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  1. Source: http://www.gamestar.de/spiele/star-citizen/artikel/star_citizen,48820,3307804.html (Translated) THE WAITING GAME Four years ago, Star Citizen occurred with a Kickstarter campaign to conquer. $ 141 million later, we can look together with project chief Chris Roberts back on turbulent times and fathom why patience is still a virtue. To climb a high mountain, even using the most modern technology is not a walk. Fitness, good planning, an iron will and a lot of patience are essential for the climber. The development of the mega project Star Citizen has become a similar challenge: After the project was initially a not necessarily small but manageable survey, it has now grown to eight thousand, both in terms of volume as well as the technical challenges. Bookmakers Chris Roberts might but in 2017 in front of the summit: If all goes to plan, episode one of the single-player campaign is Squadron 42 delivered and the update 3.0 is the first to see a complete game from the multiplayer universe Star Citizen. We spoke with Chris Roberts in an interview at length about the challenges of development, have coaxed him details of technical solutions, drawn information on emissions and Housing from the nose and of course asked about the state of affairs concerning Squadron 42nd We can look back with him to four years of development and look a bit into the future. We explain why Star Citizen is a real puzzle and why we believe that the wait could really pay off in the end. A dream takes off After a long break from the game development and a thoroughly successful foray into film production ( "Lord of War," "Lucky Number Slevin"), the Wing-Commander-father Chris Roberts anno 2011 decides to return to his roots. He wants a game after Minecraft model develop: produce an alpha version, sell them and use the proceeds for gradual improvements. As engine selects the CryEngine 3, the prototype for its new space game he can develop from freelancers and friendly studios. The cost it pays out of pocket. Originally Roberts wanted to win with the prototype the usual investors for the project. With the advent of Kickstarter but his enthusiasm begins for crowdfunding, ie the financing through many small contributions from private supporters. He first tried it on a website that breaks down promptly after the announcement of Star Citizen in October 2012 under the onslaught. Shortly thereafter a Kickstarter campaign built from the ground: After 30 days, Roberts has over two million dollars taken by the Kickstarter source and again four million on its website. If the match can be developed without investors perhaps? About any additional objectives (so-called stretch goals) comes in more money, at USD 22 million announced Roberts complete independence from any investors. From 65 million will be no further Stretch Goals more awarded, the feature list is long enough. At present, and after about four years of development more than 140 million dollars have been collected. But that does not mean that the project Star Citizen always went like clockwork. Austin, we have problems Was initially a manageable project with classic space dogfights, and a single-player campaign (Squadron 42) planned, the steady stream of money will soon generate a rapidly growing extent. Chris Roberts: "When we took more and more money, we said: Hey, we now have the ability to do it the way we really want to do it. The challenge was to get everything together to create a reasonable workflow. "That should be more difficult than thought. Cloud Imperium Games must establish from scratch a complete studio structure. Next to the studio in Austin come 2013 Locations Santa Monica and Manchester (United Kingdom) to do so. In addition, Roberts relies on contract studios as Behaviour Interactive ( WET , 2009), IllFonic (see box) and Moon Collider (Kythera-KI). The multi-pronged development of single-player campaign, multiplayer universe and the live operation of the playable modules (hangar and Arena Commander) requires far more specialists than are present. We are looking for highly experienced software developers who are familiar with the CryEngine and write tools for designers. But which are then few and far between, which causes delays in operation. Often the required tools are simply not available in time. Only with the decline of Crytek UK relaxes the situation on the personnel front: After Crytek in April 2014 can no longer pay salaries, engages Cloud Imperium Games there from a number CryEngine specialists. End of 2014 CIG already employs around 180 staff. However, pushing once other structural problems in the foreground. IllFonic worked since 2013 with the development of Star Marine, the first-person shooter module for Star Citizen. As their work with levels that were built directly in CIG, should be merged, a catastrophe occurs: IllFonics assets have the wrong scale and do not fit into the CIG-Level! "Although it looked as if it were almost ready, but did not work the last 20 percent at the end, and we had to unravel it all over again and start from the beginning," explained Roberts. The throws back the entire development. CIG draws conclusions and begins to unite most of the elements of the development under their own roof. This includes the shooter module and the AI that at Moon Collider was in work to date and is now further developed in the new Frankfurt studio. Additionally begun better to delegate powers and responsibilities. Foundry 42, the CIG Centre in Manchester, is developed in the Squadron 42, serves as a role model. Chris Roberts' brother Erin and some of his colleagues had previously worked for years at the lego game and knew how efficient studio structure works. Their knowledge is gradually applied to all studios of Cloud Imperium Games. At the same time the shortage of skilled labor decreases slowly: "We've got some really great people, for example, the Frankfurt studio is obviously very good for us have been. There we had a lot of people who were familiar with the engine and have contributed much to the planet technology and other things, "explained Roberts. "We now have a really strong team, which is at least as good as any team in the games industry." Extensive Engine Changes Having a good team is one thing, the appropriate technical basis the other. Roberts was and is scolded by media and critics repeatedly for his choice of CryEngine: She was not meant for multiplayer player of this magnitude, so the frequently voiced criticism. Basically, that's not wrong. The originally planned Star Citizen version had a much smaller scale and significantly fewer features. However, with the financial encouragement by the fans grew the possibilities many times over - and thus the demands on the engine. This makes extensive revisions to the CryEngine necessary. One of the biggest restructuring on the CryEngine is the conversion to 64-bit double-precision, culminating with the release of Update 2.0 end, 2015. Until then, the CryEngine runs with 32-bit precision, which only a few square kilometers allows big maps. "Most engines work with 32-bit," explains Roberts 2015 compared to the British magazine PC Games Network. "This works well for a first-person shooter or an Overlap shooter where you have only a few square kilometers of areas. But we are in space, we are thousands, millions kilometers. " This precise travel within such gigantic maps is possible, the engine must be adjusted to 64-bit. In addition to this construction site and the network code is newly reissued (the work it continues to this day). Around 50 percent of the engine had been previously adapted to individual needs, gave the Frankfurt studio boss Brian Chambers in an interview at the Gamescom 2016 Protocol. Although this work required a lot of time and effort, but results are already visible today. Already in the persistent world of current Star Citizen-Alpha (around the planet Crusader), players can explore an impressive 400 quadrillion cubic kilometers Space (official figure). Of course, the majority of "only" empty space, but the technology behind it seems to work fine - apart from some serious server lags. With the complete Stanton-star systems in the Alpha 3.0 the card size should even grow. But all these basic work costs much more time than originally planned. And that is reflected especially in the public perception down - no player like delays. Gaming expectations Despite a largely open development, which is accompanied by a detailed monthly reports from the studios and weekly video formats, not tearing the partial unobjective from criticism. Non-compliance with deadlines and the development time can be found again and again in the crossfire. In the original Kickstarter campaign it was then: "After twelve months (which would have been starting from campaign statements the end of 2013) we will allow the early supporters to play the multiplayer Space-Combat-Alpha and other 20 to 22 months (ie the end of 2015) they are the Star Citizen Beta play [...] "And do not forget. Squadron 42 should also be delivered already the end of 2014 to the supporters. The Arena Commander, so the multiplayer Space Combat module appears, in June 2014, six months after the original target date. Already at this point it is clear that the originally mentioned dates can be reached in no way realistic, because the millions of dollars raining for some time in a weekly cycle on CIGS accounts and allow much more features than originally planned. Roberts is considering shortly after the release of the Arena commander to refrain from further Stretch Goals and provides the public with reaching the 46-million-dollar mark for grabs. Some 35,000 supporters from voting, 55 percent are for more Stretch Goals, 26 percent opposed and 20 percent other it does not matter. The desire of supporters there are correspondingly more so, in some cases very complex objectives as detailed AI activities and improved modularity for spaceships. Only when the 65-million-dollar mark end of 2014 draws Roberts a definitive line under the Stretch Goals. Had Roberts against the supporters might have to make clear that will significantly extend the waiting time for a finished Star Citizen through more content? "If I go back and would not change a thing, then, that I would say much more clearly: The more Stretch Goals and features are in it, the more complicated it is, the longer it will take," Roberts shows insightful. "Looking back, I would have time to much more energetic point out," The boss can develop it but even not go fast enough. "I'm a bit like our Supported and a little impatient," he says. "I wish we had a few things much further. "It might like to go a little faster, but we have a great team, and when I look around, I see people who often work longer because they are with heart and soul into it. So if it takes longer, it is not because that is not working hard, but in the development process of a project with this scope and complexity. " Dates called Roberts Although no longer as free from the liver away like a year ago. But now and then he is still (much more carefully formulated) data in views