Sure, but, to be fair, RSI has made decent work at polishing those angles. There’s still plenty wrong about the mechanics, and it’s buggy as hell too, but overall, I’d say I can immerse in SC in a way I cannot with any other game.
What kills SC in my opinion is not the “uncanny valley” feeling but rather the obvious greed and laziness of developers that essentially trapped themselves into profiting more off the unfinished game, thereby incentivizing themselves to stagnate. The game is very good as far as general gameplay is concerned - but the development incentives are screwed, and as a result, what could be a game of the century is now nothing but an empty promise or, at best, a sandbox.
That’s not exactly what I meant.
What I meant is that Star Citizen wants to be an immersive simulator, the kind of game that makes you feel whatever happens to you to be real and actual.
Terraria doesn’t pretend to be real - it’s magical and funny and silly and that’s its charm. It might absolutely be immersive - but in another way. It’s a game you come to to have some fun and wonderful experiences - not the game that grows to be your second life.
Now I make it sound predatory, and in part it is, but alas, hope I got my point across.
I think those games hit different brackets.
Star Citizen simply wouldn’t be Star Citizen and would never take off if it looked like Terraria. A major part of its charm is how much life-like immersion it creates - things feel very real, not toyish, and you actually experience spaceflight and everything in between. And for that to work - and for people to spend hundreds of bucks on what is ultimately just a game - you need game graphics to be as great as you can pull off.
System will work, but it will gradually get less and less secure, which can get quite bad.
There is an insane amount of ways to break Windows XP and even Windows 7, it’s basically script kiddie’s level of knowledge.
And there are real exploits out in the wild that target such systems specifically - while the pool of potential victims is smaller, they’re very easy to target unless they are competently firewalled.
I’m not aware of how things are now, but at least previously you couldn’t really use Proton outside of Steam.
So I assume OC defends Steam as the only platform that can smoothly run games with Proton instead of regular Wine, which does not work as well for certain games and/or requires tedious configuration.
Normally I would super support you, but in Star Citizen the owner of the yacht actually loses nothing and can call another one later.
Wars, piracy, and all that behavior is part of the game, and it is encouraged by the developers. They even released a second system with pretty much 0 policing specifically to make some anarchy.
In this case, it’s not ruining other people’s fun, it’s the gist of the game.
Uh-huh, and devs are incentivised to keep that fallacy up, because the release would mean that ships bought for in-game currency will not be wiped every something update.
Yes, right - the only ships that currently persist are the ones bought for real money. And the devs have 0 incentive to change that, because players really end up buying the ships for cash (easily $300, $400, $1000 for a ship) instead of leaving such bullshit for good.
Star Citizen is all about first-person perspective. You’re not a “capsuleer” like in Eve, you do exist outside of your ship, you can walk its interiors, you can walk cities, socialize with people on the ground, or capture enemy ships and go ground battles, you go to planetary “hotels” to rest, etc. etc. It’s more like an immersive space sim in a massively multiplayer world - it’s about living in this virtual place. If we would use all those fancy modern buzzwords, “metaverse” would probably be the closest.
Eve operates on a very different layer of abstraction. You don’t even get to directly control your ship - you set general commands for where and how it should move to target, orbit it, etc. (which is something that frustrated many newcomers since this model is pretty much nonexistent in modern space games). The juice of Eve is not personal interaction of character models, which doesn’t exist, but the economy and legacy of such a massive project. When it comes to an economic system, Eve may rival the real world in its complexity. Also, the control of systems adds a strong political layer on top - something that players expand on, creating a long and complicated, player-generated political lore. People there take it very seriously, which makes Eve more of a strategy than the game you immerse yourself in to have a light and nice evening.
Oh, if it’s pure “people support”, let’s remove the pledge store and just have donation button. One that doesn’t give you anything in game, but supports the project.
Star Citizen uses clever psychology and social engineering to make people spend obscene amounts of money on in-game ships. I know people who are so catches and addicted to this shit they spend their family savings on the new ships. And that is by design.
They also regularly wipe the Persistent Universe for a reason, and the reason is not this bullshit aUEC farming, but the fact that ships bought for real money do not get wiped, stimulating purchases for your very real cash.
By going to release and having equal persistence for ships bought by all means, they’ll immediately slash their profits so, so bad, and they know it. They don’t want to go release.
The time has come.
I remember vividly myself as a child playing Homeworld 2 multiplayer with my older brother (over the LAN?)
Had hard time wrapping my head around 3D navigation, but enjoyed having fun time with him and that’s what matters
Kinda scared to return and see what is it now, as third game finally rolled out. Probably quite nostalgic? :)
Also, for Hiigara! For Kharak!
Completely depends on who is allowed to vote.
If slaves would have a vote, they’d certainly strongly choose one option :D
Same for the discriminated groups.
If they don’t have a vote, this depends on the rest of society in the short run, but can cause violent rebellions in the long one. Democratic system does not eliminate possibility of revolt.
That’s what I normally do - pirate or ignore AAA’s, but always buy indies.
The problem with the union idea is that most games just won’t pay off huge investments, so there needs to be someone competent who filters out profitable games, and funds games based on expected returns…and at that point we get, essentially, a publisher company. Or maybe a cooperative. But barely a union.
Many countries actually have such systems in place today, even Russia (lol) - not that they work too well.
Normally, there are two sources of issues here: petitions can in fact be declined, and, in cases where the signature count depends on scale of the petition they can be intentionally escalated as to make it impossible to gain enough signatures. Besides, in many cases petitions can be left unanswered for longer than promised.
Long story short, the system is open to shenanigans and doesn’t make the government truly accountable.
We need the system that would actually make politicians rapidly lose their jobs when they ignore public opinion.
If that would be true, all games would be indie titles.
Unfortunately, those promotions DO matter, and absolute majority of indie games never pull it off, because we never even get to hear about them.
Promotion makes a difference between a cool game no one knows about and a game everyone plays.
And when everyone is expected to buy your game, you have much bigger budgets to make the game not just conceptually good, but also greatly executed.
True; however, the point raised is probably about the claim made in the article that ND would not keep up with rising costs of AAA game development on its own.
So, according to co-founder, it was not a case of a successful company pumping in even more revenue, but rather ensuring its very survival. At the time, plenty of even large indie companies have closed, so this is somewhat believable.