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  1. I'm would like to contact the guys over at Roberts Space Industries with a list of interview questions. Either Chris himself or some of the other game makers could provide answers that I will then publish as a story here. So far I have: 1) What are credits? (ingame only currency, or something you can buy for $ – for EVEers ISK/AUR, WOTers gold/silver, etc) 2) What is the value of 5000 credits or 10000? Is that enough for a fighter, heavy fighter, capital ship? 5000 credits = $50? 3) What is a citizens card? And what does it mean to have either bronze, gold, platinum citizens card? How does the green, silver, gold, bronze, titanium,etc citizens card differ from one another except in color and recognition? 4) Where can I see stats of the ingame ship I’m getting in my package? 5) What do titles mean? Is it a forum recognition or also ingame recognition? 6) What are blueprints and how are they useful? Is it an ingame item you can then craft if you have the resources and skill? 7) The “Go Boldly” package: is the half a day with CR one on one as well or spent with other people who pledge the same amount? 8) What is the 1 Million Mile High Club Ownership? Is it a digital estate, where you can hang with your friends, and throw “access denied” to all unwanteds? Will it be visible orbiting the Earth, Moon or Jupiter? Can you decide where you want to have it? Will you be able to customize it? 9) Is the “Hang with CR for a day..” offer one on one as well or spent with others the could chunk the same amount of cash? 10) Can packages ships be earned ingame by any gamer in released game? 11) How long would it take for an average player to earn the amount of say 5k credits? I would like to get a good list of ~20 questions so post what you would like to see answered and then I will choose the top 20 to send over to the team.
  2. Happy Birthday CR (posted this GIF before but it is too funny) 🤪 https://en.m.wikipedia.org/wiki/Chris_Roberts_(game_developer)
  3. Star Citizen | Chris Roberts Interview - Funding The Game Star Citizen interview — Why Chris Roberts raised another $46 million to finish sci-fi universe DEAN TAKAHASHI@DEANTAK DECEMBER 20, 2018 10:15 AM
  4. Someone over on Reddit found this awesome interview from 2015. I for one have never seen it so I figured I'd share it here as well.
  5. In response to (imo pointless drama about) the removal of the UEC cap, Chris Roberts has chimed in on the matter UEC Recently a few people have voiced their concerns about the removal of the player UEC wallet cap that came with the release of Star Citizen Alpha 3.2. This was done to help smooth over the transition to an in-game economy and to give people that had purchased game items through the now-defunct Voyager Direct web store the ability to ‘melt’ them back for UEC, so they can repurchase new items in-game. As we are going to be rebalancing the pricing and economy as we expand the game, and as we currently reset everyone’s accounts when we release a new patch, we felt it would be unfair to force people to keep items they may have bought at a radically different price. This would have happened if we’d kept the overall hard cap on UEC as many players had amassed a lot more than 150,000 UEC worth of items. We still limit the maximum purchasing to 25,000 UEC a day, but we felt that removing the cap was the right call, especially as with every persistent database reset we need to refund players the UEC they have purchased with money and used to buy in-game items. It’s one thing to lose an item due to gameplay, but it’s a complete other thing to have your game account forcibly reset with each new patch, losing all the items you paid actual money for. Putting aside the puzzle of why some people don’t have a problem with stockpiling ships or items but a player having more than 150,000 UEC is game breaking, I think it may be useful to revisit Star Citizen’s economic model. Developing and operating a game of Star Citizen’s ambition is expensive. From day one of the campaign we’ve been quite clear on the economic model for Star Citizen, which is to not require a subscription like many MMOs, but instead rely on sales of initial game packages and in-game money to fund development and online running costs. To ensure money isn’t a deciding factor in progression, the core principle that the game follows is that everything you can obtain with real money, outside of your initial game package, can also be earned in game via normal and fun gameplay. There will also be plenty of things that can only be earned by playing. There are two types of resource players have that they can contribute to Star Citizen to make it better: time and money. A player that has lots of time but only backed for the basic game helps out by playing the game, giving feedback, and assisting new players. On the flip side, if a player has a family and a demanding job and only has four hours to game a week but wants to spend some money to shortcut the time investment they would need to purchase a new ship, what’s wrong with that? They are helping fund the ongoing development and running costs of the game, which benefits everyone. The exact same ship can be earned through pure gameplay without having to spend any money and the backer that has plenty of time is likely to be better at dogfighting and FPS gameplay after playing more hours to earn the ship. I don’t want to penalize either type of backer; I want them both to have fun. People should not feel disadvantaged because they don’t have time, nor should they feel disadvantaged if they don’t have money. I want our tent to be large and encompass all types of players with varied skill sets, time, and money. This was the economic approach I proposed out when I first pitched Star Citizen because it is the model as a player I prefer. I don’t like to have to pay a subscription just to play and I hate when things are deliberately locked behind a paywall, but as someone that doesn’t have twenty hours a week to dedicate to building up my character or possessions, I appreciate the option to get a head start if I’m willing to pay a little extra. Some people are worried that they will be disadvantaged when the game starts for ‘real’ compared to players that have stockpiled ships or UEC. This has been a debate on the forums since the project started, but this is not a concern for me as I know what the game will be and I know how we’re designing it. There will always be some players that have more than others, regardless of whether they’ve spent more or played more, because people start at different times and play at different paces. This is the nature of persistent MMOs. Star Citizen isn’t some race to the top; it’s not like Highlander where “There can only be one!” It is an open-ended Persistent Universe Sandbox that doesn’t have an end game or a specific win-state. We are building it to cater to players of all skill levels, that prefer PvE or PvP, that like to play solo or in a group or a large organization, that want to pursue various professions, some peaceful and some combat orientated. This is the core philosophy of Star Citizen; there isn’t one path, nor is there one way to have fun. This may be a foreign concept to gamers as the majority of games are about winning and losing, but Star Citizen isn’t a normal game. It’s a First Person Universe that allows you to live a virtual life in a compelling futuristic setting. You win by having fun, and fun is different things to different people. See you in the ‘Verse! Chris Roberts
  6. For an amazing piece of Art! It will go proudly on the wall in the new LA offices! I'm constantly amazed, humbled and thankful for everyone's support. I'm looking forward to building a great universe for us all to adventure in together! - Chris Roberts
  7. Original email from Chris Roberts regarding Lumberyard on the 24th: Follow-up post regarding Lumberyard on the RSI forums on the 25th
  8. Yes I am still around - just busy with work (for those that maybe wondering ) Here is a 2 part CR interview I didn't see posted :
  9. Hi Guys Check this out. I haven't seen this posted here: http://www.gamersnexus.net/gg/2613-chris-roberts-on-star-citizen-procedural-planets-alpha3-citizencon An interview with Chris about upcoming patches and Citizencon. Mostly stuff we already know. EDIT: Part 2 is out: http://www.gamersnexus.net/gg/2617-chris-roberts-on-character-technology-weather-system-engine-arch
  10. More discussion here: And fellow youtubers Rawcritics and DaGaimez have a look at this as well:
  11. Hello Everyone , ... After hours spent observing the site we managed to infiltrate some operatives behind the security lines. The special team from Alleanza Astrale met there some operatives of the Black star initiative apparently envisioning the surroindings with similar intentions. Together thanks to the cooperation of the CIG staff we got access to the secured hidden Chairman base. There we managed to make a brief interview with the Chairman himself before Advocacy could break in. Forgive the audio but it was uploaded and immediately retransmitted through several hacked subspace channels from a nearby system to not be intercepted by the Advocacy communication department. We used a the Herald Hacking device and have tried our best to upload on a secure and public channel, making it available to all the Citizens of the Empire. Interference is unfortunately present due to the heavy security shielding systems present around the location as well as the many active counter espionage Ewar devices. But we managed to clean the audio, split the packets through different paths so to not be intercepted and entrusted a courier to deliver the decryption keys message asap.</i> AA Com. team The video has subtitles , hope to have got them right. We have enabled Italian subtitles for the ones of you that might need. https://youtu.be/xILkUz9QAJQ Topics covered: Org 2.0 Modding tools VR Implementation Single player / multiplayer gameplay Procedural planets tech Player built custom bases www.starcitizen.itItalian Community Website Or Directly on video. Like this Quote Go to top
