Software:Terminus (2000 video game)

From HandWiki
Short description: 2000 video game
Terminus
North American box art
Developer(s)Vicarious Visions
Publisher(s)Vatical Entertainment
Designer(s)Terminus Team
Programmer(s)
  • Dave Calvin
Composer(s)Todd Masten
Platform(s)Microsoft Windows
Macintosh
Linux
Release
  • WW: June 29, 2000
Genre(s)Role-playing, space flight simulator
Mode(s)Single-player, multiplayer

Terminus is a space-flight role-playing action video game by Vicarious Visions. It was released in 2000 for Microsoft Windows, Linux, and Apple Macintosh. Terminus won awards in the 1999 Independent Games Festival for "Technical Excellence" and "Innovation in Audio".

Gameplay

In Story mode, the player chooses one of four careers (United Earth League military, Mars Consortium militia, Marauder Pirate Clan, mercenary) and follows Terminus's single-player storyline, set in the year 2197. In 2000, Terminus was unusual among RPGs in that the player's actions can affect the ending of the storyline. Failing a mission, for example, may lead to a different ending than would have occurred if the mission had succeeded. One unique feature of Terminus is the story would progress with or without the player. The player could begin the game in story mode, then go off and do something else and the story missions/battles would still take place, reaching an outcome depending on which side eventually wins.

In Free mode, the player chooses a career and does the same as in Story mode, except there will be no storyline missions. In Gauntlet mode, the player outfits a ship with near-infinite money at their disposal, and faces several waves of attackers, with the object of staying alive for as long as possible.

Development

Terminus was our passion project. It was huge and complex. We really didn't know how to make a game of that size. It was incredibly innovative and took four years to make. In 1999, we entered the first Independent Games Festival at GDC. Terminus won two awards – Best Programming and Best Audio. It "put us on the map" and gave us visibility amongst the big game publishers. But getting anyone to publish such a risky & ambitious title proved to be very difficult. We had to get some other paying gigs to keep Terminus alive and get it published!

Vicarious Visions, Our Culture: Indie Days 1999-2004.[1]

Polygon explained that Vicarious Visions' first major game "following the publishing debacle during college" , was the space combat role-playing video game Terminus. President Karthik Bala said "We ended up getting a personal bank loan for a million dollars. We knew if we didn't figure this out and make it work, we'd be screwed for the rest of our lives."[2] The duo of developers had been left with a mountain of debt from development costs on Synnergist due to the publishers not giving them royalties for the game, and began work on this project on 1996.[3]

Back in January 1998, the "Vicarious Visions' seven full-time employees and squadron of contractors" were laboring to complete the game, which at the time was to be the company's second release. At that point "The development budget for Terminus ha[d] already crossed the $250,000 mark with months' more work to be done before an expected September 1998 release."[4] Bala said at the time "Terminus will include not only network and Internet play, which is becoming almost standard in games, but also the capability for players to communicate by voice."[4] Bala retrospectively said "The Department of Defense had recently declassified an audio compression algorithm that we ended up using and writing Voice over IP within our game at the time. We did some really cool stuff primarily because it hadn't been done."[2] As a contest finalist at the first annual Independent Games Festival (the game ended up taking home two awards), "Terminus was exhibited on the show floor at the Game Developers Conference, March 16–18 in San Jose, Calif."[5] Polygon explained that despite winning some industry awards, "publishers were reluctant to take on the project [and] when Vatival Entertainment finally shipped the game in 2000, it hardly sold."[2] By 1999, the company employed 15 people, "including four Rensselaer graduates and two undergrads".[5]

Terminus is notable for its implementation of Newtonian laws of motion, which means that objects are subject to inertia. Once accelerated, they float indefinitely in one direction unless again accelerated into a different direction. This makes steering quite complicated, but mirrors actual behavior in free space. BarrysWorld explains "The game has a newtonian (i.e 'realistic') flight model, that is to say that the ships will not fly like jet planes but they will actually obey the laws of Newtonian physics. In order to go in another direction you'll need to slowdown to a stop and then go in the direction that you want to move in. All this will be accomplished by a kind of reaction control system autopilot that attempts to keep you moving in the direction you are pointing."[6] The site added "Terminus should be the first of a series of sims that will encourage 'l33t' skillz to master."[6]

Support for Terminus has long since ended. Although the game is still licensed by Vicarious Visions, the source code was licensed to the owner of the TerminusPoint website[7] to allow continued development of the game and thus has been improved and enhanced. Although the client files are still available at the TerminusPoint website, the project has seemingly been abandoned.

