User:Torsodog/sandbox: Difference between revisions
No edit summary |
No edit summary |
||
(10 intermediate revisions by the same user not shown) | |||
Line 1: | Line 1: | ||
{{User sandbox}} |
{{User sandbox}} |
||
<!-- EDIT BELOW THIS LINE --> |
<!-- EDIT BELOW THIS LINE --> |
||
After the success of ''[[Star Wars: Shadows of the Empire (video game)|Star Wars: Shadows of the Empire]]'' on the Nintendo 64 in 1996, LucasArts began planning a follow-up. At the time, Factor 5 was developing a game engine to create large terrain maps for their planned sequel to LucasArts' ''[[Rescue on Fractalus!]]'' After LucasArts signed a three-game exclusivity deal with Nintendo, Factor 5 was allowed to convert their work on the new ''Fractalus'' sequel into a ''Star Wars'' game instead. The game's focus would be space combat; this direction was inspired by a level of ''Shadows of the Empire'' in which the player flies a snowspeeder during the Battle of [[Hoth]]. ''Rogue Squadron'' and LucasArts production manager Brett Tosti stated, "That whole scene was actually the genesis for ''Rogue Squadron'' because everybody said, 'Why don't you do a whole game like that?' So we did." Factor 5 and LucasArts divided the game's development load. Factor 5 designed the [[game engine]], the music, and worked closely with Nintendo, while LucasArts produced the game's content and ensured it was faithful to [[Star Wars canon|''Star Wars'' canon]]. |
|||
[[Image:Ryu Hyun-Jin.jpg|thumb|right|alt=A Korean man wearing a grey Los Angeles baseball uniform Throwing a ball.|[[Hyun-jin Ryu]] was the first [[Korea Baseball Organization|KBO]] player to use the posting system.]] |
|||
The {{nihongo|'''posting system'''|ポスティングシステム|posutingu shisutemu}}<ref>The agreement is officially called the {{nihongo|"United States – Japanese Player Contract Agreement"|日米間選手契約に関する協定}}. In English, the process is most commonly referred to as the "posting system", though it is also sometimes referred to as the "posting agreement". The corresponding Japanese term is most commonly written in [[katakana]] as "{{nihongo2|ポスティングシステム}}", though "{{nihongo2|ポスティング制度}}" is sometimes used.</ref> is a [[baseball]] player transfer system that operates between [[Japan]]'s [[Nippon Professional Baseball]] (NPB) and the [[United States]]' [[Major League Baseball]] (MLB), or between the [[Korea Baseball Organization]] (KBO) and [[Major League Baseball]] (MLB).<ref>[http://www.foxsports.com/mlb/just-a-bit-outside/story/kim-kwang-hyun-kang-jung-ho-are-these-the-next-korean-stars-headed-to-mlb-110614 Are these the next Korean stars headed to MLB?]</ref> Despite the drafting of the United States – Japanese Player Contract Agreement in 1967 designed to regulate NPB players moving to MLB, problems arose in the late 1990s. Some NPB teams lost star players without compensation, an issue highlighted when NPB stars [[Hideo Nomo]] and [[Alfonso Soriano]] left to play in MLB after using loopholes to void their existing contracts. A further problem was that NPB players had very little negotiating power if their teams decided to deal them to MLB, as when pitcher [[Hideki Irabu]] was traded to an MLB team for which he had no desire to play. In 1998, the Agreement was rewritten to address both problems; the result was dubbed the "posting system". |
|||
Factor 5 initially pitched a concept to allow gamers to play through missions similar to the fans' favorite action sequences from the ''Star Wars'' films. This proposal was rejected, however. At that time, LucasFilm was not comfortable with video games drawing directly from the films nor would they allow original content to be incorporated alongside battles from the films. Consequently, the resulting game was almost completely set in the [[Star Wars expanded to other media|''Star Wars'' Expanded Universe]]. The designers at LucasArts initially planned to adapt ''[[Rogue Squadron (novel)|Rogue Squadron]]'' and ''[[Star Wars: X-wing Rogue Squadron (comics)|Star Wars: X-wing Rogue Squadron]]'', a series of books and comic books set after the years of the original film trilogy, and have the game centered around Wedge Antilles. It was later decided that the game would instead focus on Luke Skywalker and primarily take place between the events of ''A New Hope'' and ''The Empire Strikes Back'' as it was more commercially appealing. |