  12. Hi Guys I did not see this posted. Thought I'd share this.
  13. The forgotten interview with Chris Roberts <<--- See link or Hidden...
  14. Legends of Game Design - 1997 (Chris Roberts @ 15:35)
  15. Chris Roberts released copies of his communications with the managing editor of the Escapist. He responded to an article written about complaints against CIG and Star Citizen. I for one, am glad to see a response to this attack journalism! https://robertsspaceindustries.com/comm-link/transmission/14979-Chairmans-Response-To-The-Escapist
  16. I have been in discussions with a few people who have had really good suggestions for TFTC questions, but can't suggest them as they aren't subscribers. So I did a few searches to see if there was a thread in existence for this purpose and decided to create one, since I was unable to find an existing thread. I suggest that we list our proposed TFTC questions in this thread and then subscribers can ask the ones they think are best fitted for TFTC. Every so often, I will go down the comments and update the list of questions. If you want to use a question, feel free to re-phrase it if you think it can be said better. Suggested Questions - In Freelancer gameplay was concentrated around the central plane of the system. Will this be the case with Star Citizen? It sure would be nice to have an indicator that showed how far above or below the central plane your ship is currently located. It could be as simple as 2 or 3 digits with an arrow pointing up or down. (submitted by bruceyoung57) (could you clarify bruce? Isn't the central plane your ship? What other indicators would we need?) - It has been made evident that certain in-game events will change the distribution of NPCs in the 'verse. Would player actions be able to do the same? For example, if thousands of players swarmed a system and started killing any NPC pirates that appeared, would the NPC pirate population decrease over time? Asked Questions - Will a system be in place for players to cooperatively invest in a business or node, or will dividing shares in a business/node be something they will have to do outside of the game mechanics? - You have stated that players will probably be able to vote for their representatives. I think that is awesome and I look forward to the in-game political system, however I have a question for you: will players only be able to vote on their "home" system's representative? Generally, citizens in representative democracies vote only for their own representative, rather than all of them. How will that work in Star Citizen? - How difficult will it be to collect trade data in Star Citizen? Will we be able to download a planet's (or for that matter a system's) trade/job data as a sort of "packet" when we enter the area, or will we have to go by the planets and look through the prices manually? - Will the owner/administrator of a given node, be able to give managerial powers to other players or will they be the only person that can manage the node's day-to-day functions? - You've said that we will be able to store our cargo in our hangars, but how much of our hangar space will be available for storage? Will a player have to balance the space used for Cargo vs. Ships in the hangar, or will there be designated areas for storing Cargo? - Will there be an in-game mechanic for payment plans and contracts? If so, how detailed would they be and would they be customizable based upon standard templates or would they be pre-written for various jobs? - Will there be missions in the persistent Universe which will be dependent on players having to act cooperatively with NPCs? For example, if a player was working for the Advocacy and was told to go on a certain raid, would the player have to be there at a certain time and how would it be organized as far as cooperation? - What happens to ownership of a node, if a system is invaded and then taken back? For example, if an organization owns a node on Earth and it is invaded by the Vanduul, but taken back at some point in the future, will that organization still own that node? (provided that it survived the attack and occupation) - What will happen to destroyed ships after a battle, (specifically cap ships). Will they just disappear? Or will the wreckage stay in it's own instance for possible salvagers to stumble across days, weeks, or even months later. (Asked by FoxyFilth) - You have inferred that we will be able to fly out into space in a system, without reaching borders of any kind or being stopped somehow. My question is this, if we fly way out into the far reaches of a system, will there be asteroids with raw materials to mine? - Will players be able to carry other ships inside the cargo bays of their larger vessels, provided the space is big enough? For example, could I carry an aurora or a hornet inside my Banu Merchantman's cargo hold? - Will a human vessel's computer be able to interface with an alien computer? For example, would you be able to hack the alien ship using your human-built ship? Answered Questions - Will Chris come by flying around during a event followed by his own Pirate armada? (submitted by rain2reign) (I can't remember which TFTC episode in which they answered this and was having trouble finding the right transcript, if someone could find the quote that answered this question and post it below, that would be great!) - If you fly ships such as the Banu Merchantman, Vanduul Scythe, and Xian Scout will you be mistaken by the other races for one of their own? That is to say, will having an alien vessel fool the aliens into thinking that you are one of them or their allies? (Answered during The Base interview with Ben Lesnick, James Pugh and William Lewis) If I remember correctly, they stated that it would be possible with certain changes, but you would have to camouflage it a certain way. If anybody has a recording of that show, could you post the quote that answered this question, below? - Once we obtain a missile lock on a ship, will we stay locked on after it leaves our field of vision? In other words, will we be able to fire a missile at a ship that we can no longer see? (Answered by the DFM release - No. ) - You have said that players will be able to "hack" or steal information from other ships in some way in the Persistent Universe. My question is this, will players be able to upgrade their ship's computer components in order to increase their "hacking power" (I use this for lack of a better term), increase their ship's resistance to being "hacked", or possibly to make it easier to decode information they have retrieved? (I don't remember when or where they said this, but they confirmed it) - Additional hangars will be available to rent in game, but will they be available to buy? Could you buy a hangar for a much higher price, rather than paying periodic fees? (Answered by CR on Subscriber Live Stream on 9/23/15)
  17. So Reddit wants to bitch and moan about CR not coming out with any updates, people selling their accounts or refunding everything. They obviously didn't try very hard. Instead of releasing content on a normal website such as Youtube, like EVERYBODY else, they post to Vimeo. Now I'm sure most of us here know that, however, this site receives more hits than Reddit for SC news and content so I would like to share to everyone, the Church of Chris Roberts and where it all began: https://vimeo.com/robertsspaceindustries