that do not work in the end and the impatience of some supporters fueling yet - as the review of the 2016 shows. Price of Progress The many small and large restructuring of 2014 and 2015 have an effect. The end of 2015 published CIG the first big update for Alpha. With version 2.0 Crusader comes into play, a huge map with various stations, the first missions and basic shooter mechanics that work even in the new EVA mode (Extra-Vehicular Activity, Activities in zero gravity). The Multi Crew feature shown only in August is also attended and players can at service stations carry out repairs and replenish ammunition. Update 2.0 is at that time the largest and most important date update the evolution of Star Citizen. It lifts the previously available only in single modules existing game to the level of a true alpha version with many basic features that come together in a small (not persistent) part of the Universe. The persistence, so the server-side storage (purchased with the new Alpha-currency) objects and marine and player states will be integrated in June 2016, version 2.4, which represents a further technological milestone. Outwardly this is not a very headline-grabbing thing for the development itself but extremely important: the back-end functionality is complete, the universe starts for players finally continuously to exist and no longer begins with each new login from the beginning. A big PR coup succeeds Roberts with the presentation of the procedural planet at Gamescom. In it he shows the approach to a planet, landing both on the surface and in a new landing zone and, based on an impressive, complete story mission. There are gun battles in zero gravity, vehicle hunts over the surface of the moon, and briefly is the interactivity of objects to see (a cargo box). Planets and their exploration were originally intended only for the period after release. But the Frankfurt studio has made extreme progress in the technology - so far that it on the CitizenCon are few weeks later another impressive presentation of procedural planet, including weather effects and a giant sandworm. All these things make 2016 more than 36 million dollars in funds for supporters financially most successful year for CIG. No Squadron 42 Victims of this positive development is Squadron 42. The entire 2016 passes without there to see something new on the single-player campaign. On the CitizenCon an almost one-hour demo should be shown - shortly before the event but will be deleted . The reason is CIG to problems with the new AI and animations. "We want the crew pursues normal duties on a vessel and you can interact with them," Roberts tells us. "That's the AI page. But now we need to ensure that the behavior is associated with smooth animations, for example, if someone goes to a table, sits down, eats, gets up and goes away. There should be no change choppy, but a liquid movement pattern. But that will take longer than planned, and is one of the reasons why we have the demo not shown on CitizenCon. We're trying to achieve just the right level of detail, and that is definitely a big challenge. " Roberts suggests after CitizenCon that the demo would eventually refilled later. But even the latest live stream in 2016 goes by without news about Squadron 42. The impatience of many fans makes many, partly unobjective articles on Internet air. What is Roberts to when it massively hails criticism? In this project, things go very fast, even if it does not appear outwardly as if it would go ahead quickly. One constantly has the feeling: We need to finish getting this thing, we need that raushauen, people waiting on it. The community is awesome, but you already feel that they have a huge appetite for everything they can get. And if times a while nothing comes, then they are a bit grumpy. " Roberts adds:" People say, 'I want to have it now, I do not care if it is not working properly' And if you do them then. would show or give, they say: 'Hey, that works not at all, which does not look good "But apart from that it annoys me sometimes, I think that we have a very passionate, caring community that. provides us with valuable feedback. " Details need time Besides AI, the desired level of detail is another reason for shifts, even if the team is making good progress, as Roberts states. "Our goal is that you have while walking around on the Idris or in interactions with the crew, the quality of a cut scene. And there are, for example, problems with the lighting. We want to achieve a cinematic lighting and therefore we must highlight and shadow - and there are quite alone on the Idris thousands - adjust to achieve the right effect Another point is Object Container streaming, "Roberts says. »Squadron 42 takes place in a complete, open the solar system, in which you can travel freely between the planets. But you can not have all the data at once in memory, but you need so-called containers containing certain areas. " The streaming is also run always in the background, so that the player does not notice it, if a new field (or a new object container) is loaded into memory. "However, we need this technology not only for Squadron 42, but also for Update 3.0." Ever seems Update 3.0 and the associated features to have had a significant impact on the displacement of the single-player campaign at 2017. While the story of Squadron 42 with more than 1,250 pages of dialogue text already completed and the motion capture of high-profile actresses cast (including Gary Oldman, Mark Hamill, Gillian Anderson) are turned off, it is not merely the fine work that can last for anything longer. Technical advances such as the procedural planets are in fact also play a role. If you consider that the first major demonstration of the planetary art takes place only in August 2016, one can imagine that the implementation is in the single player campaign is not too long in labor. And then there's Item 2.0, a system that Roberts explained in our interview in connection with Update 3.0 (see box). This system will 42 raise the interactivity in Star Citizen and Squadron in to a whole new level. Quo vadis, Star Citizen? With the update 3.0 is to perhaps the greatest milestone in the history of development of the project. This Star Citizen would in fact be a full-fledged game, have implemented all the basics and provide enough content so that players can employ in the universe long first time (see box on the planned content of 3.0). On the CitizenCon 2016 Roberts makes this update again one of his now infamous date statements - even if vague: At that time there is, CIG would try 3.0 still bring out the end of 2016th Ultimately, they provide at this time (disrespectful words) "only" the release of Update 2.6 with Star Marine (see box). On the question of the status of Update 3.0 grins Roberts and raises both hands defensively, "I will no timetable or an assessment for an appointment rausgeben, but there is still much to do. For 3.0-Star Citizen is something like a complete game with all the important corners. " Then he goes into detail:" The main ingredients are all in work, but there are still a lot of minor things that need to be made, for example, air traffic controls over landing zones. There are only a certain number of landing zones and it can not land a thousand people at once. Therefore, to a meaningful system to be written, like a real airport. . Such things are not necessarily difficult, but a programmer needs for maybe three or four weeks, " Even things like boarding and security talks on Roberts:" At the moment, each a door open to a spaceship. With Item 2.0, you can close the doors of your spaceship. Then, when someone wants in, he must chop or break the door. " "So there is still this or that detail, and a multitude of other little things that all must be brought together," Roberts concludes. That does not sound like a release in the near future. "We've looked at 3.0 and said. We need that and that and that and then we found: Damn, that's more than has so many complete game. Therefore, we develop a detailed plan for all tasks and subtasks. If that is done, we will share this plan with the community. This is expected to be the case at some point in January, depending on when the production team the information gets from the project managers. " Thus, the time until then completely goes by without new content, there should be between updates, for example, improve the performance. Among other things, it is planned to increase the number of players who are adapting to a server in Crusader. Most of the work on performance and net code is published only with 3.0. The biggest challenge Because so goes according Roberts also perhaps the greatest challenge in the whole process along: "Probably the network setup and the network code are the biggest challenge, because the CryEngine is not really designed for a multiplayer game. In addition, it is very difficult to find good network programmers in the games area. Meanwhile, we have a good team, but for a long time we had a few people who have worked on it. And then added that we make a game that has a level of detail and accuracy such as Crysis, but as a multiplayer game and a much larger scale. " The importance that the CIG attaches a stable and powerful network that can be good at surprising Engine conversion to Lumberyard (see box) can be read, which has the connection to the global server system Amazons integrated directly. Roberts & Co. It is not enough to use traditional technical ways and improve. During the optimization of the network codes rather part of normal daily life in the development and maintenance of multiplayer games, CIG is constantly looking for ways to further develop the technology. The physical grid in Grid technology, the multi-crew mechanics makes it all possible (whereby, for example, a player in a spaceship stands quietly on the spot, while the ship itself in space flying wild maneuvers), is a good example. Item 2.0 is another example of how Roberts explains in detail: "Among other things we are working on a kind of entities Planner and -Updater. Actually Item 2.0 is more an Entity 2.0. Entity is in game development is a collective term for any object in the game, it was a spaceship, a player or a weapon. In the new implementation, which is introduced with Item 2.0, these entities have their own components. You take just one entity and packst various components in, for example, a physics or graphics or radar component. " The entity spacecraft can thus for example, a physics component are attached, allowing gravity inside the ship. "So we have rewritten the engine based on the components, which you take individual functions're stuck on an entity and thus determine what this entity can. And that is updated quite different: Some components are updated every few minutes, others second. Thus, the outputting of information is much more efficient. In the old version, each entity has been updated in each frame, which is totally inefficient. And therefore, we have revised the basic systems, which now coincides more with modern engine development. For these changes, we focus on 3.0. Some improvements can be found being observed at 