Reception

Reception
Review scores
PublicationScore
MacintoshPC
CGSPN/AStarStarStarHalf star[11]
Game InformerN/A8.75/10[13]
GameSpotN/A6.5/10[14]
GameSpyN/A75%[15]
IGNN/A8/10[16]
PC Gamer (US)N/A41%[18]
PC ZoneN/A86%[19]
Aggregate score
GameRankings70%[8]72%[9]

At the time of its release, the game received above-average reviews on both platforms according to the review aggregation website GameRankings.[8][9]

PC Zone said, "Overall, while not as flashy as other recent space-sims, Terminus has lots of substance. It packs so much into the game."[19] GameSpy said, "With Terminus, Vicarious Visions has raised the bar of excellence within three simultaneous genres, but couldn't quite glue all the pieces together into a cohesive whole."[15] Gamer's Pulse said, "In the end, Terminus failed to truly excite me. That's not to say that the game isn't fun to play; it does offer a good time to the pilot within us all."[20] Computer Games Strategy Plus said, "When everything is said and done, Terminus comes out looking-and feeling-good."[11] GameSpot wrote, "Terminus offers flawed but nonetheless decent space combat action, along with an impressive online play feature. The game ought to be appealing on account of this and its cross-platform compatibility, but its glitches and general lack of polish considerably diminish its overall quality."[14] MacADDICT called it "an intermittently fantastic game that should appeal to flight-sim jockeys, hardcore sci-fi fans, and anyone who's ever wanted to wield two joysticks."[17]

Awards and nominations

Year Award Category Result Ref
1999 Independent Games Festival Awards Technical Excellence ($3,000) Won [2]
Excellence In Audio ($3,000) Won

References

  1. "Our Culture (Indie Days 1999-2004)". Archived from the original on July 17, 2014. https://web.archive.org/web/20140717143309/http://www.vvisions.com/culture/Indie_Days_53_6_sb.htm. Retrieved September 11, 2013. 
  2. 2.0 2.1 2.2 2.3 Plante, Chris (February 13, 2013). "From two-person team to Activision workhorse: the rise and rise of Vicarious Visions". Vox Media. https://www.polygon.com/features/2013/2/13/3981138/from-two-person-team-to-activision-workhorse-the-rise-and-rise-of. Retrieved September 10, 2014. 
  3. Langshaw, Mark (September 29, 2013). "Vicarious Visions: From indie pioneer to mainstream powerhouse". Hearst Communications. https://www.digitalspy.com/videogames/a519335/vicarious-visions-from-indie-pioneer-to-mainstream-powerhouse/. Retrieved June 13, 2022. 
  4. 4.0 4.1 Orenstein, David (January 23, 1998). "His 'Visions' Are a Dream Come True". Times Union (Hearst Communications). Archived from the original on September 3, 2014. https://web.archive.org/web/20140903083404/http://alb.merlinone.net/mweb/wmsql.wm.request?oneimage&imageid=5905750. Retrieved June 6, 2022. 
  5. 5.0 5.1 "Tech Park Gaming Company Lauded". March 1999. Archived from the original on September 3, 2014. https://web.archive.org/web/20140903085814/http://www.rpi.edu/dept/NewsComm/Magazine/March99/follow_ups.html. Retrieved June 13, 2022. 
  6. 6.0 6.1 MikeyBear (2000). "E3 Report - Space Sims ... What You Can Expect (Page 2)". Archived from the original on February 15, 2001. https://web.archive.org/web/20010215050445/http://www.barrysworld.com/news/e3/spacesims/page2.asp. Retrieved September 10, 2014. 
  7. "TPE V0.04 Now Available for download!". 2001. Archived from the original on June 24, 2014. https://web.archive.org/web/20140624021725/http://www.terminuspoint.com/terminuspoint/downloads/TPE/index.shtml. Retrieved September 10, 2014. 
  8. 8.0 8.1 "Terminus for Macintosh". CBS Interactive. Archived from the original on May 18, 2019. https://web.archive.org/web/20190518091517/https://www.gamerankings.com/mac/577200-terminus/index.html. Retrieved June 13, 2022. 
  9. 9.0 9.1 "Terminus for PC". CBS Interactive. Archived from the original on June 8, 2019. https://web.archive.org/web/20190608140356/https://www.gamerankings.com/pc/258044-terminus/index.html. Retrieved June 13, 2022. 
  10. Dultz, Marc (July 18, 2000). "Terminus". CNET. Archived from the original on August 15, 2000. https://web.archive.org/web/20000815085249/http://gamecenter.com/Reviews/Item/0,6,0-4470,00.html. Retrieved June 13, 2022. 
  11. 11.0 11.1 Hunt, David Ryan (July 24, 2000). "Terminus". Strategy Plus, Inc.. Archived from the original on May 21, 2003. https://web.archive.org/web/20030521164447/http://www.cdmag.com/articles/028/179/terminus_review_1.html. Retrieved June 12, 2022. 
  12. 12.0 12.1 Suciu, Peter (July 17, 2000). "Terminus (Mac, PC)". Greedy Productions Ltd.. Archived from the original on February 23, 2002. https://web.archive.org/web/20020223140626/http://www.elecplay.com/review.html?article=2721&full=1#mr_toppy. Retrieved June 13, 2022. 
  13. Bergren, Paul (September 2000). "Terminus". Game Informer (FuncoLand) (89). 
  14. 14.0 14.1 Ryan, Michael E. (July 14, 2000). "Terminus Review [date mislabeled as "July 18, 2000""]. Red Ventures. Archived from the original on October 21, 2004. https://web.archive.org/web/20041021170216/http://www.gamespot.com/pc/sim/terminus/review.html. Retrieved June 13, 2022. 
  15. 15.0 15.1 Farmer, Doug (August 18, 2000). "Terminus". GameSpy Industries. Archived from the original on February 15, 2002. https://web.archive.org/web/20020215180516/http://www.gamespy.com/legacy/reviews/terminus_a.shtm. Retrieved September 10, 2014. 
  16. Hanyok, Matt (August 10, 2000). "Terminus". Ziff Davis. https://www.ign.com/articles/2000/08/11/terminus. Retrieved June 13, 2022. 
  17. 17.0 17.1 Sammis, Ian (November 2000). "Terminus". MacADDICT (Imagine Media) (51): 70. Archived from the original on October 30, 2001. https://web.archive.org/web/20011030073316/http://www.macaddict.com/issues/0011/rev.terminus.html. Retrieved June 12, 2022. 
  18. "Terminus". PC Gamer (Imagine Media). 2000. 
  19. 19.0 19.1 Shiali, John (September 2000). "Terminus". PC Zone (Dennis Publishing) (93): 76–77. Archived from the original on June 24, 2007. https://archive.today/20070624090605/http://computerandvideogames.com/article.php?id=3509. Retrieved June 13, 2022. 
  20. "Terminus". 2000. Archived from the original on August 16, 2000. https://web.archive.org/web/20000816070915/http://www.gamerspulse.com/reviews_2000/terminus/terminus.shtml. Retrieved September 10, 2014. 
MobyGames
Logo since March 2014
Screenshot
Frontpage as of April 2012
Type of site
Gaming
Available inEnglish
OwnerAtari SA
Websitemobygames.com
CommercialYes
RegistrationOptional
LaunchedJanuary 30, 1999; 26 years ago (1999-01-30)
Current statusOnline

