Brad Wardell's Blog


Star Control IP update

Published on Sunday, July 22, 2018 By Brad Wardell In PC Gaming

With Star Control: Origins now less than 60 days from release I thought I’d spend a few minutes writing up a status report on some of the murky legal issues between us and the designers of Star Control II.

As many of you know, Stardock acquired the Star Control IP from Atari in 2013. This acquisition didn’t include all of the copyrights to the second game in the DOS trilogy. Notably, it didn’t include the art, source code or music.

Stardock was able to team up with Riku and Dan, the two primary composers of the SC2 music but until recently, we were led to believe that the art copyrights were held by the two designers (Paul Reiche and Fred Ford). We recently discovered that that wasn’t the case as it turns out SC2 was a collaboration in which each member continued to own what they created. I.e. the others weren’t employees or contractors.

For us, this only makes it clearer that we shouldn’t try to touch the SC2 game copyrights with a 10 foot pole. At one time, we had hoped to license those copyrights to have the classic ships in Fleet Battles and to depict the Orz as they were in SC2 for a cameo.  Unfortunately, this would be impossible.

For example, the Orz was created by multiple people who we now have learned each maintained possible copyrights for their individual contributions. Like I said, Not even with a 10 foot pole.

That doesn’t mean the Star Control aliens won’t be in Star Control games. That just means we can’t rely on how they were expressed in Star Control 2 because those expressions are owned by...well..someone.

This is also why there hasn’t been a Master of Magic II btw. No one knows who owns what. At least with Star Control we own the trademarks and have rights to the music and own the overall franchise. Plus we own Star Control 3 which, despite its foibles is a superset of the aliens in Star Control 2 (other than the  copyrightable elements that Paul Reiche personally owned at the time which, might now be limited to certain aspects of the UQM universe lore). Nevertheless, it’s all too messy for us to feel safe touching.

I realize some of you are disappointed at how things have progressed with regards to Paul and Fred. Most of you are aware that Stardock did not originally plan to include the classic Star Control aliens in Origins.

Unfortunately, after Paul and Fred chose to try to cancel the Star Control trademark while simultaneously sewing confusion as to authenticity of Star Control: Origins, Stardock had no choice but to lock down its IP. Since Stardock owns the Star Control related trademarks, the lawyers recommended perfecting those trademarks by registering them.

In addition, you can’t just trademark something, you have to use it in commerce. Regardless of whether the classic aliens were used in commerce sufficiently before to establish trademark rights, the classic games are no longer for sale and we currently have no plans to return the classic games for sale even if the dispute is resolved.

Therefore, we have begun releasing the soundtrack to Star Control: Origins with featured DLCs for each alien with the original music as well as with remastered music by the original composers. This gives players a taste of the amazing work that Riku, Mason and Dan have done.

Each DLC also includes artwork and lore which we hope will persuade fans and Paul and Fred that we are not interested in expressing the Star Control aliens in future Star Control games they way they were in SC2. They don’t just look different, they have a different characterization and lore (SCO takes place in a different universe).

Some fans undoubtedly would prefer we copy the SC2 aliens. Unfortunately, even if we could, we wouldn’t (other than the ships, I do miss the classic ships but alas those are in limbo). The alien lore and stories were designed to essentially climax with sc2: the Ur-quan masters. By contrast, SCO is being designed with a long term story arc in mind. This will become more obvious in the months to come.

Just as the authors in SC2 (and later SC3) had their take on the Star Control aliens, so do the writers and artists working on SCO. The talented writers and artists at Stardock are not interested in “copying” what was done before. The needs of the story and lore determine what aliens are in and how they are depicted.

Could Stardock have called the Vorlon-like alien species that projects itself into our facet looking like what they think we expect aliens to look like something else? Sure. But since it is now forced to do everything it can to protect its trademark rights in Star Control they will be the New Arilou. This helps Stardock defend itself from a party that seeks to cancel the IP that it paid hundreds of thousands to acquire and followed it up by investing millions more into over four years. It also allows fans to see how the Arilou in the Origins universe develop. 

While it’s very unlikely that the SC2 Arilou was anywhere near developed enough to be protected as its own character, Stardock has taken great pains to ensure that it’s Arilou expression is not a derivative even of the behavior. This is something critics here already have observed in that we are taking the Star Control aliens different direction given the story arcs planned for SCO. 

Incidentally, as long time GalCiv fans know, the gc aliens went through the same process when we moved from OS/2 to Windows. Those changes were even more dramatic owing to much more dramatic changes to the background lore (mostly regarding the Altarians needing to look like humans and thus the old Altarian design got rebranded as Torians).

Similarly, which Star Control aliens show up and when will be determined by the needs of the story and lore.

In the meantime, we look to feature remasters of the classic alien music along with the originals provided by and often remastered by the original composers. 

More:

https://www.stardock.com/games/starcontrol/store

Cheers!

Realism vs. Fun II: Planets

Published on Saturday, July 21, 2018 By Brad Wardell In Star Control

Making alien worlds is very fun.

But how realistic do they need to be for players to have fun? In Star Control, we've opted for cool over realistic since, in all likelyhood, most planets are either just big rocks, big ice balls, or balls of gas.  So having worlds made out of diamonds and rubies and gold and iron and other weird things allows players to constantly discover new things to explore.

 

Star Control aliens and music return!

Published on Friday, July 20, 2018 By Brad Wardell In Star Control

Greetings!