2.6, but the majority is planned for 3.0. " Lots of space, lots of content? In addition to improving performance, this system allows especially even more opportunities for developers to fill the gigantic worlds that are to open up in the Star Citizen universe. Even the Homestead demo of the CitizenCon impressed us with a huge planet, with almost unlimited amount of space. Each audience shot involuntarily the question through my head: How can this massive room, these many planned giant planets are filled with meaningful content? The creation of a complete planet to the designers, if all tools are completely finished, cost no more than a week's work. "The goal is to have templates for specific ecosystems, such as mountain ranges or deserts. From this range of templates, the artist can then a planetary environment "painting", for example, as Tatooine or Hoth. Based on this, we work alongside the major landing areas like Area 18 ArcCorp of modular sets of outposts, which can be composed differently from the artists depending on the environment, such as a settlement, there a few farms. Based on these sets the area is then automatically populated, unless the artist overrides the manual. " Part of the content and quests is generated from the respective ecosystem. The emissions system also includes procedural influences, for example, certain resources and, based on a specific freight line. "Then pirates may appear that in turn make escort for cargo required and so on. There will be a kind of complete set of rules between AI and players, making it permanently are ways to make money and to do some stuff. " In addition, there should be on all planets and some stations special missions that are offered depending on the player's reputation and availability of Quest. Such orders are made composite by designers blocks and should be clearly distinguishable from the things that make the player normally. "The idea is that you run around and all that are doing what you normally do, for example, be. And if things go well, certain issues are eventually available, something like Super missions. The do not you ever do or more but succession thereof. There are special missions, specific features, in addition to the normal activities with other players or the AI. " Home, Sweet Home Presented from the order to constantly have motivational content before and become long-term commitment to the game? Roberts enough that - surprise! - not. And that is why Star Citizen will sooner or later offer a complete sandbox, including housing. Goods initially maximum apartments planned in cities or in stations, the new technology around Item 2.0 and the entities system makes a lot more possible. . Chris Roberts: "There will be the opportunity for players to build their own homes or outposts" How is that possible, it leads immediately afterwards technically made "freight - ie crates or boxes, which are made for example in the cargo hold of a Freelancer - is stored in a persistent database. »The same technique is used when a player discards important items at a location on a planet. You can go away and come back later and the items will resurface because they are stored in the online database. For us there is no difference between a rifle, a box, a room or home - these are all items in the same item system ". Item 2.0 is to allow not only a more efficient flow of information on the technical side and higher interactivity on the gameplay side ie, the system thinks much larger: "One of the plans is to allow players with their ships to fly somewhere and build a home , For example, to portray a small power plant, and then perhaps to protect a radar jammer, so it is not detected. "Then, the power plant is connected to a turret, so it creates its own small base. When Tony [Zurovec, responsible for the persistent universe in Star Citizen] talked about farming it was, in principle, exactly that, somewhere to have an outpost and there to plant things and to harvest. " Of course there will be limitations, who does what where and how much must build. "Finally, not every player his own Megacity pull" quips Roberts. "But I can imagine organizations somewhere build a small base, perhaps near some resources that break them down or sell me. And then listen to another organization of and attacks them with space ships and land vehicles. "That sounds a bit like the EVE-online dynamic that always brings forth by dominated by players systems and stations major conflicts, involved in some thousands of players are. In this way sandbox contents to be inserted, which do not require emissions but just happen. "Once all the parts are developed and introduced for the players will be able to create their own content. That's one of the rules in the development of Star Citizen that the systems are flexible enough to allow such things. Of course, this is also one of the reasons why it takes longer, since such systems must be built in a certain way. But ultimately I think about the game and the game is better in the long run. Because we give players a sandbox and say: Hey, you always wanted in a science fiction universe to live? Here it is!" A big cauldron boils slowly With this we are at the core of this patience game that Star Citizen called: It is not the game that 2012 was touted in a Kickstarter campaign. Had it remained with the few million dollars from October 2012, then Star Citizen would probably already finished. However, we would then get only the things that would have been possible with the traditional technique. About 1.7 million supporters have the financial framework, now with $ 140 million but such reamed that Roberts "ballpark" Star Citizen simply no longer comes into question. Meanwhile, from a technical summit become, the less intended, after all nothing more than to lie absolutely the best space game ever. Even if Roberts does not explicitly say, you can tell him with every word, with every gesture. There's someone here with enormous passion. Someone who only the best is good enough. One may accuse Roberts megalomania, however, speak his previous technical success for him. For more and more playing on safety games industry that rarely even take a risk or something truly groundbreaking new venture, the project is certainly much needed breath of fresh air. Whether it really is as good in the end, as the Roberts would like, we will find out all probability even, perhaps even this year. However, as with a rise in the unknown regions of a high mountain, we a significant degree will it still have to be patient.
  2. Hey all, I've written up my personal thoughts on CitizenCon. Being a writer, I tend to be a bit long-winded and article-focused, so I have written this as I would if I was writing an informative/opinion piece for a news site or blog. Feel free to read and express your thoughts, but please don't turn this thread into a flame-fest. CitizenCon Post-Event Analysis: Success or Missed Opportunity? By: Aaron McGill Fresh off of an impressive Gamescom presentation, and beginning to benefit from largely positive press after the debacle that was “No Man’s Sky”, Cloud Imperium Games (CIG) went into its fourth anniversary CitizenCon with a number of questions that needed answered: What do you do when you have built up extreme hype and expectations around your game? What do you do when even gaming media, which had been highly critical of you for years, begin to admit that maaaaybe they’ve been mistaken? What do you do when you’ve had a marketing coup that leads to the single best day in Star Citizen’s crowdfunding history? The obvious answer is that you try to deliver a massively impressive show during your namesake convention. Such an impressive show that you give your community and the world the confidence that your game is worth the hype and expectations. The question now is, did CIG deliver that knockout blow, or did they possibly miss an opportunity to silence a majority of their critics? The general consensus among most backers on a multitude of forums and social media seems to be “both”. So let’s take some time to break down the criticisms and positive reactions to some of the key parts of the presentation and see if they are valid, or if there are reasonable explanations for CIG’s actions. If we look at the presentation, there are three areas that many backers have criticized CIG for: major criticism of the length of pre-presentation time spent on “history of the game”, development updates, and community “fluff”; mixed feelings about the Spectrum community reveal; and extreme criticism of the lack of a Squadron 42 reveal and the delay announcement. However, there was a general positive reception to the “direction of the game” discussion, and a massive level of excitement for the 3.0 v2 reveal. Let’s take a look at these one at a time. Over an hour of pre-presentation “fluff”. This has been the second-most negative complaint that has been voiced against the entire presentation. While it can be understood that backers and CitizenCon goers would want to see the “meat and potatoes” as soon as possible, there are a few factors to consider. 1. While the community is large, and many backers have been around for at least 1-2 years, there have been over 500,000 new accounts created since the last CitizenCon. That’s over half a million people who may not know the full details, or may be a bit fuzzy on what the “official story” of Star Citizen development looks like. This would definitely make a “flashback/history” part of the presentation worth it, especially given recent gaming news articles. 2. Speaking of recent articles, a multi-part “several month long” investigation article into CIG was released by Kotaku UK just before CitizenCon. With Kotaku being one of the most viewed gaming “news” outlets, and given the negative press that has stalked Star Citizen in the past, it would make sense that CIG would want to set aside part of the convention to “set the record straight via facts”. Glaring errors in the article, such as incorrect length of time of development, to the number of offices and staff were key parts that the Kotaku - and other - gaming articles got wrong. Setting this record straight not only would help CIG address the errors, but also serve as official responses in the public record for the future. 3. Acknowledging the community is an absolute necessity. CIG has very little in the way of marketing or advertising outside of the actions of the fans. From Twitch streamers to digital radio, Star Citizen has grown largely on the back of the fans’ word of mouth, and very little from things like short advertisements for Comcast or partnerships with AMD and Intel. To not acknowledge this and devote some time to giving facetime to the community and some of the streamers would be tantamount to blatantly ignoring their biggest fans and advocates who have helped them grow to the level of unbeatable in crowdfunding. 