|||
==Past postings== |
|||
Of the 15 [[List of Major League Baseball players from South Korea|South Korean-born players who have played in MLB]],<ref>{{cite web |title=Players by birthplace : South Korea Baseball Stats and Info |url=http://www.baseball-reference.com/bio/South-Korea_born.shtml |work=[[Baseball-Reference]] |publisher=Sports Reference LLC |accessdate=May 18, 2015}}</ref> 2 have entered the league using the posting system. |
|||
LucasArts began developing the story and gameplay in a setting that would include characters from the films participating in new, original missions using Factor 5's terrain map engine as the base. The development team's basic design plan was to combine the free-roaming style of ''Rescue on Fractalus'' with the on-rails gameplay of [[Atari]]'s [[Star Wars (1983 video game)|''Star Wars'']] arcade game. Initially, designing and refining the individualized flight controls for the game's various vehicles was difficult for programmer [[Mark Haigh-Hutchinson]] before breaking through to find the right balance for each. In May 1998, a demo of the game was displayed at [[E3 (Electronic Entertainment Expo)|E3]], but the game was so incomplete at the time that Tosti considered it a [[tech demo]]. It rendered a basic [[heightmap]] and an immobile [[AT-AT]] model, while TIE fighters lacking [[game artificial intelligence|artificial intelligence]] flew and fired in a predetermined path. When "playing" the demo for audiences, Tosti followed a very specific flight path of his own to give the illusion that he was actually battling with the TIEs. Despite the demo's barebones presentation, response from gamers was largely positive. In the final build of the game, many of the enemy fighters continued to follow predetermined flight paths as calculating flight paths on the fly required too much processing power. |
|||
{|class="wikitable sortable plainrowheaders" |
|||
|+ Successful postings |
|||
|- |
|||
!scope="col"|Player |
|||
!scope="col"|Posting date |
|||
!scope="col"|[[Korea Baseball Organization|KBO]] team |
|||
!scope="col"|[[Major League Baseball|MLB]] team |
|||
!scope="col"|Winning bid |
|||
!scope="col"|Date of contract<br>agreement |
|||
!scope="col"|MLB contract |
|||
!scope="col" class="unsortable"|Notes |
|||
|- |
|||
!scope="row"|{{sortname|Hyun-jin|Ryu}}{{ref|pitcher|P}} |
|||
|{{dts|2012|11|1}} |
|||
|[[Hanwha Eagles]] |
|||
|[[Los Angeles Dodgers]] |
|||
|$25,737,737.33 |
|||
|{{dts|2012|12|9}} |
|||
|<span style="display:none">$6,000,000</span>6 year, $36 million |
|||
|<ref>[http://www.cbssports.com/mlb/eye-on-baseball/21336674/dodgers-sign-hyunjin-ryu-for-six-years-36-million Dodgers sign Hyun-jin Ryu for six years, $36 million] December 9, 2012</ref> |
|||
|- |
|||
!scope="row"|{{sortname|Jung-ho|Kang}} |
|||
|{{dts|2014|12|15}} |
|||
|[[Nexen Heroes]] |
|||
|[[Pittsburgh Pirates]] |
|||
|$5,002,015 |
|||
|{{dts|2015|1|16}} |
|||
|<span style="display:none">$2,750,000</span>4 year, $11 million |
|||
|<ref>[http://m.pirates.mlb.com/news/article/106592314/pirates-jung-ho-kang-make-it-official-with-4-year-11m-deal Bucs, Kang make it official with 4-year deal] January 17, 2015</ref> |
|||
|} |
|||
<small> |
|||
:{{note|pitcher|P}}This player is a [[pitcher]].</small> |
|||
Late in development, the team realized that they were developing the game with a Nintendo 64 [[Random-access memory|memory]] expansion in place at all times. Unable to run the game on a standard Nintendo 64, they began working on compression techniques to allow the game to run within the confines of the standard console. At the same time, Factor 5 also appealed to Nintendo to release the newly developed memory [[Expansion Pak]] commercially. Nintendo was reluctant, expecting the technology to be reserved solely for hardware peripherals. However, after [[Iguana Entertainment]] also wanted to use the Expansion Pak to achieve a higher display resolution for ''[[Turok 2: Seeds of Evil]]'', Factor 5 was given the green light. Ultimately, ''Rogue Squadron'' was made to run on a standard Nintendo 64 but the Expansion Pak increases its resolution from 320 × 240 to 640 × 480. |
