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Why did yourself and the team come to the agreement that there should be no standard TTRPG-inspired RPG systems in SS1?
are there any plans for a System Shock 3 (even if not in name?)
Do you personally still hold great passion for this type of game?
In SS1's sprite sheets all the various corpses are drawn from 8 different angles, but the engine always just draws them from a single angle, no matter what direction you're looking at them from. Do you recall why this is?
Any thoughts on how the game's combat systems were balanced around the relatively slow, awkward movement system in SS1, and how the availability of the mouselook mod potentially unbalances it?
What influenced System Shock's story?
How far did you get with virtual headset support for SS1? Although I heard many times that it was implemented in System Shock the best info I could ever find was some remarks in a Terra Nova readme file.
In today's games the interface almost vanishes, often being integrated with the world in form of lootglint, object highlights, section titles, etc. In System Shock the game interface is a frontal assault on all channels. It not only takes up a large part of the screen, beeping and buzzing, it is complicated yet versatile and even gets expanded upon throughout the game. It can be overwhelming. Did you intend at the time to make System Shock's interface feel like controlling a very complicated machine?
Was SHODAN originally meant to have any gender? In the original log texts SHODAN is variously called he/she/it.
What do you think about cyberpunk these days?
A lot of the audiologs sound like normal office space bitching, transferred to a space station. Genius move as it makes it all so real! But where did that come from? Surely very few of you had ever worked in a regular office?
Shock was supposed to be a less ambitious project than Underworld.
What did one more point in acrobatics get you?
Well, I'm really excited about the new Underworld. When I first heard about it I started picking Tim's brain for details. (Can't share them, sorry).
If I had millions to work on whatever games I want, then yes I might do a shock-y open world action-rpg thing
Well, there are the usual cyberpunk suspects: Snow Crash, Neuromancer, Max Headroom.
1) Can you explain why the Underworld series was ultimately abandoned in favor of other, sometimes risky projects such as Terra Nova and Dark Camelot/Thief? If the UW3 pitches would have been successful, what would UW3 have been about?
2) In a widely covered SS" postmortem article, Jon Chey both commended and lamented the fact that the Dark engine code Irrational worked with was never truly finished. Can you explain why that was, give your point of view?
3) LG pioneered the use of physics for object simulation which, at least to me, is one of the most charming aspects of those engines, especially in Thief and Thief 2. System Shock 2 is still the only game I can remember where it is actually possible to die by running into a wall at high speed. It'd be great if you could talk about all of that.
4) Lame but I can't resist: What are the most embarrassing bugs you encountered during programming, which were the hardest to track down?
5) Do you sometimes "pretend" to be a reclusive french-speaking genius programmer who releases fanpatches to well-liked video game classics every now and then on some obscure forum no one heard of two years ago?
I'm not actually sure what this is in reference to, but I'm not going to even pretend to "pretend." I have to say that the fan patches to shock are awesome. The fact that you can play the game today because there are fans dedicated enough to keep the fire burning for 20 years is deeply humbling. You guys kick ass.
[...] Had LG survived, I think we probably would have tried to release Underworld 3 sometime around 2003, after Thief 3. I imagine the game would have looked alot like an Elder Scrolls game, but in more of a LookingGlass style.
There were lots of funny Thief bugs. Probably the most memorable was the one where dead guards would see their own corpse and call for help.
2.) I've read that the von Braun was supposed to have a lot more decks (about 16).
3) As you mentioned id Software, how were you influenced by them, other than on a technical level? System Shock was years ahead of its time but lost commercially to its contemporary "simpler" ego shooters. Did you guys ever wanted to, or were you ever pressured into sacrificing elements of the game in order to cater to pure shooter fans?
I imagine having to go damage some vital organs before being let into the brain chamber would be much more fun than jumping around giant teeth.
speaking of stuff that got left out, Rickenbacker has a lot of unfinished rooms and other things
also, any idea what piles of disgusting worms are supposed to be?