4. Finally, CIG has done segments of this nature before. While they haven’t been quite as LONG as before, or featured as many members of the community, they still have a precedent for having this as a standard part of the program. When we take these factors together it appears that while the pre-show was inundated with “fluff”, all of it has a fairly legitimate purpose. What most people appear to question is the length of time, which was definitely much longer than previous ones. There is a probable explanation for this, but it will be discussed later in this article. Now, let’s take a look at the community side of things and the “Spectrum” reveal. Is this Discord or what? As CIG surprised everyone with the reveal of Orgs 2.x, now known as “Spectrum”, one of the most common observations from viewers and attendees was something to the effect of, “Isn’t this Discord?” Turbulent outlined the revamps of the Orgs system and the way that the community would be able to interact and communicate with each other through RSI, but the reactions were mixed. Much of the material shown looked very much like a mishmash of Discord, Twitter, and Facebook, with a huge emphasis on the front end of the new tool. There was very little said about any improvements to organization management aspects of the tool, and none of the criticisms of the current Orgs system were addressed in any way. *(See Special Note) To be fair, this is the first iteration of what is supposed to be an evolving system. It’s designed to make good on the “mobile ap” stretch goal, integrate voice and text into the RSI site and systems. Future iterations are supposed to allow a user a large amount of capability for managing their in-game even when they aren’t logged in, much in the way Assassin’s Creed IV allowed people to manage their pirate fleets even when not playing the game. However, none of this actually addresses the flaws with the current systems. That being said, this entire segment of the presentation seemed a bit half-done. The presenters seemed underprepared and the information provided would’ve had a better place in an ATV or RTV video. It hurt the overall flow of the presentation, and for an audience online and in-house of over 30,000 people, it dampened the enthusiasm quite a bit for the upcoming segments of the presentation. Even the “plan for the game” segment generated muted enthusiasm from viewers and audience members alike. The plan! After a rousing reaction to the “Militia Mobilization Initiative” sale trailer, and the varying to negative reactions to SQ42 segment that will be discussed later, Chris Roberts began discussing the future of the Star Citizen development cycle. There was a generally positive, thought muted, reaction from viewers and audience members alike when the reveal plan for the future iterations of 3.1, 3.2, 3.3, and 4.0 were unveiled. While specific sections related to Mining, the Banu Merchantman, and a few others seemed quite positive, the previous two segments had really dampened a lot of the enthusiasm at this CitizenCon. A lack of a schedule of release for the different iterations, as well as a non-release date for 2.6 also added to the dampening of enthusiasm. However, the audience and many viewers kept positive attitudes and listened eagerly to Chris Roberts explain the different phases and what they would bring to backers before finally getting to the big reveal of the night, 3.0 v2. HOLY PROCEDURAL PLANET, BATMAN! The beginning of the presentation seemed very scripted and staged, but given that it was meant to showcase planet-sized procedural generation of detailed environments, that was to be expected. People cheered and laughed as the camera passed a man on a mountain top who shouted, “Happy CitizenCon!” Gasps of awe and cheers were audible as the detailed procedural lighting and environments, ones to rival most pre-crafted AAA games began to come into view. The dynamic weather system awed this author the most, as detailed clouds, storms, and weather systems were shown from first a space-eye view, and then carried through as the camera and Constellation navigated the air. The reveal of the rover, and the subsequent sequences showcasing the size, space, and detail of the procedural environment were breathtaking. Sequences of combat, and the reveal of the massive alien at the end were amazing. The feat that CIG has made with procedural generation and planets is astounding and CIG should be celebrated for it. They only began experimenting with procedural generation in the last two years, and they have come up with planetary-scale procedural generation including plants, trees, terrain variations, weather patterns, lighting patterns, and more in levels of detail that are unparalleled so far. People have no idea what it takes to make something like that work and work well, and because of recent “procedurally generated” games that have been real flops, a lot of people don’t put much thought into the achievement and the effort that it takes to get something like what CIG revealed for 3.0 v2. It also doesn’t help that this seemed like just a furthering of the same content that was shown at Gamescom, so the attitude of “seen it” abounded throughout much of the community. This reveal, while it was unbelievably awesome and deserved a much better response, was given a very lukewarm reception because CIG fumbled in a very, very big way with Squadron 42, and they will need to figure out what they need to do to fix the mess they put themselves into. The great disappointment. The elephant in the room has been left until last for a reason. The Squadron 42 segment and delay cast a huge wet blanket upon the entire event. CIG had spent the last months building up the hype for Squadron 42. It was implied and stated by multiple CIG staff, including Chris Roberts, that Gamescom was for the Persistent Universe, and CitizenCon would be for Squadron 42. The reality was, not only would there no Squadron 42 reveals, there would also be confirmation that delays for Squadron 42 were no longer rumors. While a delay has been rumored about for several months, the fact that CIG chose their signature event to announce the delay, after having built up hype specifically for Squadron 42 in the weeks and months prior to CitizenCon, was a one-two punch that many backers are still reeling from. Not since the days of the Arena Commander delay has there been such a level of distress from backers. It didn’t need to be this way, and it most likely wasn’t meant to be this way. Everything leading up to CitizenCon was aiming toward a Squadron 42 reveal of some sort. Even the commercial for the Militia Mobilization Initiative fit into the theme of Squadron 42. Whether the reveal would be coupled with a delay was not an unexpected outcome, but to have nothing more than a couple of slides in the middle of a largely lackluster presentation was a slap in the face for many backers. It didn’t feel right, and it didn’t seem right whatsoever to have had so much of a build-up to such a crashing disappointment. The following is speculation, but educated speculation. What is most likely the case is that CIG planned everything as the hype led backers to believe. Squadron 42 was going to be showcased at CitizenCon, and it was going to be the follow-up explosive reveal to capitalize upon the positive-leaning press and the massive hype that Gamescom brought to CIG. Unfortunately, something went wrong with Squadron 42 to the point where it was most likely determined that CIG needed to revert to a “Plan B” scenario. Everything, from the over-long fluff content, to the out-of-place Turbulent presentation, to the odd pacing of the different segments, to the jarring and disjointed way the delay announcement was handled all point to this being a last-second change to a well-crafted event. Unfortunately, that’s not the part about this entire affair that is the most disheartening for backers. What has disheartened backers the most is that CIG, despite the community’s past showing of how understanding and forgiving that it could be, didn’t communicate with the backers. In a time where the gaming world is still reeling from the massive disappointment that was “No Man’s Sky”, and with Hello Games complete silence on the matter of the speedy rise and fall of its over-hyped game, gamers are leery when developers over-hype and then don’t deliver. CIG would have had a much better reception to the entire event had they communicated early on about the challenges and problems that Squadron 42 was facing. Choosing to use CitizenCon as the place to announce a delay to the very part of the game that was supposed to be the event’s showcase was a massive misstep on the part of CIG and their PR department. Unfortunately, this isn’t the first time that CIG’s PR has been less than adequate, and it sadly won’t be the last, but that doesn’t help backers who are feeling put out by the way that everything was handled for this event. Even with this disappointment though, there is hope for the future. The future is...SoonTM. While there are many valid and understandable reasons for the ups and downs experienced by CIG regarding this CitizenCon, it’s pretty clear that this was a missed opportunity in many ways. It was a missed opportunity for CIG to maximize their hype levels for the game, while also showcasing their oft-touted transparency by revealing before CitizenCon that the main event would not feature Squadron 42 as its centerpiece. This was an avoidable PR mess, yes, but we backers still have been shown more than we could’ve dreamed would be possible all those years ago. Disappointment is understandable, but not the levels of vitriol that are being seen on some sites. Chris Roberts has stated we will see more on Squadron 42, 2.6, and 3.0 before the end of the year, and CIG will very likely deliver on that soon. That being said, the community needs to understand one fundamental fact: Chris Roberts has a vision for this huge and ambitious game that leads to a game done right. This is his legacy, and he will do everything in his power to see it successful. The achievements in technology and gameplay showcased at Gamescom and Citizencon that CIG have reached are leaps and bounds above what we were expecting when we first backed this project. These achievements are all thanks to we backers’ belief and continued support in the project. As we pass the fourth anniversary of the beginning of this incredible journey, don’t get stuck on a PR mishap and disappointing convention; instead, celebrate that we’re one year closer to living our dreams of space exploration and adventure that this game will deliver! Special Note: This author was a part of a feedback group for Turbulent following the release of Orgs 1.0 and 1.5. The organization I am a part of, as well as several other large organizations were asked to provide feedback, criticisms, and suggestions to Turbulent on what we would like, want, and needed. An overwhelming amount of the feedback expressed an urgent need for management tools to allow for easier managing of large numbers of members, and additions of ranks or roles, modifications of permissions beyond the limited values shown, as well as a list of things that were less urgent. After submitting that feedback, we never heard from Turbulent again, and attempts to reach out to Turbulent were met with silence. Sorry about the weird spacing folks, copy-paste did weird things...