  18. So Everspace got backed, and after the article from CR about backing Everspace, the guys at Rockfish came back with a great thank you. Shoutout to CR from Rockfish For those who missed it, the Everspace post is here
  19. 1: How have you dealt with getting back into programming after a decade-long break? It's been fun. It's empowering to be able to do it because you can take an idea and it's a way you actually have control over what direction that takes. I wish I could be doing more, but I have a lot of other tasks here. I was the programmer for most of the stuff that was shown in the early days of this project. Luckily the language hasn't really changed. Wing Commander was in C, and Strike Commander, Wings of Glory, and the later Wing Commander games were all based on the engine we made in C++. I always like the new shiny stuff, so we jumped onto C++ when it hit the scene. Since we're still using it all these years later I wasn't really left behind. The fundamentals are the same. Strike Commander was the first game to do real-time 3D texture mapping and proper 3D gauroud shading back in 1992. 2: How is the NPC population expected to function? With them being 90% of the population will their movements be tracked in some fashion? Will they be randomly generated as players enter instances? How will this factor into the economy and mission system? We have a full universe simulation running on one server that simulates about twenty million AI agents in a very high-level manner. It's not simulating them at a level of you being logged in, but more here is the economy, here is a mission, which removes the mission from the world, may take a day and will have X% chance of running into something unexpected along the way. Since this doesn't need to be real-time we can time slice it, which is how we simulate so many agents at the same time. The general population can be randomly generated so that a planet has a certain number of bounty hunters and ships and as the player population on a planet grows the system will populate appropriately. We'll have a living breathing world running even if there was only one player in the universe. 3: Now that SQ42 is "in the can" how will our characters communicate during the campaign? Will we have a selection of voices to choose from, will we speak through text, or will we be the silent protagonist? You will definitely not be a silent protagonist. You can choose whether you're male or female, what face you like, and you can blend looks. We're doing work on voices so you might be able to localize your accent. You will hear yourself speak and think and you'll be able to see yourself speak if you look at yourself in third person. 4: What have you liked in terms of community generated content? What would you like to see from us? I haven't seen anything I haven't liked. The level of fiction and comic strips, machinima, videos, is all really cool. Seeing people build ship models and 3D-printed Star Citizen ships and weapons. I love seeing the level of investment the community puts in breathing life into the universe, stripping our assets from CryTek and making their own mods and content. I'd like to provide tools so that people can do some of this formally within the game setting, because the creativity is great. This will be more long term though so check back for those in the future. 5: How will the multi-crew system handle inertia? Will the local physics grid add forces to the to the procedural animation depending on a player's position and acceleration vectors? That is something we're going to simulate long term. The first iteration of multi-crew wont have it. We do want it to react much like Star Trek so that people get thrown to one side and we'll be able to apply an impulse to the players and the dynamic objects so that everything gets thrown, and people brace themselves. It's definitely going in hopefully not too far after the initial multi-crew. Crazy evasive maneuvers should really throw people around. 6: A game called Artemis makes multi-player fun and interactive by giving each player an interesting and involving role while also making them dependent on input from the other players. How does Star Citizen plan to implement multi-crew in a compelling way? The answer is pretty much the same thing. We're going to show off some of this at GamesCom, but there will be specific gameplay (tracking enemies and allies, fixing things, etc) so that all of this actually impacts the roles of the people around you. Long term there will be VOIP so that you're talking with your crewmembers (and not on TeamSpeak). 7: Will SQ42 have any difficulty settings for people who suck at dogfighting, but still want to check out the story? Yes, I'm pretty sure we'll have some level of difficulty setting. Usually these vary how accurate or tough the AI are. I don't want to make it too easy because I feel modern games have gotten too far away from what makes old games work: If everything is too easy there's no satisfaction from finishing it. Demon Souls: I really enjoyed finishing it. Rather than just respawning two seconds later there was a real penalty, but I felt proud of myself for beating a boss and eventually the game. I don't know that I want this as hard as Demon Souls, but I want it to be like Wing Commander was. Not too frustrating but something where you feel accomplished for having finished it. 8: Will there be floating debris fields of scrap metal for salvagers akin to asteroid fields or will salvage opportunities only be spun up after particular battles? Or both? Will there be a deep dive document in the future? There will definitely be debris fields you can salvage and some will be seeded like asteroid fields are. There will be the opportunity after battles to salvage scrap as well. We'll have to ask Tony about the deep dive, but Tony doesn't know how to do anything but a deep dive I can't promise it in the next month or two but definitely before players get a chance to use the Reclaimer. 9: Since ships will deteriorate over time, will ships in my hangar also degrade even if they're not being flown? Or will this only happen if they're actually used? Will this apply to hand held weapons, clothing, shipping containers, decorative items? Yes ships will require maintenance. You have to keep them in good working order. We have a wear-and-tear layer that will become exposed over time and you'll have to pay someone to buff it back into shape. Maybe not ever as good as new, but much better than worn. If you keep them in your hangar they shouldn't deteriorate. Only during operating hours. So ships in the hangar will become outdated but would remain as new. Clothes, weapons, anything that is used will also wear out over time. 10: Now that CryEngine 3.8.1 is out and supports Linux and OpenGL will we be lucky enough to see a Linux client in the near future? 3.8.2 is out actually. There are some issues in the OpenGL side of things because we've customized the engine as far as graphics drivers, shaders etc. We actually compile the game in Linux. I would like to have a Linux client but right now it means getting the OpenGL support for our changes. It won't happen in the next month or two but it's something we're interested in, much like DirectX12 support. Not too distant future, but not as soon as you'd like. I'm looking forward to meeting all of you at GamesCom. For those who can't make it, we should have a much faster connection at the venue which is what typically hurts our livestreams. There probably won't be a 10-For next week, but I'll pick it back up when I'm back in L.A.
