Tide’s what?
February 24th, 2008 | Posted by Neale | 8 Comments »I thought it was probably sensible to do an update, now that the name of our little project has been revealed, explaining what it means and what it’s origins are.
In reality, there was no great mystery to the name - I chose not to reveal it because there were still elements of the design related to it that weren’t finished. It would actually have been quite trivial for someone to look up the domains that I’d registered and find it.
So - the etymology. Tide’s Reach. The reach of the tide. Or rather, the Tide. They’re an entity within the universe that we created for the game; an organisation, really. If you think in terms of highly-funded religious lunatics with a fleet of spaceships, you’d be on the right lines. The Tide are, through the overall arc of the story, the principle enemy. More than that, I don’t want to give away at this point.
The origin of the name could be seen as somewhat silly. Many years ago, when I first came up with the general concept of this game, I had a tendency to listen to one particular tape while I was driving (yes, tape. It was that long ago. Be thankful it wasn’t an 8-track…) In this case, it was Use Your Illusion II by Guns ‘n Roses. The first track is called Civil War, and some of the lyrics read thusly:
My hands are tied
The billions shift from side to side
And the wars go on with brainwashed pride
For the love of God and our human rights
And all these things are swept aside
By bloody hands time can’t deny
And are washed away by your genocide
And history hides the lies of our civil wars
I misheard that first line as “I am the tide” and, while thinking about that, I had such a fantastic mental image of this galaxy-conquering, unstoppable force called the Tide. It fitted so well with my concepts that I put it in immediately, and the name quickly evolved from there.
Some other aspects of development have evolved in similar ways - a mental image that just works so well that it has to be included in some way. Obviously, whatever it is has to fit. I’m not going to compromise the overall design just to shoehorn in something that really doesn’t belong, just for the sake of it looking good.
Here’s an example - a couple of weeks ago, I was driving along a road near my home, and I saw in the distance what I assumed to be some kind of tipper truck, with the rear elevated to about 45 degrees and sticking up above some surrounding trees.. I only saw it briefly, but the image developed in my mind of some kind of large anti-aircraft (or even anti-orbital) emplacement, positioned in a clearing.
After a couple of days, I did the following quick sketch:
and then I followed it up by making a fast mock-up and dropping it into pre-existing maps (apologies for the roughness of these shots - they’re just concept and not production)
While it’s unlikely to form any part of the actual gameplay (although as I type this, I can think of at least 3 ways in which it could), it will definitely work as an atmosphere piece. So now it goes on the production list to be modelled properly.
An alternative example is the cave/mining scene in the new media that Mike put up in the redesign
The mental inspiration for this one came from a briefly-glimpsed scene of a cartoon that my children were watching one Saturday morning. I don’t know exactly what it was (I try my hardest to tune these things out..), but there was some kind of rock wall, some gantrywork, and a bright light. I envisaged the bright light to be the front of some kind of train emerging from a hole in the rock, and then made a quick version of the scene.
This fits into the Tide’s Reach universe quite well. I’d already considered the idea of RockShips before - quick’n'dirty starships created by mining into a suitable large rock, affixing engines and creating a habitable section inside. Particularly favoured by pirates, who would have access to large quantities of spare parts. Mount some weapons, and they’ve got what amounts to a pretty much disposable strike craft.
So, a brief insight into how I come up with some of our concepts and ideas.
I’d also like to just briefly address some of the concerns that people seem to have had when we announced the change in gameplay. Since then, we’ve evolved the new concept - Tide’s Reach is still an FPS, but now there’s a very strong (you could really say compulsory) strategy element in it. You will be in control of an NPC in addition to yourself. Each of you have different skills, different strengths and different weaknesses, and it’s using them together that makes the game work. I intend to address this in more depth in an update soon.
Also, why have we been so quiet for the past 8 months? Quite simply because I’ve been busy. As an individual, I have created over 99% of the Tide’s Reach content myself - maps, models, textures, concepts, along with all the initial design work. It’s all very time-consuming, and I tend to work in one discipline at a time, rather than constantly swapping over between mapping/modelling etc.
So the obvious question here is - why don’t you hire more people? Well, I want to, and have previously tried to. People have a nasty habit of disappearing without notice, though. Or of wanting to be associated with a project without actually contributing to it in any way. I’m hoping that this time around, we can get a couple of “keepers”. I still want to keep the numbers down - overpopulating a project can be counter-productive and actually slow things down. So, if there’s any talented and interested modellers/artists, either drop by our forum or send me a mail. I’d love to hear from you.
That’s it. I promise it won’t be another 8 months until the next update…