  3. An Impressive Article,considering the other ones out there, regarding the Star Citizen Development and an in depth look of the troubles they faced. Beware it is a long read. Source: http://www.kotaku.co.uk/2016/09/23/inside-the-troubled-development-of-star-citizen?utm_campaign=Socialflow_Kotaku_Facebook&utm_source=Kotaku_Facebook&utm_medium=Socialflow
  4. An interesting article on Scale (size of the sandbox)..... as it relates to Star Citizen. See link below or spoiler... Space To Ground: Matters of Scale in Level Design
  5. Tim Sweeney: Microsoft wants to monopolise games development on PC. We must fight it ^^^ See link or spoiler
  6. Massively Overthinking: The Star Citizen money machine <<-- See link or Spoiler below...
  7. This is the best article on Star Citizen that I have seen in awhile At first I thought he should have prefaced it and mention that it was in Alpha but I can see (read through the article) why he didn't. See link below or spoiler.... Finding the fun in Star Citizen
  8. Star Citizen 3d artist talks about his approach to spaceship building ^^^ See link above or spoiler below
  9. Star Citizen Composer Interview: Chris Roberts Is Very Hands-On With The Score ^^^ See link above or spoiler below....
  10. Massively Opinionated: Is Star Citizen’s ‘first-person universe’ really a new genre? <<-media article link or in spoiler below...
  11. What Will You be Doing Most Often in Star Citizen? - Massivelyop.com ^^^ See Link above (and vote in poll) ... or see spoiler below....
  12. PCGamesN: "Star Citizen and the concorde: Cloud Imperium talk ambition and intangible progress" ^^^ See Link (awesome Derek Smart ... slam... ) .... or spoiler below
  13. Mark Hamill to appear in games award show. <<<- Link or see spoiler below
  14. Insights... Star Citizen Starmap, Site of the Day, 30th October 2015 <<- See link for Media Article
  15. This is an English Translation of the article is posted below.... and you might want to see the videos from the original link --->> Interview with Sandi Gardiner and Ben Lesnick by JeuxOnLine Interview with Sandi Gardiner and Ben Lesnick by JeuxOnLine By Kantziko 11/15/2015 at 14:55 3 In Galactic exclusive offers JeuxOnLine an interview with Ben Lesnick andSandi Gardiner, respectively in charge of the community team and the co-founder and VP Marketing Cloud Imperium Games, the studio developing Star Citizen. This interview focuses on the IGC relations with the international community and French, but also the game itself. It was conducted by Kantziko the 4th and 5th November and is published byAltarec Smith. I highly grateful for the time spent to do and transcribe! Here it is edited and its transcription into French, they have done for you. - Elglon The video The transcript [Intro by Kantziko] - Hello and welcome here Kantziko the section Star Citizen for JeuxOnLine, We are here in Switzerland, but as you see it with the poster who is behind and the little pin that I have here, I I could make this summer Colonge during GamesCom (not the Games Week, of course) for the event organized by IGC around his game Star Citizen. The day after this event, we were able to talk with different members of the team including Ben Lesnick, Sandi Gardiner and Chris Roberts. In talking with them, we joked a little about a subject, then it became serious and it became a reality last week, with the realization of an interview, cross, Sandi and Ben, a day of Meanwhile, via Skype. For this interview, we chose with the editorial team of the section, namely Elglon, Altarec Smith and myself different questions to address different topics. Among these topics was the report of Sandi and Ben with France and the French language; and you'll be surprised at their answers. We then addressed the issue of how CIG adapts to different linguistic groups, including the Francophone group, which concerns the French of course but also Swiss, Belgian and Quebec (and others countries) . Finally, finally, questions about the game itself and strategies marketing they have around their play. It is a new experience for us. We have surely made lots of mistakes and imperfections. I hope you will forgive us, but especially the content of this video will interest you. To make your return, you can use the comments below this article, or the Star Citizen section of our forums.Thank you, I leave you now with the interview and perhaps soon. Goodbye ! Kantziko (K) - Hi Ben! How are you ? Ben (B) - I'm fine, and yourself? K - Well, well, thank you. We had seen three months ago in Cologne and during our discussion, we learned that you have lived in France, is that true? B - Yes, yes, I was a teenager. I lived in Aix-en-Provence. K - How long? B - about 2 years. My father worked for IBM, and they sent him out there for it develops databases for hospitals. So I went, like the whole family. K - And you have learned a little French, but have forgotten everything, right? B - In the past, I spoke French, yes. I still can read it, and if I put myself seriously for a few weeks, it would, but I do not have time to do it, at least right now. K - It seems that you speak French. Sandi (S) - Yes, I speak French ... a bit (in French in the text). I speak French because I studied in French schools, being small, Australia. There is the French Alliance in Australia, and also in Santa Monica. K - But is it because you have ancestors who are French? S - No, my father speaks French and he insisted that I also do. K - Just like that? S - Yes, just like that. I like Paris. I wanted a foot-to-earth in Paris, you know. K - We met in Cologne for the Games Com. And we talked about on this occasion: So you lived in Paris? For how long ? S - 1 year. In Paris. K - How was it? Good ? S - Yes, of course. Go shopping, etc ... K - And at what age? S - 12. K - Ben lived in Aix-en-Provence, but he was a little older. 14 or 16 years, right? S - Yes, I think so. It was his father who ... K - Yes, his father worked for IBM there. S - Oh, yes. K - This is already registered (the interview of the day before). I have evidence. S - I went to the Cannes Film Festival the last 12 years, and the Grand Prix of Monaco, too. K - So beautiful part of France. All is not as pretty. S - I love as Alsace, Bordeaux, Aix-en-Provence also very pretty. K - So we can cross you in France by chance. S - Yes. Yes I do. K - Good to know! Now the mandatory question for people who have visited France: did you eat frogs and snails? S - Yes! The snail, frog. It looks like chicken, frog. And the snail, with butter, to taste it .... it's good! B - It is interesting to work in a number of cultures, not just the French. For example, how the Germans react to Star Citizen over how US react. And even through the development teams!Changing the way we work according to the people. And it is interesting to see how the project takes shape from this cultural difference. K - Yes, sure, anyone who has worked in an international environment abroad, can say that it changes a lot compared to work in his own country. B - If I go upstairs, everyone is noisy, and apostrophe. In the United Kingdom, everyone heads down and working in silence. K - ... 17h and waits for the cup of tea! K - Sandi, can you read a piece of Lord of the Rings in French? S - No, I can not, I do not have the book with me. K - But you keep reading with your book club? (reference to an old Reverse the Verse) S - Yes, my book club is part of the French Alliance. K - It's impressive, because the book is not so easy. S - No it is not. But we also do others, which I do not remember the name, which are more traditional, classic. K - About the French community in Star Citizen ... Do you hear often speak of them? Not enough ? B - I would say not enough. The German community is almost more noisy, they are much more involved than other European countries. But I would like to read more from the French community. K - Ok, we'll try! You've heard a lot about me to set up this interview. But we would like to do something more formal, more regular. So it will be no question that German only, and you also know that the French are waiting for your game. B - I would love to do it more regularly! As I can do with Batgirl (Nikki D'angelo), if that tells you. K - Yes, of course! Going back to the cultural diversity of the Star Citizen community, do you have any statistics on the country of residence of each? If most of the community comes from the Anglo-Saxon countries, USA, Australia and the United Kingdom in the lead, followed by Germany, France, Italians, too, perhaps? Other countries ? B - The Americans represent the largest share, of course. But not as much as might be expected. They only 50% of the community. The Germans are the second largest group, about 20%, and then all other countries fall below 5%, with England head, behind France and then Italy, etc. K - Ok, so you have about 70-75% of backers who are native English language. B - Yes, it seems correct. K - What do you think of the French?Do they annoy you? You having fun? S - I love them! We just hire someone to marketing, and it is French. From Paris. K - And where does it work? In Santa Monica? Or other? S - Santa Monica. His name is Vincent Galopin. K - This is a fun name. Will we see in videos, or events? S - Yes, I hope, I wish! K - Okay, cool. We expect to firm up. About the French community about Star Citizen, you often hear about us, or at least is showing particularly French backers, or you do not even know that we exist? S - I can not say I hear a lot about you, but I guess it's because I do not often go to the forums. But elsewhere, where the French community? Dedicated sites? K - Yes, we have dedicated sites. I work for one of them finally free. But yes, the fan sites perhaps three or four major, JeuxOnLine, Starcitizen.fr (big) and also starpirates.fr and surely others. We also have talented people like the person who made a lot of videos using components of the game ... S - Do years1hundred is French? K - No, I mean another. I forget his name [I was referring to the Phalanx Bloox with his video "Welcome to the Jungle", in fact, NdT] Yes, some talented people. But then, our presence is not obvious? S - Are you on the Community Hub? K - We're trying. And it is also one of my questions: what did you envisaged with this tool? Should we publish all of our items or make a single waypoint to our own site? S - I think I should talk to Ben. We had talked about having a world map on which a fan could click on a country like France, and thus obtain a list of links to various French community sites. K - That would be great! A backer recently proposed a map Google that every backer positions above, which joined a little idea, but there were no links above. So yes, it is surely a good idea. S - This would be a way to connect people. Everyone would choose what interests him. B - For me, you could push all your articles on the Community Hub. It's been two months that we have released this tool, and we are watching how people use it. Within a month, we will resume the subject and discuss everything that does not work, and the gap with the way people actually use it to redefine the process. So expect changes on this subject, and in the meantime continue to push content to the tool. Ultimately, I think we have to work with a limited number of content creator, we approve, as you, or INN (Imperial News Network), persons who provide high quality content. In any case, offer better visibility, notably through the Community Hub. K - It's great, really. K - Ah, for the next question, I was harassed by different people to ask. B - It is never a good way. K - We have heard of deploying local servers in Europe as an objective of the fundraising campaign (the objective of 25M). What can you say about it? I ask because our pings are still high (large latency), and if we know that you can not do everything at the same time, we are eager to learn more, whether it's planned or to 'stop. B - It is always expected. For now, we still carry the game on the Google platform (GCE), and once this is over, we can explore new directions. I do not know the technical details, but we obviously want everything to be in place to ensure the success of the game, including Europe. If we think back to Wing Commander, we can say that he would never have had the success he has had no European players, very passionate, so it is important to treat this community. K - So we just wait ... what, six months? 