The insurance system is going to be a hoot when it's introduced:
So a new player in an Aurora gets his/her ship blown up by any other ship.
Now what do they do? Wait 10 minutes (for example) to keep playing, or pay and get their ship back.
Ship gets blown up again. Now wait 15mins or pay again. Oops not enough credits, guess they wait. - Oh look I can buy credits from CIG with real money. Awesome!
Uninstall game & go rant on Spectrum.
Nobody plays games to watch a rebuy counter tick down.
Don't forget that in Star Citizen you are not a vehicle, you are not tied to your ship. When your ship explodes you respawn in the last city "hub hospital" location and get another ship (all ship's come with insurance for X time, some even have lifetime). When starting as a rookie fees will be ofc affordable to noobs, it's basic game design, you don't create game loops that can leave a fresh player stranded without options.
Besides players are not ships , you don't depend exclusively on them to be able to play. You can hop on other players ship's and do quests and earn creds or maybe just stay in planetside and "borrow" ground vehicles.
Man, that's funny. Its almost believable as well.
It's real talk between dev's, it's from the Jump Point Magazine Nov Issue that goes into detail the Gamescom Demo preparation.
You can read it here:
http://www.sc-convoy.com/hosting/Jump%20Point/JP48.pdf
Page 5, Rest of the Jump Point Magazines can be found at:
http://sc-convoy.com/?page_id=376
Worth a read if you are into cig game development, star citizen lore etc
The question would be, what would the player do while its being unloaded/loaded, and how long will it tame? As long as there are other things to do, like visit mission givers or whatever, then it might be ok.
But the whole idea of manual loading/unloading, for anything more than a couple of tons... ugh, can't see that being popular at all.
That's exactly the direction they are going, you land on "habitable" places, there's shop's to visit, trade quest hub's, shady bar's. What a player does with it's time while it's ship refuel's/repairs/loads-unloads it's up to him. Social players might want to go to the local bar and chat, collectors will probably buy all the hats, mix-maxers will focus on armor, fps and ship weapons, explorer's might wander around and check the city, all the above. It's about having options for the gamer to play has he wants, the way Star Citizen is being developed it's exactly to provide that kind of experience.
I think that traditional item purchase (legal goods) will mostly be handled by using the Kiosk System and will be automatically Loading/Unloading while if you want to smuggle illegal stuff it's better to go for manual loading as it allows you to hide stuff etc.
Also the manual loading/unloading is part of questing, the pick up Artifact from pirate base or derelict ship kind of thing.
Something happened in 2014 to change things.
Nice list but had to cut the text, worth a chuckle despite missing the most hilarious ones.
Now, about the bold part. Might be related with the release of ED and people making unfounded comparisons between both company's development approach and game design decisions. ED stayed on it's course and released on time the basic foundations of the game while Star Citizen opted, well imo, to reflect the support of it's community by expanding the scope and ambition of it's game.
All in all I think both games are still very far apart from fulfilling the whole vision it's creators (Braben/Roberts) would consider "complete".
You know, Reddit represents a large part of SC community, so I don't think their opinion should be discounted. As for the other forums, I remember periodical dumps of posts criticizing ED in its thread on the SC forums, back before it was hidden behind a paywall.
That's another misconception thrown around a lot that has no base on reality. Online posters don't actually represent a large part's of a game community.
A game community is everyone who own's/play's a game not just the ones that interact in social media.
What that means is that posters are usually a very small minority of a game's player base.
5% to be more exact, according to data provided by an industry dev.
Now those numbers could well be skewed by "console gaming" community's or from more traditional casual games compared with Star Citizen that was born thanks to it's community and has a very deep and engaged hard-core gamers invested in the game. But I doubt they make even 20% of the whole slice that backed the game. There's a reason most arguments end up being rehashes of the same old points across multiple forums / reddit's / comments sections again and again. It's that deeply engaged minority that makes all the fuss over anything and everything that doesn't actually translate to what happens in the real life.
Only people with problems/illness were liable to spend that much in the first place, so its guaranteed to be and ugly spectacle.
A bit distasteful to say gamers have a "problem/illness" because they believe(d) in a video-game. Not only because it's not anyone's business how other's decide to spend their money but also because in this forum you have plenty of people who spend above the standard video-game price (60$) in Elite or/and Star Citizen.
Many of the most vocal harsh critics have spent that on Star Citizen, many still do despite being critical.
One can be critical of something without being disrespectful, one can be incisive and cynic and still provide a constructive opinion that leaves room for debate.
One can be passionate about a game without letting it consume it's judgement and ability to discuss it without degenerating into a
Angry Gamer : http://askagamedev.tumblr.com/post/96091066151/understanding-the-angry-gamer
There's good reason for that - and this is part of reason why SC crowd irks me. I have respect for people who enjoy being part of both communities, but SC community is full of gamers who have no clue how things work. For me making biggest space game is a marathon. Most prepared will most likely to win. Yes, FD ain't perfect, and they have some explaining to do about future of ED as they change from seasons model to something different, but overall they seem to be working toward specific goals and targets and are quite aware what they want to achieve. It might be not what 'walking around in space suit while pew pewing friends' crowd want right now, but FD goal is create unified game for everyone to play, not just for 'GTA V in space' crowd.
It is huge, it is complex, lot of things breaks on regular basis. But it is there as actual game. And there's good reason why it's like that - because people behind ED actually know what they are doing.
That's correct, and a simple way to understand why CIG is taking it's time with Star Citizen by leveraging it's development into funding. That way they have no need to rush thing's as they have no publishers or shareholders forcing them to bring quarterly profits for the sake of filling corporate pockets.
Star Citizen has explained in great detail the direction the game is going, it's part of it's funding success, they showcase what they are working on, where they are heading with the game and people like what they show and give them money.
We know in great detail what tech and content will come in the next updates, I don't think any other company that put's as much effort as CIG in showcasing the process of it's game's development and the direction it's taking, delays, cut's and refactoring are normal part of any game's development and gamers should do their homework and adjust their expectations accordingly.
[video=youtube;Mz4zDwp1iQE]https://www.youtube.com/watch?v=Mz4zDwp1iQE[/video]