MobyGames is a commercial website that catalogs information on video games and the people and companies behind them via crowdsourcing. This includes nearly 300,000 games for hundreds of platforms.[1] The site is supported by banner ads and a small number of people paying to become patrons.[2] Founded in 1999, ownership of the site has changed hands several times. It is currently owned by Atari SA.

Content

The database began with games for IBM PC compatibles. After two years, consoles such as the PlayStation, were added. Older console systems were added later. Support for arcade video games was added in January 2014 and mainframe computer games in June 2017.[3]

Edits and submissions go through a leisurely verification process by volunteer "approvers". The approval process can range from immediate (minutes) to gradual (days or months).[4] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copyediting.[5]

Registered users can rate and review any video game. Users can create private or public "have" and "want" lists which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own subforum.

History

Logo used until March 11, 2014

MobyGames was founded on March 1, 1999 by Jim Leonard and Brian Hirt, then joined by David Berk 18 months later, three friends since high school.[6] Leonard had the idea of sharing information about computer games with a larger audience.

In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[7] This was announced to the community post factum and a few major contributors left, refusing to do volunteer work for a commercial website.

On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San-Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[8] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel.[9]

On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[10] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[11][12]

See also

  • IGDB – game database used by Twitch for its search and discovery functions

References

  1. "MobyGames Stats". https://www.mobygames.com/moby_stats. 
  2. "MobyGames Patrons". http://www.mobygames.com/info/patrons. 
  3. "New(ish!) on MobyGames – the Mainframe platform.". Blue Flame Labs. 18 June 2017. http://www.mobygames.com/forums/dga,2/dgb,3/dgm,237200/. 
  4. "MobyGames FAQ: Emails Answered § When will my submission be approved?". Blue Flame Labs. 30 March 2014. http://www.mobygames.com/info/faq7#g1. 
  5. "The MobyGames Standards and Practices". Blue Flame Labs. 6 January 2016. http://www.mobygames.com/info/standards. 
  6. "20 Years of MobyGames" (in en). 2019-02-28. https://trixter.oldskool.org/2019/02/28/20-years-of-mobygames/. 
  7. "Report: MobyGames Acquired By GameFly Media". Gamasutra. 2011-02-07. http://www.gamasutra.com/view/news/32856/Report_MobyGames_Acquired_By_GameFly_Media.php. 
  8. Corriea, Alexa Ray (December 31, 2013). "MobyGames purchased from GameFly, improvements planned". http://www.polygon.com/2013/12/31/5261414/mobygames-purchased-from-gamefly-improvements-planned. 
  9. Wawro, Alex (31 December 2013). "Game dev database MobyGames getting some TLC under new owner". Gamasutra. http://www.gamasutra.com/view/news/207882/Game_dev_database_MobyGames_getting_some_TLC_under_new_owner.php. 
  10. "Atari invests in Anstream, may buy MobyGames". https://www.gamesindustry.biz/articles/2021-11-24-atari-invests-in-anstream-may-buy-mobygames. 
  11. "Atari Completes MobyGames Acquisition, Details Plans for the Site’s Continued Support". March 8, 2022. https://www.atari.com/atari-completes-mobygames-acquisition-details-plans-for-the-sites-continued-support/. 
  12. "Atari has acquired game database MobyGames for $1.5 million" (in en-GB). 2022-03-09. https://www.videogameschronicle.com/news/atari-has-acquired-game-database-mobygames-for-1-5-million/.