1 year ? B - I never give date. * laughs * And I never fit me on the way engineers. I do not understand what they usually speak. Yes, you just need to be patient. K - Ok, so if you have a chance to do, tell the people who care that we are eager to have better pings. B - We go to Austin next week, to make a bunch of interviews and the Around the Verse, I will make sure to include this issue. K - Cool. Thanks good ! K - How do you translate the official content of the project? For now, all is published in English. And a sub-group of French fans, reflecting as much as possible to allow all others to follow the news. But do you return to this in-house translation task, one day? S - We always focus on the following languages (with the acronym EFIGS): English, French, Italian, German and Spanish. We could possibly work with some of the fans to produce this content translated, perhaps by paying them even if the terms remain to be defined. At least in the five languages mentioned above, at first. K - Does it work by submission, piecemeal, saying, "oh, I translated this article in such a language, you can review and validate it for publication?" S - Not really, it would be rather to establish the role of a semi-official translator for an entire language, a role that would be paid. K - But that concern a single individual or an entire group of people, to have this responsibility on the translation? S - Probably just one person, even she allocate work thereafter. K - So just a person? S - I do not know, maybe. I do not have the details on how it would work again ... with the Community Hub. I would have to talk about it with Benedict. Besides, you could interview him about it. K - We heard Sandi speak German during GamesCom. And as we were saying earlier, about a quarter of backers do not speak English. What are your efforts to bring more official content in languages other than English? For now, these are just the fans that produce this translation effort, but do you have on your side initiatives? B - Yes, we have. We do our best, but soon you will get to see a new charge of German communications, which will help us translate the content in that language, and then it will be the turn of the French, Italian and others. A priori in that order. But before that, we had to ensure we had the tools to do it. The official website and the game itself are designed to easily integrate content translated. So now it's really a matter of resources to produce content in different languages. If we imagine a section of the forum dedicated to French, we could very well set up and let her live her life, but we would like to moderate it, have someone to interact with the community ... but we do not want do that if we do it with the same level of quality that is done currently for English. K - Yes, it is well aware of the quality that is dear to you and you stick to it. Thank you for this detailed answer. About the game itself, we saw some things translated for a few months, as the game settings, or assignment of the keys, and then you have backtracked. Was it for reasons of quality that you came back, or for another reason? B - Ah, that's an interesting question. What you saw in the Arena Order was not really what we wanted to do initially, but simply rapid response to a legal constraint in Canada. We have partners in Canada (BHVR, Turbulent) and for reasons that are unique to Canada, we had to translate this into French. It was therefore only very partial and rudimentary efforts. But we will review everything and make these linguistic adjustments as needed, before the release of the game. K - It is not vital to all backers but a fraction really expected this kind of adaptation is the reason why this question comes up. B - You can tell them that it is not forgotten, it is still in the plans, just be patient. K - Still in the same vein about the content of the game itself, in the Persistent Universe in 42 Squadron, all the dialogues and texts coming, how do you translate that? Do you use external resources, or let you internally? With your partners? And to cover all other (many) foreign languages? B - For most languages, we will use consultants. Maybe the German part will be done with our branch in Germany. Most important, for now, the development perspective is to ensure that we can technically do these loads of different languages easily, we can replace the dialogue with another language, etc. It is very important to have the tools to do before interest us the content itself. At the time of first Wing Commander, they tried to do it in-house, and it did not go very well, especially by having foreign employees in Austin, Texas. So from Wing Commander 3, they began to go through external solutions. K - And much more exotic languages, rare, will you try to rest on backers communities, or will you simply do not start the debate? B - I wish we could do like that. With some tools modding, probably after the official release, we could offer this possibility. The most common languages such as German and French, we will have them before the release. But for others, yes, specific tools will allow backers to do these translations. Then we will probably have distribution partnerships. For example, in Asia, we will certainly be partnering with publishers, particularly in Japan, and we will make them make a localization of the game for the local market. K - And for the Banu, or Xi'an? B - For these languages, we have no need to translate, it is the advantage! * laughs * It will be the same in all languages. K - Squadron 42 has a lot of content, since we have seen the script of this huge campaign for Citizen Con. Is this content will also be translated, or not? S - Yes, we always speak the same languages including: English, French, Italian, German and Spanish. K - Using external consultants? S - I think so. Let me check with Erin taps on his keyboard * * K - I think I have one last question about the location of the game: Chris mentioned the use of VoIP (Voice in direct communication in the game) to enable interaction between players in the vicinity 'universe. We also glimpse the thoughts floating mechanism to respond in dialogues of Squadron 42. Can we have a mixture of both Persistent in the universe, with a choice of stereotypical phrases, and whose meaning will be automatically translated to other players in their own language? Some games known as Dota2 or War Thunder, using such mechanisms and this is useful when you play collaboratively with strangers. B - Yes, I think that we will have a similar tool before leaving the game It seems to be the optimal solution adopted everywhere.. If we talk of Wing Commander, of course access to a command button to trigger breaks the immersion, but we also need solid game mechanics.So yes, we will make efforts in this direction. K - Ok, fine! Now less talking and more of the languages. We also hope that this interview will be seen by more than just French, so as to try to bring more exclusive news. Do you think the output of the FPS game, Star Marines, will bring in the game a whole new population of fringe players who previously were not interested in the vessels and the rest of Star Citizen? If so, how much do you think these new players will arrive? They account for 10% or 50% more compared to the number of existing backers? What are your estimates? B - For now, as you know, we leave a little aside the FPS to focus on Alpha 2.0 and it really is the asset that will bring the most players. Alpha With this, people will really understand how the game works. The Commander Arena and fighting with the first vessels are not at all representative of the final game, they represented only a fraction of the game. While with the Alpha 2.0, even if it's only the beginning, when people go to connect, will be able to operate the different mechanical, all will be consistent for everyone. And besides, the FPS will be included directly into the gameplay. If you had asked me a year back about FPS, I would have said that we would do a campaign (marketing) specific about it, try to seduce players of this segment, and perhaps 50 or 60,000 to bring players through this. Now I think we'll skip this step (specific, to do marketing on this), even though we will continue to Star Marines, the simulator in the game, which will be integrated in the 2.1 or 2.2. In my opinion, it will not have a significant impact, compared to what will generate Alpha 2.0. K - Ok, so what you just said, what is your strategy. But for this fringe players who are only interested in the shoot, and that could come in Star Citizen, how do you feel? B - To be honest, it is not these players here that interest me first. I want the players adhere to a vision. I hope the game will be good enough to interest on certain aspects of specialized players, but they will not really aware of what is at work, such as double precision. And I do not really want to have players who are just to fire guns. I would prefer players who actually live in the Star Citizen universe. K - Those players who do not want that pure shot would miss the game, do you? B - Yes, that's my opinion. Even if a certain amount is dedicated to this, we do not want to specialize in the FPS and interest us at this point. This must be part of the larger whole that is the Star Citizen universe. K - But you could use it as a loss leader, by bringing players to the game "specialists", who later discover the wealth of the universe and can be integrated into, right? B - Yes, that would be fine. We will also perhaps months free access to Star Marine, history of interesting players of Call of Duty, for example, and it will be good enough to make them want to discover the rest. K - Okay. Concerning the 2.0 Alpha, do you think that some of the backers who really plays, because they made the round of the Arena Commander, going back to the output of this Alpha and if so, how much percentage of the community? B -. I think all those who have tried the game a day, and even new people, come try this Alpha as it represents a major change for the game It will be much closer to those for which the people have committed the top and the initial vision Chris Roberts final game. So yes, this Alpha should bring back all those who expect more content, and also with the agenda of the new features (mining, repair, etc.) provided, we should get to make them stay because thegameplay will be more varied and changes will no longer just small changes on a single facet of the game as with the Commander Arena. K - Think you can bring to the game a new population of players with new features, like the FPS? S - Yes, absolutely. With the baby PU happens this month ... K - Oh, you announce a date? S - We are so close in recent weeks, yes, it will happen this month. And this universe embryo is so unique that it will drain players new to him, and sauté former players. The crew management will also participate in the craze. K - In proportion, is that these new players will represent something like 20% of the current total of backers? 