Star Citizen Discussion Thread v11

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...I'm a proponent of enjoyable gameplay over pedantic realism and I'm more than willing to ignore any desire for realism or science fact included just to satisfy someone's inability to suspend belief...

Wish I could rep you more than once for that. The number of times I've wondered if certain factions in the main forum really would have preferred Elite:Masochism, or perhaps Elite:MoreThumbTwiddling. I oft despair!

Happy New Year fellow space-dwellers!
 
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Welp...Happy Wednesday everyone. It's a normal working day for me even at this time of morning, this lot needs fed as usual :rolleyes:

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Do you feed them souls?
 
Wish I could rep you more than once for that. The number of times I've wondered if certain factions in the main forum really would have preferred Elite:Masochism, or perhaps Elite:MoreThumbTwiddling. I oft despair!

Happy New Year fellow space-dwellers!
1 man's meat is another man's poison ... Which is where good honest marketing comes in and knowing your target audience.

Imo a game targeting and selling to a specific demographic whilst accepting that will mean some people won't be interested in your product will ultimately lead to a better game and in the long term may do better.

Take for instance Euro Truck simulator, (game I really like), EVE (game I really don't like) or DOTA2 (another one I don't like)

Each of those games absolutely don't appeal to everyone, I really don't like 2 of them and the one I DO like is often used as a pejorative term meaning boring game with nothing to do

And yet each one of them is successful and has been for a long time, still getting many updates.
 
I'm a proponent of enjoyable gameplay over pedantic realism and I'm more than willing to ignore any desire for realism or science fact included just to satisfy someone's inability to suspend belief.
And that really hits at the heart of the inherent impossibility of the game as pitched. It is at once supposed to cater to exact that kind of pedantry, and to the kind of fantastical and heroic “reality” depicted in Chris' most recently watched space opera, and to the far more gameplay-oriented design expected of a modern PC release. All of them are pretty much mutually exclusive, and that's not even the only mutually exclusive set of design goals that has been set up for the project.
 
And that really hits at the heart of the inherent impossibility of the game as pitched. It is at once supposed to cater to exact that kind of pedantry, and to the kind of fantastical and heroic “reality” depicted in Chris' most recently watched space opera, and to the far more gameplay-oriented design expected of a modern PC release. All of them are pretty much mutually exclusive, and that's not even the only mutually exclusive set of design goals that has been set up for the project.
SC isn't the only space game to have fallen in that trap imo, tho it may have been more egregious about it.
 
There are still ways to increase a bit of realism to deepen the gameplay, e.g. the flight model where a good skill ramp would create a more interesting gameplay vs the current arcade shoot-em-up model. Like everything, a fair balance has to be determined...
I would point out KSP as an example of very realistic game (with few compromises, even fewer with mods) that was highly successful, as it used that realism as depth of gameplay...
DISCLAIMER AS IT SEEMS EVERYTIME I MENTION THAT PEOPLE GO INTO HYPERBOLES: I am perfectly aware that SC doesnt need orbital mechanics (as in proper ones like KSP, needing Hohmann transfers etc.), or month long travels, that's the point i am trying to make above. My point is, dont fall into the opposite excess...
 
I'm a proponent of enjoyable gameplay over pedantic realism and I'm more than willing to ignore any desire for realism or science fact included just to satisfy someone's inability to suspend belief... just the same way I can readily accept there are dragons and magic in Skyrim...I'm sure nobody worried overly much about the flight physics of the dragons :)
I'm also a proponent of that as well... but I'm also very much a proponent of verisimilitude: the illusion of truth. This is doubly true for science-fiction games. If you're going to introduce a novel technology, such as FTL travel, then you should a) be consistent when applying that technology, and b) logically think through the repercussions of that technology. Doing so places limitations on those within a setting, and its the limitations, and how they need to overcome them, is what makes a story or game interesting to me.

Failing to do either tends to lessen my enjoyment of media, whether its novels, TV, film, or games. Failing to do both, especially in a game, can kill it completely. It's one of the reasons why I tend to rate the Disney era of Star Wars films lower than the best of Prequel Trilogy, because even the best written of them, Rogue One, keeps treating the hyperdrive as a magical "do everything" technology, rather than one with well defined limits... even though it always traveled at the speed of plot. ;)

Thankfully for my sanity, I have no desire to dive too deeply into the morass of conflicting sci-fi technologies that is Star Citizen. Maybe if Chris Roberts had released the game when he said he would (2014), that would be different.

...