  20. Hi everyone, On the set of Squadron 42 Now that I am back in Los Angeles I thought I would write a letter to all of you who have backed Star Citizen. I haven’t had the chance to communicate to everyone as frequently as I normally have due to my directing duties on the Squadron 42 performance capture shoot. Directing a shoot is a pretty intensive affair which absorbed most of my time. The rest of the hours I wasn’t sleeping were taken up with the business of directing a game as large as Star Citizen with video conferences and emails or online collaboration with the six development studios spread across two continents and six time zones. To help address some of the questions that came up during the shoot, I’ve put together a special 10 for the Chairman companion piece to this letter, which you can find here. A week ago Wednesday we wrapped the main performance and motion capture for Squadron 42, Episode 1, after 66 shooting days. We started shooting on March 31st at Ealing Studios in London and completed principal performance and motion capture on July 8th. This is more shooting days than any film I’ve ever been involved with! I directed my last scene on Friday July 3rd, leaving David Haddock, our lead writer, who along with William Weissbaum wrote the Squadron 42 script, to direct the last three days of secondary character “wild lines” and motion sets the following Monday through Wednesday. A Grand Tour That Monday I took a train up to Wilmslow to the Foundry 42 UK Office to spend some time with the Squadron 42 development team in person as well as gather key people from our various studios and our technical partners for a technical summit on our character and facial animation technology and pipeline. Like everything on Star Citizen and Squadron 42 we are aiming to push the envelope – with the tech we are working on for animation, shaders and AI we are aiming to give you a fluid immersion inside the story of Squadron 42 and later the bigger world of the Persistent Universe of Star Citizen, in a way that conveys the emotional subtlety of film. It’s one of the reasons why our performance capture shoot was so long – maybe 10% of the scenes we shot were for cinematics, the rest were all for scenes where we allow full player control that play out during game control from your POV. Most games just record voiceovers for these types of scenes over a few days, but for us it was important to capture the full performance of our amazing cast. This allows us to then blend the captured performance of the actor’s face and body with other motions to adjust the game character’s looks and movement so they react in a natural manner to the player’s actions (whatever they may be). At the fidelity we are going for we are definitely breaking new ground, but luckily we are working with some of the leading companies and people in the area of scanning real people and bringing their performances into 3D in the most life-like way. 3 Lateral and Cubic Motion are well known for their amazing work in this field and we are partnering with them to push performance capture and real time playback beyond what you have seen in a game before. Internally we have been hiring up some incredible talent, including the architect of the CryEngine animation system, who recently joined us in Frankfurt. Some photos from my adventure in LondonWednesday night I flew with my brother Erin to Frankfurt Germany to visit the German Foundry 42 development studio, where the 22 newest members of the Star Citizen family have just moved into their new home, after being crammed into temporary offices for the last few months. The energy and enthusiasm there was fantastic to experience first-hand. We have been lucky enough to have some of the best technologists and game developers in the business join us these past few months, the very people who were involved in building the engine we are using. These are guys who did things with a PC in 2003 and 2006 that no one thought possible. Star Citizen is lucky to have them and we spent Thursday and Friday going over our engine and technology road map, as well as reviewing some of the work they have been doing these last months. As we have mentioned before, Star Citizen (and even Squadron 42) presents a challenge in terms of detail and scale that no game has tackled successfully to date. To do what the game requires there needs to be a different approach to how things are organized, rendered and updated. This is why we spent eight months converting the engine to 64 bit precision and why we have developed some new technologies like the Zone system and local grids, which fundamentally change how the engine organizes, streams, updates and renders objects in the world (or more accurately: the ‘verse). We can now manage one massive play area with all sorts of objects; single seat fighters, multi crew ships, capital ships with hundreds of rooms and thousands of objects inside, huge space stations or incredibly detailed landing environments. We will be showing you the first preview of this in action at Gamescom. We still have lots of work to do, not the least being the network side of things, to be able to update all this with a decent amount of players participating. Even in the early stages it is credibly exhilarating. Squadron 42 concept art, the "Chop Shop" Squadron 42 is going to be something special. I could feel it on set with the performances we were getting, with me knowing how we can bring those into the game. Squadron 42 is going to be like this amazing sci-fi movie where instead of just watching, you truly feel you’re in the world, emotionally connected to the other characters in the story. The action goes fluidly from space, to ship board, to on-foot gun battles aboard ships, stations and asteroid bases – all from the same 1st person point of view, all fluidly blending with no loading screens. I look at the work Tony is spearheading on the Persistent Universe side: some of the environments we are constructing, the rendering and graphics technology we have in the pipeline to render these worlds in a fluid manner to go from space flight to being on-foot at your destination. Also the attention Tony is spending on making sure there are many different careers and roles you can play in the bigger universe. I know the dream game that I have always wanted to make and that you all want to play and backed for is closer than ever. I have never been more excited by what we are building then I am now. That’s not to say I did not come home to a little drama Star Marine & Production It seems some gaming outlets got a little confused with my last FPS letter, which was no different to the one that we did back in May to let people know where we were on Star Marine / the FPS module. As you all know we are shy of announcing firm dates for module releases until they are in the Public Test Universe (PTU) as it’s hard to predict exact dates in open development, especially in the stages that still involve R&D, unless you build in large time buffers. We have been burned by this multiple times before so I have heeded all your wishes to not give out dates until we are sure. Perhaps we stressed the point a little too strongly as suddenly gaming websites were running with the headline, “Star Citizen FPS delayed indefinitely!” which was unfortunate as this phrase is usually a euphemism for a project being put on indefinite hold or canceled. Don’t worry, it’s not! We’re hard at work on the FPS – as you can see from our update on Friday – and you will have it in your hands sooner rather than later. Shortly after the FPS flap, the news that the LA Studio’s Executive Producer, Alex Mayberry, had left for personal reasons after a year on the job combined with a couple of other staff departures that we had previously announced had some people worrying about whether they should be concerned. With a company the size of CIG and its subsidiaries there is always going to be turnover. We are a very large company now, dedicated entirely to making Star Citizen and Squadron 42. We have four development studios: Los Angeles, Austin, Wilmslow, UK and Frankfurt, Germany. Our internal headcount has gone from five at the end of 2012 to 59 at the end of 2013 to 183 at the end of 2014 and to 255 now. That’s some pretty huge growth. The turnover at CIG is no more or less than it was at Origin, EA, Digital Anvil or Microsoft when I was making games there. The difference is that since we conduct our development in an open manner people get the opportunity to know some of the individuals working on the game, in a way you wouldn’t with a normal publisher, so a departure becomes more noticeable. Sometimes an employee may get an opportunity to go elsewhere in a role they feel will be more rewarding personally. Sometimes our breakneck pace of development is too much, or sometimes people just want to make a change for personal reasons. The Foundry 42 DE team! We made a conscious decision early on to go where the developers were as opposed to making them come to one place. If I hadn’t done this we would only have an office in LA as that’s where I live, but I decided in today’s world with fast Internet (we run 1 Gigabit connections at all our offices), Cloud and online sharing technology we don’t have to force talented people to leave their homes to work on Star Citizen. This approach has allowed us to staff up with some of the best people in the business. The UK and German office are key examples of this. This