|||
==Notes== |
|||
{{reflist}} |
Latest revision as of 22:35, 28 May 2020
After the success of Star Wars: Shadows of the Empire on the Nintendo 64 in 1996, LucasArts began planning a follow-up. At the time, Factor 5 was developing a game engine to create large terrain maps for their planned sequel to LucasArts' Rescue on Fractalus! After LucasArts signed a three-game exclusivity deal with Nintendo, Factor 5 was allowed to convert their work on the new Fractalus sequel into a Star Wars game instead. The game's focus would be space combat; this direction was inspired by a level of Shadows of the Empire in which the player flies a snowspeeder during the Battle of Hoth. Rogue Squadron and LucasArts production manager Brett Tosti stated, "That whole scene was actually the genesis for Rogue Squadron because everybody said, 'Why don't you do a whole game like that?' So we did." Factor 5 and LucasArts divided the game's development load. Factor 5 designed the game engine, the music, and worked closely with Nintendo, while LucasArts produced the game's content and ensured it was faithful to Star Wars canon.
Factor 5 initially pitched a concept to allow gamers to play through missions similar to the fans' favorite action sequences from the Star Wars films. This proposal was rejected, however. At that time, LucasFilm was not comfortable with video games drawing directly from the films nor would they allow original content to be incorporated alongside battles from the films. Consequently, the resulting game was almost completely set in the Star Wars Expanded Universe. The designers at LucasArts initially planned to adapt Rogue Squadron and Star Wars: X-wing Rogue Squadron, a series of books and comic books set after the years of the original film trilogy, and have the game centered around Wedge Antilles. It was later decided that the game would instead focus on Luke Skywalker and primarily take place between the events of A New Hope and The Empire Strikes Back as it was more commercially appealing.
LucasArts began developing the story and gameplay in a setting that would include characters from the films participating in new, original missions using Factor 5's terrain map engine as the base. The development team's basic design plan was to combine the free-roaming style of Rescue on Fractalus with the on-rails gameplay of Atari's Star Wars arcade game. Initially, designing and refining the individualized flight controls for the game's various vehicles was difficult for programmer Mark Haigh-Hutchinson before breaking through to find the right balance for each. In May 1998, a demo of the game was displayed at E3, but the game was so incomplete at the time that Tosti considered it a tech demo. It rendered a basic heightmap and an immobile AT-AT model, while TIE fighters lacking artificial intelligence flew and fired in a predetermined path. When "playing" the demo for audiences, Tosti followed a very specific flight path of his own to give the illusion that he was actually battling with the TIEs. Despite the demo's barebones presentation, response from gamers was largely positive. In the final build of the game, many of the enemy fighters continued to follow predetermined flight paths as calculating flight paths on the fly required too much processing power.
Late in development, the team realized that they were developing the game with a Nintendo 64 memory expansion in place at all times. Unable to run the game on a standard Nintendo 64, they began working on compression techniques to allow the game to run within the confines of the standard console. At the same time, Factor 5 also appealed to Nintendo to release the newly developed memory Expansion Pak commercially. Nintendo was reluctant, expecting the technology to be reserved solely for hardware peripherals. However, after Iguana Entertainment also wanted to use the Expansion Pak to achieve a higher display resolution for Turok 2: Seeds of Evil, Factor 5 was given the green light. Ultimately, Rogue Squadron was made to run on a standard Nintendo 64 but the Expansion Pak increases its resolution from 320 × 240 to 640 × 480.