I am pleased to give you a head's up that for those who have pre-ordered Star Control: Origins that we will be including a host of additional DLC as part of that purchase.

https://www.stardock.com/games/starcontrol/store 

As some of you know, Riku Nuottajavi and Dan Nicholson, the two primary composers from Star Control II, have signed on with us to bring the Star Control II music to Star Control: Origins.  With the help of our long-time collaborator, Mason Fischer, we have begun to remaster, remix and in some cases completely recreate the classic songs with today's audio fidelity.

We are also going to be including some of our favorite tunes originating with the new Star Control aliens debuting in Star Control: Origins.

As some of you know, the Chenjesu didn't appear directly in Star Control II so they received a brand-new theme just for this DLC.   In the case of the Arilou, Dan Nicholson did the original in Star Control II and Riku has composed a new mix of it here.

Star Control: Origins is still at a pre-order price of $31.49 (it'll be $39.99 at release).

 

Realism vs. Fun

Published on Thursday, July 19, 2018 By Brad Wardell In Star Control

It's quite a challenge to find that right mixture between what is realistic versus what is fun.

https://en.wikipedia.org/wiki/55_Cancri

We have 55 Cancri in the game and it has the exopolanet that NASA discovered.  Of course, we can only speculate what that planet is and we do have a red dwarf in that star system as well.

One of the more interesting things players will discover is that many (if not most) star systems actually have multiple stars in them.  Our solar system is somewhat unusual in that respect.

My question to you is, how realistic does the game need to be for you to have fun? 

 

Star Trek II battle recreated

Published on Wednesday, July 18, 2018 By Brad Wardell In PC Gaming

I have watched this so many times.

With our work on Star Control: Origins, we now have an engine that really could create a truly sophisticated battle system like this.  I wouldn't want to do this for Star Control since the charm of its battles is that they are fast and and simple.

But I bet I'm not the only person who would like to see a modern game that takes all the various systems into account.  There are some interesting ones I've seen that remind me of FTL but I'd want something that is presented more like this.

 

Star Control: Origins Prelude 3 of 13 - Creating interactive stories

Published on Monday, July 16, 2018 By Brad Wardell In Star Control Journals

The Star Control universe is rich with interesting characters and species.  From the cowardly Spathi to the horrifying Kohr-Ah, players will be frequently caught off guard by the juxtaposition of so many different experiences.

In Star Control: Origins, the ever-so-needy Tywom are introduced.  They will be your best friends whether you like it or not.

Stardock is best known for its strategy games.  Well, technically, we're best known for our software and technology, but we've always loved making strategy games.

Star Control is not a strategy game. It is a role-playing game.  And the best RPGs have excellent writing.  

At the very start, we knew that we would need to work with talented writers. In 2013, we hired Chris Bucholz to lead the writing effort for Star Control.  His How-To guides on Cracked and his ability to write both serious and comedic stories was compelling. No one has spent more time on Star Control: Origins than he has.  

Continue Reading...

Arilou Observer in the shop

Published on Friday, July 13, 2018 By Brad Wardell In Star Control

The Arilou Observer was designed to keep an eye on us.  It will make its debut in the Fleet Battles beta 3 coming out next week.

Its is not generally designed for combat but its primary weapon is a plasma spreader that shoots bolts slowly in every direction.  Its secondary weapon is a cloak which allows it to escape detection from curious humans.

In the above screenshot, we took the Arilou Observer into the Ship Design.  Players can make new ships or create their own version of existing ships with their own set of weapons as well.

Star Control: Origins arrives on September 20.  Add it to your Steam (or GOG) wishlist today!

 

Star Control: Origins Prelude 2 of 13 - So Many Planets

Published on Friday, July 6, 2018 By Brad Wardell In Star Control Journals

Greetings!

Space is big. We know that.  But how interesting is it? That remains to be seen.

Let's take a look at the orbital bodies in our own solar system.

Orbital Body

Image

Comment

Mercury

clip_image002

 Basically a hot rock.

Venus

clip_image004

 A poisonous, toxic hell.

Mars

clip_image006

 A really cold desert.

Jupiter

clip_image008

 Big ball of gas.

Saturn

clip_image010

 Another big ball of gas with cool rings.

Uranus

clip_image012

 Ice gas ball.

Neptune

clip_image014

 Ice gas ball.

What about the moons?

Continue Reading...

Star Control: Visual Iteration

Published on Thursday, July 5, 2018 By Brad Wardell In PC Gaming

Those of you who are familiar with Galactic Civilizations, Ashes of the Singularity, Sins of a Solar Empire or any of our other games knows the power of visual progress.

I suspect there are a few of you who would have wished that Galactic Civilizations III v1.0 had waited until we had done Crusade and released that at version 1.0.  Of course, strategy games are a very tricky thing because they tend to be about "the feature" whereas an RPG like Star Control is about the story and immersion.

With that in mind, i wanted to share with you guys some images of the planet exploration part of Star Control so that you can see how it's progress...

THE TARGET

This is what we wanted the surface of a desert planet to look like.

 

Very early on...

 

 

 

Closer...May 2018 (E3 build)

 

Closer...now shadows and sky starting to get right.

Closer...Sky is still a bit off. props are a bit too jumbled.  June 2018.

 

and here is where we are now (though this is near sunset so it's a bit darker).

 

The thing to remember: These are procedurally generated worlds (the mockup had placed everything).

Where will we be by September 20? We'll see.

 

 

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