approach of distributed development is not new or unusual but it does require you to work hard to keep all locations working together as harmoniously as possible. As such, we are constantly reassessing our development structure and methodology to improve our efficiency. With Alex’s departure we took the opportunity to streamline all production leadership under Erin. Erin has an amazing track record, delivering more than $500M worth of Lego games during his seven years of running Traveler’s Tales Fusion, not to mention the titles he has built with me at Origin, EA and Digital Anvil. I had asked Erin to take on this role originally when he joined but at the time he wanted to concentrate on building up Foundry 42. Now with Foundry 42 as our largest studio (between Wilmslow and Frankfurt there are 138 people) and those teams operating efficiently, Erin felt comfortable taking on a wider role. I could not be happier as he has been with me since the first Wing Commander and the best producer / production executive I know. Meanwhile, the PU team in Austin is working on the next planet in the ArcCorp systemOpen Development If you have followed Star Citizen from our kickoff in October, 2012, you know that the game we’re building today is a bigger and more technically accomplished project than I thought was possible back then. The original crowd funding goal was to raise enough money to deliver regular community updates, access to the multiplayer dogfighting alpha and a single player campaign called Squadron 42. You can see the first goal, which was achieved on 25th of October 2012 here. It’s no secret that I originally thought I would have to build a smaller game first and then over time add features and content to get close to the full living universe that I have always wanted to realize. This community came together and, both through your financial support and your belief in the project, made something incredible possible. You went above and beyond in backing our dream and so we are going to, also. Because of you, we’re building cities where I had hoped for just landing pads, we’re building armadas of starships where I asked for squadrons and we’re populating a living, breathing world in ways I didn’t dare to dream of in 2012. You all know that already; you’ve lived that. You’ve seen Star Citizen evolve and start to come together. You’ve watched our atoms form molecules, our modules form a real, playable game (that you can boot up and play today!). There are people out there who are going to tell you that this is all a BAD THING. That it’s ‘feature creep’ and we should make a smaller, less impressive game for the sake of having it out more quickly or in order to meet artificial deadlines. Now I’ll answer those claims in one word: Bullshit! Star Citizen matters BECAUSE it is big, because it is a bold dream. It is something everyone else is scared to try. You didn’t back Star Citizen because you want what you’ve seen before. You’re here and reading this because we are willing to go big, to do the things that terrify publishers. You’ve trusted us with your money so we can build a game, not line our pockets. And we sure as hell didn’t run this campaign so we could put that money in the bank, guarantee ourselves a profit and turn out some flimsy replica of a game I’ve made before. You went all in supporting us and we’ve gone all in making the game. Is Star Citizen today a bigger goal than I imagined in 2012? Absolutely. Is that a bad thing? Absolutely not: it’s the whole damn point. Will it take longer to deliver all this? Of course! When the scope changes, the amount of time it will take to deliver all the features naturally increases. This is something we are acutely aware of. How do we balance the mutually conflicting wants of the community; to have this hugely ambitious game, but not wait forever for it? Our answer is to embrace open development and share features and functionality that will go into the final game before everything is completed. Originally we had just planned to share a multiplayer dogfighting alpha and then the beta of the game (which would have just been Squadron 42). As we smashed every stretch goal, and continued to power through additional ones, it was pretty apparent we had to find a way to keep people engaged while we were building this virtual universe. In today’s 24/7 short attention-span world people don’t have the patience to wait around for years. This is why we decided on multiple modules: the Hangar, so you could first see your ships and walk around them in the manner you would in the final game, then Arena Commander, to allow people to get a taste and give feedback on the basic dogfight and flight mechanics. Star Marine, which will be available shortly, is the module for backers to experience and give their feedback on the First Person Shooting component of the game. Not long after that we will be releasing the next level of Arena Commander, allowing players with bigger ships to fly them with friends, on maps that are closer in size to the huge ones you’ll have in the final game. Then we’re rolling out aspects of the Persistent Universe: first there will be just planet side environments to explore, but not long after you’ll be able to transition to space and fly to another destination, and then after that to another system. We have taken this route to allow people to experience and give feedback to make the game better as we build it. Almost no one else does this. And we’re still doing it: case in point, our first 16-player version of Arena Commander went to the PTU on Saturday! I’ve said it countless times: my goal is to make the journey of Star Citizen’s development worth the price of admission and the final game be the best bonus in the world. So while it will take longer to build the full vision that all of you are helping to achieve by contributing your funds, our plan is to have you play large sections of it without having to wait for everything to be done like you would on a normal retail product. That is the advantage of being online and on the PC. It should be a win / win: you get to play a more limited version early, a version that is closer to the original goals, but you know the bigger, fuller featured version is coming – and the best bit is that you get it all for your initial pledge! Is ‘feature creep’ a worry? Sure… it’s always a worry, and we are well aware of it. However, building the game to the stretch goals embraced and endorsed by the community is not feature creep! We made the decision to stop stretch goals at the end of last year. That was a hard choice to abandon one of the central tenets of crowd funding projects, the idea that the sky is the limit… but it’s one we felt we had to make for the better of the game. Today, we have a radical design that’s like nothing else in the industry and we’re building towards it every hour of every day. We count on the community’s continued support to build the game to the high level that we set out to accomplish. Allowing independent authors to do more is the point of crowd funding, and going beyond our limitations is the entire point of Star Citizen. Occasionally I see comments out there from people who haven’t taken the time to watch the thousands of YouTube videos of people running around their ships and hangars or dogfighting in space, or visit our site to read the vast amount of information we make publicly available that call us vaporware or a glorified tech demo. Arena Commander, which is still evolving, is a better looking and playing game than a lot of finished games out there. We are maintaining a live game and building one all at the same time. It’s harder than just developing, as most companies that run online games will tell you, but it’s worth it, both to ensure you get to experience features as soon as they are ready and to make a better game in the long run. This is all being made possible by your enthusiasm and support. As we promised since the start of the campaign, we invest every dollar raised into the game. Anyone with knowledge about game development can assess our spending based on the information we share every month. It speaks for itself that from the outset our TOS provides for an accounting to be published if we ever had to stop development before delivering. With the progress and the funds we’ve raised this is no longer an issue, but quite obviously we wouldn’t have provided for this clause, if we weren’t using your funds very carefully for the development of Star Citizen. The rest of the team and I are immensely grateful for all your support and passion. We’re hard at work on finishing up the next Arena Commander patch, Star Marine, the Persistent Universe, Squadron 42, as well as working on something special to show you all at Gamescom! We genuinely want people to be happy with their decision to back Star Citizen, because I and everyone else on the team passionately believe in Star Citizen. This is the dream game that all of us have wanted to build all our lives. And while I can’t promise you everything will always go smoothly or features or content won’t arrive later than we want them to, I can promise that we will never stop until we have achieved this dream. To paraphrase a key speech from the beginning of Squadron 42; “Several years from now, when you are surrounded by your loved ones, and they ask you what did you do during the battle for Space Sims and PC games, you can look them in the eye and say; I helped make Star Citizen.”
