strange things that are plausible, as you can see in my Bloodspider model.
glowing green lights in the texture, and some spikes wont help very much here.
We don't want glowing green lights or spikes anyway. Spikes waste material and serve no function.
is allright, if you want to design the human side of the story most realistic, well, we can define the realism here, we know, how our technology works and how it looks like. but for a strange species from outer space, we cant make such decision about WHAT is actual realistic here.
There are some things that are true no matter where in the galaxy you are and what you know. For example, spheres are the strongest possible geometric shape. Cylinders come in second, which is -- among other things -- why aircraft have cylindrical fuselages. Giving a machine lots of surface area with little internal space forces you to slap on lots of unnecessary armour and gives you no place to put things. Human or alien, these points NEVER CHANGE.
* target audience:
ok, as you perhaps know, im running my own company for animation, design, industrial design, production design and so on since 6 years now, and there are quite many things i havent really realized, when i founded nathan : inc. for example, the importance of the target audience. if you are doning something for a greater public, you are automatically aiming for a particular group, your target audience. and, to be successful, you should aim good. here, in ufo ai, besides the xcom players, your target audience are those, who expect aliens to be alien.
yes, i know, it is no commercial project, but anyway, there are competitors, too, and success isnt something, you dont want, is it? so, my advice is at least to consider, what your players like to see.
again, this goes for the setting. if you have something different, then you can be far more unique, but an alien invasion and a xcom style game isnt unique at all. but you cant make it something special by putting the strange creatures from outer space on a level, which we can explain with nowadays physics and styles.
Your theory is flawed, and trying to name your credentials doesn't bolster your point. I myself have worked in the game industry for 6 years as a writer and game designer. It's appeal to authority, it doesn't work.
Now, as for your point. If we slavishly follow the same principles as X-COM, our game will end up no different than X-COM, and it will have nothing new or interesting to draw in players who could be spending their time on the actual old games or on any of the new commercial X-COM clones coming out. A realistic X-COM game has never been done before, and it will be a major point in attracting attention.
-> and now for something different: in the wiki, there is NO information about the storyline, almost none about defined guidelines, what the aliens are, how they work, besides the standard alien stereotypes which the antareas (sorry if misstyped), being the masters and others being the pets.
This is true, and a lot of the UFOpaedia has not settled to a finished form. It is our policy not to put unfinished material on the wiki, to avoid giving people the wrong impression and to avoid people translating things that might change.
how can you expect, that someone throwns hour after hour on thinking, planning, drawing and designing something for the greater good for nothing, and then kick it back with words like "not in storyline, cant be" or "i wont accept in any terms", without revealing the concept?
You never asked to see the concept, which I have freely shown to anyone who expressed an interest. And do you realise how many hours I've put into the storyline that you want to discard? I have spent nearly three months trying to get the
entire UFOpaedia into shape, whilst trying to keep up with my non-UFO:AI work as well. Three months. So far we've finished maybe a quarter of the work.
and, in addition, you cant expect everything fitting your personal taste in visual ways, you can only do that, if you are a client and paying for the time, the designer is investing. then it is your right to act so, and its correct, for sure. but as long you are dealing with people, who are investing their precious time because of enthusiasm, such a behavior is not a team play.
It has never been a matter of personal taste. I like by far most of the models you've made. It's a matter that in the universe you and I live in, your creation could never fly or hover or be anything more than a nice sculpture. As a machine, it would be extremely inefficient, and no intelligent alien would use it.
i dont want to spill bad blood, and sure you can use the models, i already transfered like the chaingun + ammo, shotgun, buildings, and so on. but designing aliens which feel like something transformed from human to anywhere in space, isnt the thing im looking for.
That's not what I'm looking for either. We want the aliens to be different just as much as you. We simply don't want them to make huge engineering mistakes in how they design their technology.
so, my plea is to put the whole concept in the wiki, make easy-to-navigate links to particular parts of it like technology of aliens, what you never would accept designwise, etc, so another creative designer KNOWS that, before taking out the pencils and hook him / herself onto it.
I admit that the current information handling hasn't been perfect, and for that, I do apologise. We've been trying to avoid giving people the impression that the storyline information is no longer subject to change. However, putting everyting on the wiki would also have other negative effects, as we don't want to spoil the story for non-designers.
I know this isn't much comfort, but you must remember that not every model you make will be suitable for the game, just like I've written articles that we later realised we can't use. I've already had to make several sweeping changes and rewrites to my UFO:AI material to fit the game. In my work experience there's not much we can do about this, it happens on any project, commercial or otherwise.
However, I'm open to increasing coordination and cooperation. If you'd like to be able to reach me for feedback on any of your models or to read/comment on the storyline, please come to the UFO:AI IRC channel. I'm there almost all the time, and more than open for discussion.
Regards,
Winter