And yes, I'm very much interested in the mechanics of how dragons fly in Skyrim, as long as it maintains verisimilitude with its setting. A well thought out dragon is a thing of beauty, especially as an antagonist. :D
 
Verisimilitude I think is the perfect term for what is vital for me in sci-fi media. Many - myself included use the term immersion (for me because it is easier to spell ;) ) but what I really care about is verisimilitude. ED at launch for instance did this quite well. Sure it was missing a lot of stuff which we had to fill in the blanks and ignore ... But what there was generally fit together well and was consistent.
The challenge is keeping it all together as new features are added. ED has done this less well.

I know this is an SC thread but as that game is not out yet how CIG will handle stuff like internal consistency and a pretense of stuff being backed by science would purely be guess work. I can only say how i hope they do it.
The game has just failed so I guess it would be bad to use it as a model..... But videos of hellion I watched 18 months ago for me had perfected EVA and the mechanics of moving about from space to atmosphere structures . I would love that in both SC and ED including all the fiddly stuff.
 
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Verisimilitude I think is the perfect term for what is vital for me in sci-fi media. Many - myself included use the term immersion (for me because it is easier to spell ;) ) but what I really care about is verisimilitude. ED at launch for instance did this quite well. Sure it was missing a lot of stuff which we had to fill in the blanks and ignore ... But what there was generally fit together well and was consistent.
The challenge is keeping it all together as new features are added. ED has done this less well.

I know this is an SC thread but as that game is not out yet how CIG will handle stuff like internal consistency and a pretense of stuff being backed by science would purely be guess work. I can only say how i hope they do it.
The game has just failed so I guess it would be bad to use it as a model..... But videos of hellion I watched 18 months ago for me had perfected EVA and the mechanics of moving about from space to atmosphere structures . I would love that in both SC and ED including all the fiddly stuff.
It still remains as one of my more terrifying gaming experiences...trying that initial airlock module/hab module docking in Hellion with pure Newtonian physics... EVA in a space suit rapidly running out of air :oops:

Clinging to the outside of the airlock module at an external terminal and steering it to your hab module using compressed air thrusters, trying to get the rotation, speed and angles...matching velocity with the hab...all whilst running out of precious air in both the module thruster air supply and your suit with no way back into your hab if you fail as you had to vent the thing to atmosphere to get out in the first place.

Even the simple act of opening a door in Hellion could propel you into space with no return if you forget to grab onto a rail if you can't depressurise the module via a working airlock first...terrifying.

Even the time I begged friends to spawn in my hab to help...completely forgetting I had already vented the hab module on my way out so they choked and froze to death as they exited the cryo-sleep pods and before they could reach a suit. A constant enquiry in Hellion..."Did you shut the bloody door this time?"
 
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Unfortunately, you need someone to give you a ride to another station and spawn the ship from there...it's the only workaround for that particular bug.
Well here is the thing....I create a beacon for personal transportation and few good people accept it to give me a ride but when ever they picked me up and engage to the hyperspace to the new destination game snapped for me and I remain stuck at R&R Hur-L4....It's happened already 2-3 times I will try again later but seems like this bug is really persistent almost like whole Croberts Universe........

Update...I finally menaged to escape from that place....Special THX to the @CornixVitiate for giving me a free ride as he was already there so he just give me a transporation to the closest place and I enter immediately into ship-bed before he engage hyperspace...I guess maybe that helped avoiding the game to snap again....

Also this atmospheric flight an Elite fan-made demo is breathtaking.......

 
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Happy new year every body peeps!
I think all bets are off on SC going into the new year,i saw good frame rates and a stable game for a brief while their.
This at least proves they are capable of producing a playable game.
The community has shown a dogged determination to fund this thing,to whatever end. I'm sure this trend will continue.
 
Yeah, all those SC fans who don't realise they're playing a demo ;)
Aye...may be just that...but to put a bit of perspective on it, all those SC fans don't have to rely on a fan made imaginary atmospheric world demo using the Unreal engine to fly around in since the demo they're currently playing already has them...they can even land, mine rocks in ships or on foot, drive about, do missions, deliver and pick up cargo, walk around a bit to stretch their legs whilst standing next to hot geysers or fumeroles, visit caves and cities, do a bit of shopping on them and pick some weird alien fruit off the bushes too...hell, on one of the planets in the demo they can even park their ships, climb out, wander over to sit under the trees and look up at the orbital station in the sky they just flew down from in real time whilst talking to the turtle they rescued from one of the cities on a whole other planet.

As awesome as the Unreal engine demo appears, and props to the fan that made it...the current tech demo of SC, besides all it's somewhat dodgy physics, bugs and foibles, is still a tad more substantial than shoving a non working rendered cockpit graphic onto a free fly to make it look like you're flying a ship...just sayin' ;)

I'd love for atmospheric worlds to be in Elite...always been a dream....but until that happens, I'll just have to suffer through Star Citizen...
 
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