  21. Chris got a book on planes. And he appreciates the subscribers as well as the SC community. 1: What will banking be like in the PU? Will we get bank statements? How will we wire money to other citizens? In the future you don't need statements. You'll see your balance on the MobiGlas branded under a future bank. We'll allow some flow of money to other citizens but it will be limited. You can't just send mass amounts of money. We don't want people abusing the system. The transfer of cash and items will be based on the reality of the system. You can't trade a ship instantly, it still has to get to where the purchaser is. 2: How will the release of Windows 10 affect the community? Should we wait or will we still be able to play Arena Commander and Star Marine? We're testing Windows 10 now in IT and there are some issues keeping us from wanting to roll out Windows 10 on a developer level. We will be working to make sure we're compatible from a playable perspective from the beginning. 3: Now that CryEngine has native support for the Oculus Rift, how is implementation of VR coming? Any progress or plans there? There is enhanced CryEngine support and one of the people who was working for CryTek on that is now working for us in Frankfurt. The integrations of 3.7 and 3.8 will be integrated after Gamescom. Look for the integration of 3.7 around the beginning of September. We will be doing some custom stuff later and looking at Valve's setup as well. 4: Has CIG considered adding a hunting profession where citizens can travel to wilderness zones and hunt dangerous beasts? It sounds a lot like Evolve. We are planning on planets that you can explore but that will happen after we get the large world and multi-crew up and running. Find minerals, artifacts, defend yourself against alien beasts, bring back specimens. We want this kind of thing long term, and it wouldn't be really difficult to do. Just look at FarCry 4. As long as we have the time to build it (not tomorrow) it will get done. 5: Will your ship be uniquely named and be able to have a history that would be attached to that ship's hull number? Would it be reset or lost upon complete hull destruction? We're going to let you name your ships in the PU and they will age. Like your character we want you to have a reason to hold onto your ship. It's an idea to have a ship associated with the kills or accomplishments that happened with that ship. Would be coming with "stage 2" (?). We want a lot of gameplay focused around keeping your ship, and having a history is a good way to do that. 6: What will the spoken interaction with NPCs be like? Will it be pick a response from A-D in a pop-up window? We're trying for something different with S42. They aren't limited like in MassEffect with a third-person interaction. The conversation should be fluid like it is in real life. Whether you keep eye contact and your body language will affect the conversation. If you turn away they may break off the conversation. It will be like Sherlock the BBC series where you can see your thoughts in 3D space and you can pick one, and that will drive the conversation. Contextual plus branched. You get bored you can take a drink of water or throw it in their face. There will be items that give context and meaning in the conversation. It will very much be about managing relationships. 7: Will the number of players allowed into an instance change depending on location? For instance, more players on a station or planet where there are fewer ships to render? It possible that it would be dependent on the location area. The FPS we're pretty sure we'll be able to handle 32 players, whereas the ships require more network bandwidth. On a planetary environment we should be able to get more players. We're working on having servers working together to share the load and allow more players than one server alone can handle. Tony is aiming for a lot more players than that with the Social Module. 8: What differentiates a short range from a long range ship? Is it jump drives and quantum drives? A certain number of jumps before refueling? Whether you have a jump/quantum drive would affect it. The Merlin is an absolute short range ship. No QD/JD The next level is QD but no JD so it would have to be put in the hold of a bigger ship. Most of the bigger ships have JD. Beyond that the Carrack for instance has extended fuel tanks and longer-capability life support systems. 9: Aside form the aesthetics, what is the benefit to the player of merging first and third-person animations? Most of this has to do with interacting with the world around you and with the people around you. The interactions you have should be visible from any other player. When you watch CoD where a character opens a hatch from first-person, no one sees that from outside. We want you to be able to see a player opening the hatch they way they do. No cheating here. Most FPSs reduce the fidelity of the animation and we didn't want to do that. If you get the base stuff to work it makes the rest of it a lot easier. We have to do first person and third person animation for all of the motion sets. We don't want two parallel systems, so we're unifying it from the beginning. I'm really stubborn and don't give up until I get it right, but it also means I make really good games. 10: How do you handle the sometimes harsh criticism and take care that the team doesn't lose motivation? The fact that we're building a game that we've all wanted to build for a long time is a big motivator. It's hard seeing everyone out there second-guessing every decision we make. It's hard to predict things accurately in the early stages of things because of the R/D. And the bigger things are the harder that is. At the end of the day we're going to build a game the way nobody has done it, so we understand that. I want to play the game right now too, but this is the price you pay. You'll never please everybody all the time. I tell everyone here that it's really important to go with what you believe in. If someone says something that resonates with you than maybe key off of that, but otherwise don't get discouraged. We acknowledge that it's great to get input, both good and bad. But we have to use it for the benefit of the project and not to let it affect us personally. I like that people are so passionate to argue on the forums on controller balance and the flight model (as long as there is no name calling or putting people down) but that doesn't mean that we listen to whomever is loudest. Some of these things ring true and get us to look at a feature again. We know that there are a lot of people behind us supporting this project and it's how we carry on building a game we really want to build. Which brings us full circle! See you next week!
