Contents
The History of Elite: Space, the Endless Frontier
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
November 22, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [11]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [14]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
November 22, 2009
 
Trion Redwood City
Sr. Environment Artist
 
Trion Redwood City
Sr. Evnironment Modeler
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Texture Artist
 
Sucker Punch Productions
Character Artist
 
Sucker Punch Productions
3D Environment Artist
 
Crystal Dynamics
Sr. Level Designer
 
Sony Online Entertainment
Brand Manager
spacer
Latest Features
spacer View All spacer
 
November 22, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [6]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [7]
 
arrow iPhone Piracy: The Inside Story [50]
 
arrow And Yet It Grows: Analyzing the Size and Growth of the European Game Market [5]
 
arrow NPD: Behind the Numbers, October 2009 [13]
 
arrow Reflecting On Uncharted 2: How They Did It [5]
 
arrow Sponsored Feature: Rasterization on Larrabee -- Adaptive Rasterization Helps Boost Efficiency
 
arrow Postmortem: Wadjet Eye's The Blackwell Convergence [2]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
November 22, 2009
 
Time Fcuk - A Postmortem [3]
 
Accepting the Inherent Value of Games
 
Planckogenesis, Part II: Song Structure & Gravy Train [1]
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Features
  The History of Elite: Space, the Endless Frontier
by Matt Barton, Bill Loguidice
8 comments
Share RSS
 
 
April 7, 2009 Article Start Previous Page 2 of 5 Next
 

Flight sims, of course, offer a much different but still similarly complex and open-ended gameplay: specifically, the freedom to fly through a fully three-dimensional space in real time (see book Chapter 8, "Flight Simulator (1980): Digital Reality").

Although some flight sims offer a campaign mode or even a linear narrative structure (take for instance, Cinemaware's 1990 Wings for the Commodore Amiga), most also offer a "free flight" mode that allows players to simply pilot the aircraft and explore the virtual world.

Advertisement

The best flight simulators are very realistic and detailed, and, like the space trading games, take a good deal of time and patience to play well.

Naturally, developers were quick to adapt the traditional flight sim to represent space flight, including Activision's Space Shuttle: A Journey into Space (1982; Atari 2600 Video Computer System, Atari 5200, and others).

Other notables include Edu-Ware's Rendezvous: A Space Shuttle Simulation (1982, Apple II), Mindscape's The Halley Project (1985; Apple II, Atari 8-bit, and others), Access's Echelon (1987; Apple II, Commodore 64, PC, and others) and Microsoft's Microsoft Space Simulator (1994, PC).


Games like Access' Echelon (box back for the Commodore 64 version shown) tried to not only build off the successful Elite model, but also to offer their own flourishes. In Echelon's case, these flourishes took the form of three different modes of play: Scientific (exploration), Patrol (exploration with combat), and Military (combat). Note that the LipStick voice-activated control headset was included to provide additional support for the Commodore 64's standard one-button joystick and acted as a second button.

The genius of Elite was to combine these two genres into a single coherent game: a space trading game based on a space flight sim. This blending of the two genres would quickly gain the new label "space sim," and it has spawned dozens of popular derivatives. A few recent releases include Digital Anvil's cut-scene heavy Freelancer (2003; PC), Dreamcatcher's Space Force: Rogue Universe (2007; PC), and Egosoft's X3: Terran Conflict (2008; PC).

Perhaps the most notable of the current generation is EVE Online, a massively multiplayer space sim released in 2003 for the Apple Macintosh, PC, and Linux platforms. Of course, older classics such as Origin's Space Rogue (1989; Apple II, Apple Macintosh, Atari ST, Commodore 64, and others) and Wing Commander: Privateer (1993, PC) are musts for fans of the genre.


Like Echelon, Origin's Space Rogue tried to put its own unique stamp on a genre popularized by Elite, this time by adding significant role-playing elements.

On a more basic level, Atari's Star Raiders from Doug Neubauer, first released in 1979 for Atari 8-bit computers and covered in its own upcoming bonus chapter, set the tone for Elite's overall presentation more than any other game before it.

With its groundbreaking, real-time, simulated 3D space combat, Star Raiders featured smooth graphics scaling, particle explosions, a rotating sector scanner (map) and an optional rear view of the standard first-person perspective action. That Bell and Draben were able to so profoundly expand Neubauer's classic vision is a testament to their ambition.

 
Article Start Previous Page 2 of 5 Next
 
Comments

Matt Barton
profile image
Hi, guys, if you'd also like to my video review of Elite check out http://www.youtube.com/watch?v=igY4DURfb08

Roberto Alfonso
profile image
Thank you very much for the article. Elite is one of the best PC games I have ever played. You need very specific tastes for this (like dungeon crawlers), but if you match them, it is awesome. You may be going in a direction and may not hit a planet in several minutes. You never knew what to expect in that planet either, it was all about exploration.

Andy Krouwel
profile image
Nice try, but Elite's trading system is almost a direct lift from GDW's Traveller RPG from 1977.

Other games may have borrowed similarly.

CdrJameson

Andy Krouwel
profile image
(Space was so borrowed from Traveller that it caused the legal action listed above, but this was slightly different aspects of the game - character generation, if I remember)

Bill Loguidice
profile image
Thanks for the further input, Andy. Traveller is certainly mentioned in the article and was a key influence.

Ludum Ludo
profile image
> Elite adheres to realistic physics.

It's worth clarifying that the controls aren't Newtonian though. Speed (not acceleration) is proportional to current engine thrust, and direction of travel is always in the direction the ship is facing - so rotating to face in a different direction will modify your direction of travel without any apparent thrusters firing - not very realistic.

> Players can also make special maneuvers based on the gravitational force of planets or bodies.

I don't remember this? Did the single planet or sun in each solar system even have a gravitational field? I suspect not.

Gerard Gouault
profile image
Elite (C64 version) was the very first video game I ever played.

A feature that the article doesn't mention is the ships AI. I remember that each enemy ship having snakes names and behaving as their counterparts. The Boa being slow and weaving left and right while the Vipers were very fast and sneaking behind you. etc..
A feature that was missing in the later "improved" versions.

Owain abArawn
profile image
One of the first things I noticed when I starting playing Eve was that, in many ways, it was just an updated Elite. They added the skill sets, better graphics, and such, but otherwise, it Eve is much the same.



none
 
Comment:
 


Submit Comment