It is, and that's the problem. That's the basic idea, but there's
a lot more than just fighting amongst the tribes going on. IG saw the basic idea and ran with it. They completely ignored the unique personalities each tribe had at that point in human history, how the human empire (devastated many times over by Prometheus and his Cybrids) would have been structured or acted, and just completely ignored the entire culture and structure of every group represented in the game.
If you know anything about the history behind the franchise (
which starts right before the 21st century, goes for nearly 2,000 years and was written years before Irrational was putting out concept art) you'd realize the points Weatherlight brought up in his post further up this page are completely valid and answer your question. And that's just the start story-wise.
It was more the fact that Irrational hacked the engine together to do what they wanted. Sure, if you want to make skins and maps for T:V it's not that difficult. If you have any other ideas you might as well forget it. If memory serves the largest obstacle was the physics because Irrational injected some of their own code into the engine and didn't bother to do anything with the code that comes with the engine by default.
A big thing was Starsiege: 2845. It was to be a total conversion mod of T:V and marketed off as the posterchild of how easy modding T:V was (think "HEY GUYS, LOOK HOW GREAT THIS MOD LOOKS FOR THIS GAME! DID WE MENTION THE GAME'S NOT OUT YET AND PEOPLE ARE ALREADY MODDING IT!?"). It wasn't, the team never got the source code to fix what Irrational broke, and it produced the quote Weatherlight brought up "The engine is shit". For example, it took weeks for a team of 30-50 people (many of them professionals in the industry) working in their spare time to implement a vehicle that operated very much like the Scorpion in the Unreal Tournament series and they only got halfway done. By contrast it took a day to do the same in the Torque Game Engine.
Many felt that was a very good indication of how the game handled mods and custom content. Vivendi must have thought it was too because they were very open to allowing the team to move to a different engine and T:V was axed very shortly after.
The hang up is the game was nothing like the previous Tribes titles in the series and the quote I posted earlier answers your question well enough. Here it is again:
In short they had no idea what made a Tribes game a Tribes game. They took a look at the history behind it, saw some screenshots, and went to work with their idea and listened to community feedback at TribalWar. That was their mistake from a design standpoint. I myself was a giddy school girl over screenshots they were releasing but at the end of the day the game is just far more different from Starsiege: Tribes/Tribes 2 than Tribes 2 was originally from Starsiege: Tribes.
That is
not a bad thing. But when the market they were catering to (those of us sitting at the-Junkyard, Starsiege2845.com, Sun and Shadows, TribalWar, etc.) expects something it will be hated if it is not what is expected. People completely new to the franchise might like T:V. In fact I bet they will because it looks prettier and, in an age where graphics are everything to people who came into the gaming world with an Xbox, T:V will be picked up first. But to those of us who have been with the franchise for years before T:V it felt dumbed down compared to what we were used to, even if it did have better graphics.
It's hated because everything about it is not what it was promised to be and it failed in the eyes of everyone who played Starsiege, Tribes, or Tribes 2 before. It's no stretch to imagine that the people still playing it have not had any experience with the Tribes series before it was released. The reasons why have been discussed to death since the game came out years ago.
"Look". Anyone who plays any game in the Tribes series, Tribes: Vengeance included, should know any Tribes game is a game that doesn't need to look good to play. It's about the movement, weapons, armor classes, vehicles, and deployables.
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