  22. Published on Jul 24, 2015 - by CIG We thought we'd try something new. Here's a short look at one of the many day-to-day activities of Chris Roberts. If you'd like this to become a semi-regular series, let us know in the comments below.
  23. Star Citizen Multi-Crew & Tech Update - Chris Roberts Interview Star Citizen Multi-Crew, Gamescom Presentation, & Tech Drill-Down | Interview By Steve Burke Published July 21, 2015 at 4:55 pm GAMING FEATURES Cloud Imperium Games' Star Citizen has several planned differentiators when it comes to space sims. One of the most noteworthy is the promise of ships manned by multiple crew members, expected to be released as a separate “multi-crew module” in the near-ish future. Pilots, co-pilots, gunners, engineers, and other roles will all need to be filled to create a co-operative, team-intensive gameplay experience; it's an ambitious goal, but one that CIG's Chris Roberts feels confident can be achieved. Our recent trip to CIG's Santa Monica offices already yielded a progress update on the game's “Star Marine” FPS module, addressing concerns of delays, and now we're back with multi-crew. CIG CEO Chris Roberts joined us to discuss multi-crew combat, game engine technology, technical challenges faced with zoning and instancing, and more. As an add-on to this article and video, we would strongly recommend reading or watching our previous “Star Citizen Zoning & Instancing” interview, as it is cross-referenced several times during multi-crew talking points. The above video spends a significant portion of time covering game engine overhauls to allow CryEngine's full cooperation with Star Citizen's demands. Once these basics are overviewed, Roberts dives into the specifics of multi-crew combat and provides a play-by-play of the team's upcoming Gamescom presentation. We've gone through the most critical points and recapped them below, for those who'd prefer a written version. Star Citizen's 64-bit Game Engine and Logistics (Above: A block diagram of CryEngine's art compiler). CIG CEO Chris Roberts immediately indicates that “all the studios around the world are working on multi-crew,” further stating that “we're going to show the next generation of it at Gamescom – that's in about three weeks' time or so.” Multi-crew fuses all the existing modules into a build that will begin to resemble Star Citizen's core mechanics. The new module is linked by dependencies with the forthcoming “Star Marine” FPS patch and previous Arena Commander (“Dog Fighting module”) releases; multi-crew cannot exist without each of the prior modules. This makes multi-crew uniquely complex. Roberts cites the move to a 64-bit engine as a major milestone for the Cloud Imperium Games team, emphasizing that the move to 64-bit will allow greater precision and size for positional space. Of the move, Roberts said: “There's a bunch of stuff that's really exciting. [The move to 64-bit] is less about 64-bit compile [and] more about 64-bit positional space […] Pretty much every 3D engine works in 32-bit, which is great for a normal FPS – because you usually don't have maps that are bigger than, say, 8km x 8km – but for us, we've got star systems that are millions of kilometers across and the precision of 32-bit just isn't enough. We've spent about 8 months now – it's done – moving the engine over to 64-bit world space coordinates. The last part of it was moving rendering over so it became camera-relative. The GPUs themselves generally don't work in 64-bit – they work in 32-bit – but since you generally won't be able to see millions of kilometers away, the visible range is inside 32 bits, but the overall system space is much bigger. […] There's tens of thousands of files, so it took a while.” Most current GPU architectures utilize a 32-wide asset warp (also called a “wavefront” by AMD, both of which indicate a collection of threads), though some new architectures are making the move to 64-asset wide wavefronts or warps. There's a lot more to it than that, of course. The matter of GPU architecture and its software link is something we discussed heavily in our recent AMD R9 Fury X review, for those curious about a hardware-level overview of gaming-centric limitations. Speaking to data structures and containerization for Star Citizen, Roberts revisits the topic of instancing and zoning at around 3:00 and again at 4:15. This was discussed in detail (for about twenty minutes) in our previous interview. Roberts once again highlights a challenge unique to the space sim genre: “At Gamescom, we're going to be showing a world map – just a small portion of it, but if you were to fly from the starting location to the ending location, it'd take you two-and-a-half hours at top current dog-fight speeds. I think it's several hundred thousand kilometers in distance; we'll do some sort of a quantum jump between them, but it's all on the same map and the same scale. What's really nice is we've got [the 64-bit move] and the second piece of technology that the engine group has built, which is called the 'zone system.' One of the big challenges – and this is something we definitely need for multi-crew – is the zone system is what enables us to handle sparse / dense data. In most FPS games, it's 8x8km, the density of the level is very consistent […] there's a lot of objects and interest in small areas. In space, you can have huge areas of nothing and then areas of high density, like a space station, an asteroid, or a big ship with people inside it. We needed a method of handling this data and culling it, updating, and organizing it in a way that was optimal. Typical engines use arch trees, which aren't not good for the sparse data we have, so we […] break things into zones. You can have a big multi-crew ship – everything attached to it is one zone, inside is another zone, and that ship can exist inside space – like around a moon, [also a zone].” Roberts explains that the zoning system is a means for containerization of game data, ensuring data streaming and dumping of content resultant of the player's actions and location. This allows more efficient rendering on a per-user basis as the game will cull-out (won't render) data that the user can't meaningfully utilize. The CIG CEO further notes that this tie-in to visibility culling is “the only way to get really big capital ships and [bandwidth] heavy multi-crew ships working properly, [and] is one of the reasons the hangar can run slowly with big ships.” Roberts tells us that the old models for the Constellation and Freelancer are ~2.5 million polygons each, with ~1.5 million comprising just the interior. In a real-world scenario, only a select few clients will need to actively render that interior geometry, the textures, and other data – easily comprising hundreds of megabytes – and so that space is instanced for those players. An outside ship, although it might be engaged in trade or combat, does not need to see the toilets and geometrically intensive interior of its opponent. Roberts walks us through the old rendering pipeline to underscore the importance of the new zoning and instancing system: “The way it was done originally was very brute-force: It just all gets thrown in the renderer and it decides what it's going to cull-out; whereas our newer system has that all plugged-in to the zones. It's intelligently culling-out geometry, objects you don't need to update if you can't see them […] that's what enables the promise of Star Citizen – these huge, massive areas. […] It's all there in a detail you normally don't get.” Later in the video (7:00), Roberts tells us that some initial data streaming tech is in Arena Commander 1.1.5. Star Citizen World Map & CIG's Gamescom Plans (Above: Part