It’s not difficult to create a large, randomly generated world. The problem is in making a vast universe that’s actually interesting – that’s able to hold your attention for an extended period of time. On the mission side, for example, we’re aiming to algorithmically construct a lot of our missions, but we’re going to leverage our designers’ capabilities, instead of trying to entirely replace them with mathematical equations. We’ll have the traditional hand-crafted missions whereupon the player gradually progresses through a detailed storyline, but as with all MMOs the problem with that approach is that you’re always struggling to create enough new content to keep the player base entertained, and if that’s your only method of content generation the quality tends to suffer as a result. In your quest to deliver a large quantity of content, you tend to lower your standards and create a lot of really simplistic missions that aren’t very interesting, that are identical whether you’ve played it once or a dozen times, that aren’t even remotely fun to repeat, and that often have little to no direct linkage with the previous or subsequent missions you’re offered. For Star Citizen, we’re going to try and do something a lot different. Designers are going to hand-craft individual mission components, and then specify how those pieces can be customized at run-time and linked to others to form coherent chains that effectively represent small, unique stories consisting of multiple sequential mission objectives. Responding to a simple distress call, then, becomes a lot more interesting because – just like in real life – you never know what might unfold as a result. Prevent a freighter from being destroyed by brigands, and you might collect your reward and leave. Search the computer core of the attackers’ ship, though, and you might ascertain the location of one of their remote outposts. Infiltrate that base and you might learn where they stash their stolen booty and make off with a fortune…if you can figure out how to defeat or draw away the heavily armed ship defending it. I think that the end result is going to be considerably greater than the sum of the individual pieces, and provide players with a much more diverse and interesting world to explore, where there are a practically infinite supply of threads that, when pulled, can dynamically instantiate long strands of a story that the player can choose to pursue or ignore as they see fit.