50%? 100%? What are your expectations ? I speak for the next six months, not five years. S - You mean besides the current one million? Perhaps 200 to 500,000 new players. K - So a good 20% more. S - Yes, from 20 to 50% more. Ben said that? K - He did not give a specific figure. He was not even sure there would be a special effort to appeal to FPS players, and the Alpha is sufficient to itself to obtain enough new products to exceed the simple framework of the FPS. And besides, he thinks that the players coming to the FPS will miss the real interest of the game. But in fact, it has mostly dodged the question. S - I agree that the only FPS surely not have as much impact as the PU baby, to attract new players. The FPS market is vast, and very mature, with large franchises ... K - ... but the interaction of the players in Star Citizen FPS level with the rest of the universe can bring this aspect of the game to a whole new level, right? S - Yes, it's true. I think players will want to try our game, because they are curious, but I think part of our FPS game will be refined, become more mature over time. For now, these are just some aspects that will be mixed with the rest of the Alpha 2.0. K - How do you do marketing on appearance alone FPS? Will there about the set of packages made just for that? Or free month of "season pass" to begin with this one aspect and finally integrate the universe? S - Yes, because it will match the expectations of some players who want to start with the simple FPS and may be behind, will be interested in the rest of the universe. So, yes, we will sell access this way. K - When that he will do? S - I'm not very sure. I would have really immersed myself in the FPS and assess whether the level of quality achieved is sufficient. K - You said he had a certain maturity. Is this maturity will be reached in six months? One year ? Or you just do not know yet? S - I can not comment on product maturity in six months. I have to see him first. K - The next question is very personal. I am very interested in game design. And I've seen a post from a backer, about the interest to consider each inner vessel (large enough) as a potential level of FPS. He hoped that this conjunction of interests was one of the constraints during the design of larger vessels. From there, I was wondering if you had planned to integrate directly in Star game modes Marines, simulating collisions and taking place in the interiors of large vessels, such as Idris. Is that the case ? B - Yes, it is already part of our considerations. At the beginning of Star Citizen, when we were designing a vessel, all started from the original idea of a designer with a drawing of the exterior look of the ship, it seems cool and is adapted to the combat mechanics, and for us to neglect the inside. It was often six months after another designer ironed on the vessel and showed which parts of the interior of the vessel could operate in terms of gameplay and which parts not. Now we address all these issues simultaneously. Yesterday, for example, I was sitting with the person who made the design of the Crucible (which Ben forgot the name) and we did just that: go inside, wondering if it was a FPS level if it should or not. This amounts to asking whether the level would be fun, fair between the different teams, if possible pathways work, etc. You will see what I mean in a document detailing the Crucible, within a week or two. K - So do some inland vessels will be used as level Star Marines? B - No, because I think that these levels will be already there in the Alpha 2.0 before they are in Star Marines. K - Yes of course, if we can have an open world as the baby PU, why bother working to integrate it into a single sub-module. K - To the last question, she already had some answers with the latest Ten for the Writers,but I'll ask anyway. I love role playing, and what worries me in Star Citizen is its "sandbox"(sandbox). This involves creating our own goals in the game, live our lives as we hear in the universe available. But sometimes people get tired simply are too lazy to create their own ultimate goal. Will you then lead them gently into a larger story? With major events that would be directed by the team of authors of the game? By having bits of information throughout the universe? And finally by changing the main plot of the universe? For we know that 42 Squadron, the campaign solo game will be scripted and propose a clean frame, but is it the Persistent Universe will instead be static or change over time? Can we have, for example, thestar systems of human influence suddenly be controlled by Vanduuls after an attack? B - Yes. The answer to all this is yes. We want to go through with our vision but also be responsive compared to players. We look forward eg Operation Pitchfork, which includes a set of players with own vision of what they want to do in the universe. And we would meet.The changes should not be artificially with a patch coming out every X months, causing the transformation of a star in a supernova, and everything is transformed. No, if I come back to the idea of role-playing, Star Citizen should be like a Dungeons & Dragons campaign, in which we respond to how players take their role and without forcing them to do what we want they do. Force is not very funny long term. But lead them in one way or another to the cellar where they must fight the troll, this is the right way to go, so to speak. Chris, at the beginning, told us about his vision of the Earth ravaged by Vanduuls. I'm not going to say that we will inevitably cause that or it's the end of the global scenario, but I imagine it would please some players, and we will go in the direction of the current. We do not have yet a predefined frame for the very long term, but we want to integrate tools of "game mastering"(narrator, master of the game) to be able to interact with the players. K - The famous "masters of the game," they will necessarily writers working for you, internally, or are you planning to entrust this role to some specific and well-identified members of the community? B - I think it will evolve and expand over time. We have moderators (for the week), so I think we will also have masters of the game among the players. Maybe they will have no access to the tools directly to avoid excess, however. K - So a master of the game at different levels, with more or less powerful tools to do it? That sounds very interesting! And so we come to my last question: What is the question I have not asked and you would have liked to answer? B - I have no answer to this question. I am always happy to answer questions, and since Wing Commander, so ... No, I do not think there is anything beside which we would have missed. K - What is the question I have not asked and you would have liked to answer? S - I think that apart from the simple translation, I wonder what we could do to make our communication towards more accessible French community. If you have ideas to share us. I think the idea of the world map of the community we were talking about earlier, is one, and I'll talk to Ben. But otherwise, with the peculiarities of each country, I wonder what to do to help each community. For example, in Russia, financial conditions being less favorable than in France, the price of the first package already means a lot to the players. Regarding France, I would like to know what is a priority for you: for example, instead of translations on the vessels, or rather the contents of the Alpha 2.0? Or how will the FPS? If you know what I mean. K - Yes, fine. We know how much our articles are read, thanks to traffic statistics.But precisely, the idea put forward in the discussion prior to centralize and formalize translations on the official website, could help. For now, there are a multitude of parallel translations and sometimes they are a little wait. So create a sort of approved translators team could help the whole community. This would validate de facto published content and reassure readers about the validity of the content, as approved by IGC. At least that is my personal opinion. S - We'll see, yes. Well, of course we have Vincent, that would be a good translator, but ... I'll check with him how we could handle this, and what is the return on it. K - Ok, you do not talk really French, but can you say the name "Benedict Beauséjour"(CTO Turbulent, referring to the interview with Jared Huckaby who could not pronounce the name)? B - "Benoît Beauséjour" (pronounced correctly) S - "Benoît Beauséjour" (idem) K - Yes, this is perfect. K - Well, thank you. If we repeat the experience, we could have a lot of new questions for you. B - With pleasure, yes! At some point, my French will come back and I could use it. K - You could join Sandi her book club, reading in French. B - * laughs * No, I think not. I would like, I find it fascinating. But no. K - Thank you very much. It was very interesting and I will have a lot of work to transcribe it (Iconfirm -_-). But it's always a pleasure to do so (I also confirm \ o /). Still thank you for their time and for all the work you do on the game. B - Thanks for inviting me, and we can do it again, of course. K - Thank you. I hope you pass back to certain events. Maybe not the next will be far different as PAX something, but you will come back for the Gamescom no? S - Yes, we'll be there again. K - And about the Paris Games Week? You missed this year's agenda of issues.But next year, you try to be there? S - Yes, I would. It was at the end of October, right? We will try. Or maybe to another independent event there. K - The next Citizen Con will be held where? S - Los Angeles K - Ok So in two years in Paris.? S - * laughs * Yes! K - Okay, bye Ben! B - * * waving goodbye. K - Thanks again, and good day. S - Similarly, a next time! ** End transmission **
  16. Meet a fan who has spent $30,000 on Star Citizen ships Good interview article with CR NewsReviewsHardwareBest OfMagazinePro