of the interface revealed at PAX South). Buried in the above engine discussion is an important spoiler: Star Citizen's world map is slated to be revealed at Gamescom, if all goes to plan, and will give players an interactive look at the game's universe. At around 6:13 in the video, Roberts rapidly talks through an outline of the team's hopes for Gamescom: “We're going to show [multi-crew] at Gamescom: You're going to start in a space station, you're in a room, you get out, the space station is huge – you'll see this gas giant outside, you'll go out to the landing pad, get into a cutlass with your friends. They'll all get into the Cutlass – which will all be its own zone running in the local grid – this is why we have the physics partitioned for each individual ship, so it can fly around and you can be moving around the ship irrelevant of where the ship's going.” When asked if loading screens will appear between these transitional periods, Roberts firmly emphasized that all data will be streamed without interruption from loading screens. The Cutlass' interior should be running its own instance independent from the outside, both physically and visually. It is our understanding that shots fired upon the hull of a ship may be reflected internally to occupying players, but that physics processing will be individually computed on a per-ship basis. This reduces client-server load and frees-up bandwidth in the pipeline. Arena Commander – the dog-fighting module – has hosted a very limited player-count through now, but just shifted to initialize 8v8 support. Roberts explains one of the primary contributors to the current player count limits: “One of the issues with more players in Arena Commander was that all the ships are really heavy [(geometrically)]. When you blow a ship up and recreate it, just building that ship takes a bunch of time on the main thread and that creates a stall both on the client and the server, so that's where you get this lag when you play a match and you see ships skip. We've been working to stream stuff in the background; even though it's loading lots of data, it's not stalling the client or the server, so that will reduce lag. There's still a lot more work to be done for it, but it's built to be dynamically streaming background.” Tentative Timelines for Multi-Crew Free Flight Roberts hopes – but hasn't fully guaranteed – for a Gamescom reveal that shows the player character walking around “in incredible fidelity.” Spoiling AC 2.0, Roberts envisions that players will be able to get into their ship, fly somewhere, exit and EVA to another ship, and so forth. At around 8:00 in the video, timelines are tentatively brought-up for the forthcoming Star Citizen FPS and multi-crew modules: “Our goal is to get Arena Commander – the multi-crew stuff – out four to six weeks after the FPS drops. We have some integration to do because FPS is on a separate code branch right now [from] the multi-crew stuff, so once FPS is out, we've got to drop that back into the code branch, integrate it, get it working again, get rid of any conflicts or bugs or problems, and then finish multi-crew. Our real goal with multi-crew is [to] have huge maps and just set it up in a free-flight mode and have places for people to play around and see what happens. It's really going to be a playground to see what the persistent universe is like.” For those who didn't see the FPS progress update, it is tentatively anticipated that the FPS module will launch sometime in the next 3-5 weeks. Chris Roberts strongly emphasized that all timelines are, again, tentative and should not be regarded as hard ship dates. In the FPS update interview, Roberts explained that CIG's development methodology is fairly transparent and that these are dates which would normally be considered “internal.” Conclusion Concluding the interview, Roberts reminds us that the “original intention of Star Marine [and other modules] is that they're testing grounds for the bigger system.” Roberts hopes that players are as excited as he is for the progress: “I'm really excited by where we're at with multi-crew. Hopefully people will be impressed by what they see when we show them at Gamescom. It's a real system that has extensibility and we're going to show you getting into one ship, taking off, flying, EVAing into another ship, powering up... All the stuff you've seen in machinima videos and have thought 'if I could do that in a game, that would be awesome.' I'm super excited because a lot of the technology we've spent a lot of time working on – that you really can't show because it's deep down in the bowels of the engine – is now coming to fruition. […] You haven't had the ability to ever do this in a game before. Last year, we hadn't had Arena Commander out and we thought we'd have it out closer to March / April, again, like Star Marine. It was getting pretty rowdy on the forums, [but] then we dropped v0.8 of Arena Commander and then the rest of the year went pretty well. […] [Fans] could see there were visible changes and alterations in gameplay and that we were responding to what people were saying.” Addressing questions regarding the relative silence over the last few months – this is at about 12:00 – Roberts recaps 1H15's events: “On the AC side, we stopped updating it maybe in April or May – shortly after PAX East. We thought FPS would be earlier and we didn't want to overload the QA guys. At the time, it looked like the FPS patch could drop five weeks after the most recent AC patch, with a 2-3 week cadence; and, of course, FPS took longer and we never went back and updated Arena Commander.” 1.1.5 was just deployed. Roberts notes that, following 1.1.5, an incremental 1.1.6 is anticipated within a few weeks' time, going live at Gamescom, followed by Star Marine (1.2.0) on the PTU. Star Marine lives on the same codebase as Arena Commander and will begin the process of integrating Star Citizen's various subsystems. “Tentatively, I'd think that multi-crew potentially is a CitizenCon release. Again – tentatively,” Roberts laughs. “I think it'll make a big difference because, right now, everyone judges the space combat flight experience in the microcosm of single-seater ships flying around […] we have to have control schemes and systems that handle everything. It's pretty hard to judge where everything sits until we get them in – like, is this ship overpowered or where does this ship sit in the overall scheme of things? […] I'm really excited to get multi-crew in there because it opens up the palette.” In the more distant future, escort missions are expected for deployment as an early test for the mission system's integration with other modules. As we've stated countless times before, Star Citizen is still in full development and is not presently in a state representative of its long-term release candidates; the game is still taking backers through its website. We always advise that gamers interested in hardware or software pre-orders invest an appropriate amount of time to research prior to financial investment. Backing a game's development means waiting.
  24. Streaming here! Source RSI: Chris Roberts has a message for Star Citizen backers and PC game enthusiasts. The Chairman will have a segment in the PC Gaming Show during E3 tonight, Tuesday June 16th! The show in it entirety can be watched live on the PC Gamer Twitch channel The stream starts at 6 PM PDT. Chris is expected to go on early in the show so don’t miss it! For those of you who missed it, our own Benjamin Wafflez captured CR's pre-recorded broadcast from the S42 set in the UK. WarWulfs Edit: Added in the full E3 PC Gaming show to round off the post:
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