http://wccftech.com/star-citizen-exclusive-interview-erin-roberts/
It is so boring, how can they still pull this vague marketing-blabla off after so many years? That is unbelievable. Very often the structure of the argument is the same: Asking for a certain game mechanic, nothing is actually shown but an idea, how it is supposed to work, is given through an example that often resembles your stereotypical scifi-movie situation. Very clever to make all these references to the beloved scifi-universe, keeps your mind busy fantasizing about playing all these cool situations yourself, like being scottie managing energy levels, being the guy who releases the core after heavy damage, being lost in an asteroid field without fuel (for how many hours do players have to wait in this case until rescued?), playing a game of scifi-chess in your cosy ship during a multiple hours cargo-run etc. Scenarios, scenarios, scenarios, but nothing tangible, nothing systemic, no actual ruleset presented that enables players to play these emerging situations.
It is so boring, how can they still pull this vague marketing-blabla off after so many years? That is unbelievable. Very often the structure of the argument is the same: Asking for a certain game mechanic, nothing is actually shown but an idea, how it is supposed to work, is given through an example that often resembles your stereotypical scifi-movie situation. Very clever to make all these references to the beloved scifi-universe, keeps your mind busy fantasizing about playing all these cool situations yourself, like being scottie managing energy levels, being the guy who releases the core after heavy damage, being lost in an asteroid field without fuel (for how many hours do players have to wait in this case until rescued?), playing a game of scifi-chess in your cosy ship during a multiple hours cargo-run etc. Scenarios, scenarios, scenarios, but nothing tangible, nothing systemic, no actual ruleset presented that enables players to play these emerging situations.