  17. NASA just saw something come out of a black hole for the first time ever ^^^ See link above or spoiler below.....
  18. 11 images that capture the incredible vastness of space
  19. Always interesting to see what the mainstream news put out. This one is fairer than most, I think. http://www.rockpapershotgun.com/2015/10/27/star-citizen-101-what-is-it-and-why-is-it-controversial/
  20. Erin Roberts on Squadron 42 - why he came back to the space genre Interview article below...
  21. Crafting Star Citizen’s 3D Concepts — Discussion Plus Q&ACAN ANYONE GO TO THIS ^^^ ??? - and maybe record it on their phone School of Visual Effects, Games + AnimationHollywood, CA(323) 466-66632015 Summer Term BlogContactAboutProgramsCoursesShowcaseCommunityAdmissionsVisitHome Community Events Crafting Star Citizen’s 3D Concepts — Discussion Plus Q&AArtwork by Gurmukh BhasinCrafting Star Citizen’s 3D Concepts — Discussion Plus Q&AThursday, October 8th, 2015, 8:00 pm – 10:00 pmJoin us at Gnomon on Thursday, October 8th, for an evening with Cloud Imperium Games’ Gurmukh Bhasin. This talented 3D Concept Artist will take to the Gnomon Stage to share the entire process for creating hyper-detailed 3D spaceships for Star Citizen, the highest crowd-funded game project to date. Looking at three variant spaceship designs, Gurmukh will demonstrate how he goes about figuring out functionality and precise dimensions at the concept level using 3D software. He’ll share essential tips on what makes for a good spaceship design, and will reveal the importance of supplying game modelers with functioning concepts. Plus, discover how Gurmukh’s background in architecture helped him to transition into a role where he can design spaceships for a living in the entertainment industry. The event is free and open to the public. Entry is by RSVP only, and seating is first come first served. If you can't make it to Hollywood, be sure to follow Gnomon on Livestream to watch the full event for free from anywhere in the world. Schedule:8:00 pm – 9:30 pm: Crafting 3D Sci-fi Concepts 9:30 pm – 10:00 pm: Audience Questions Guest Speakers Gurmukh BhasinConcept Artist, Cloud Imperium Games Gurmukh Bhasin was born and raised in Los Angeles where he spent most of his childhood skateboarding. During this time, he spent a lot of time studying buildings from different points of view, which eventually led him to study Architecture in college. After seven years, he graduated with Bachelor and Master degrees in Architecture, and joined the industry professionally as a Designer. It was later that he decided to switch careers and move into entertainment as a 3D Concept Artist. Now, he gets to design spaceships for a living. He enjoys seeing how the ships move through the pipeline from start to finish, as well as learning about how the fans play with them in-game. See more of Gurmukh’s work at gurmukhbhasin.com.
  22. Star Citizen's pace of funding has accelerated, and it's powered by new backers Nothing can keep a sufficiently-propelled spaceship down. According to the income tracker on the Star Citizen site, and confirmed by Cloud Imperium, the mammoth space sim’s pace of funding has significantly increased in the past few months. Fancy playing among the stars while you wait for Star Citizen? Try one of the best space games on PC. A little less than four months ago, on June 10th, the site tracker showed that Cloud Imperium’s crowdfunding efforts had raised $85,006,128. Today, that total is $90,382,383 - some $5,376,255 more. Often it’s assumed that Star Citizen’s upward thrust is powered by existing backers splashing on increasingly lavish spaceship designs. But, as Quarter to Three forumiteJuan Raigada points out, those last few months have seen more than 66.5K new arrivals - or ‘Citizens’, as Cloud Imperium dub them. That influx of new backers seems to be primarily responsible for a near-doubling of the company’s crowdfunding income of late. This despite the scrutiny the project is under - not least from Derek Smart, who is determined to set a legal precedent for future crowdfunding projects. Do you know any recent Chris Roberts converts? ========== Looks like DS has accelerated Star Citizen Crowd funding (hopefully with his and the Escapist legal losses as well ) ++++ We have to hold him to this below......
  23. A nice German Article about F42 Frankfurt! "Teile des Videospiels "Star Citizen" entstehen in Frankfurt | hessenschau.de | Kultur" Links in Spoiler below... Fan translation below..... = Love the last line The Frankfurt community of video game developer gained a prominent addition: The US-Company Cloud Imperium Games opened a studio to work on an unusual game. The studio in the "Europe-Block" of Frankfurt has little to do with the clichee, alot of people have in mind, of gamers: black floors, dark tables, white walls, glassdoors, inbetween some grey. Futuristic lights in grey-red are part of rare color accents. Now and then there are some work-force noises that find their way in to disturb the silence. The 23 employees - most of them in jeans and t-shirt - are sitting focused in front of their dual-screens, PCs stirring, heer and there the clicks of mice and keyboards. It should get more colorful till mid '16 at the german offspring of the american video game developer "Cloud Imperium Games" (CIG). "Foundry 42" it is called. "In the end there are 50 jobs planned.", says the lead developer Brian Chambers who manages the studio since July. "And ofcourse the will be posters and flair items." he said smiling. Problems, filling the empty desks with new employees, he has none: Every day there are applications from Europe, Asia and the USA. "We can hire 3 people per month." he reports. All applicants have one goal: They want to work on the unusual game "Star Citizen". Collected 90 million dollars "Star Citizen" is supposed to be a online space sim, where gamer play together and solo, play as a pirate or trade. In September it received three entries in the Guinness Book of Records, one of which says "Most crowedfunded PC-game ever". Untill October, about 1 million private supporters collected over 90M$ for CIG. The founder of CIG is the US-american developer and producer Chris Roberts. He is one of the most influential game designer who set new standarts with his Wing Commander series back in the 90s. After a several yearlong detour into the movie buisness, he reported back in 2011 with the announcment of a new space game - mostly funded by pledges. Fans were celebrating, mostly in the USA and Germany. Thats where most supporters are coming from. Collaboration with "Squadron 42" "Was that the reason, appart from two studios in the USA and one in the UK, to open a studio in Frankfurt aswell?" "That aswell", says Brian Chambers. It also grew more organic: A group of creatives who were working for Crytek in Frankfurt for some time now, were searching for something new. Almost everyone applied to CIG simultaniously and worked home office at first. Then new employees joined and they set up a temporary studio. "I spoke on social media about what I was doing now", Chambers said smiling. " Suddenly more and more applications came in, although we weren't actively searching." In the end CIG decided to open an official branch office. Now Foundry 42 is working on "Squadron 42", the single player part of Star Citizen. "We are developing and designing characters that lead the player through the story and work on the AI behind the game", explains Chambers. Working in public While those things usually happen behind closed doors, around one million people are looking over the shoulders of the 261 employees of CIG. If something doesn't work out the team has to face public discussions in the internet - like this June when the release of a relevant part of the game was delayed. The game is to ambitious say some game forums, some critics claim to spot missmanagment and scam. "There is pressure ofcourse", says Chambers. "Thats why we try to communicate actively with our backers." (At this point the article links to The Escapist article and CIGs response). According to CIG about 1300 backer were refunded. Every week CIG releases a video update where all studios report about their progress and the Frankfurt office has a 2 minute part in that. Every month there is a monthly report and alot of internet chats. Three to five people are constantly collecting feedback . Apparently with success because the number of backers grows. Five year contract for the office And what happens when the game releases in the end of 2016? Chambers straightens his back: "Even when the game is released we have a plan to fill it with new content." He smileys and says: "We signed a five year contract for this office after all!"
  24. New Chris Roberts interview, DX12, Vulcan and more...
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