Star Citizen is one of the most ambitious games in history, with a development budget that currently stands at $185 million. The game has been years in production and still isn’t finished, but Chris Roberts’ passion for his project extends beyond time or cost; it’s what keeps him coming back to work every day.
“star citizen keeps crashing” is a question that many people have been asking me. It’s not a question that I can answer easily, but it’s one of the reasons why I still play Star Citizen.
I didn’t think it was worth sharing when I wrote it; I was simply responding to a post someone posted, in which a person asks streamers why they continue to play the game and why they keep coming back.
I’m not “anyone,” but I believe I have a different perspective on this than most people I speak to, so I scribbled down my thoughts on what I believe is the spark that keeps me coming back to Star Citizen and what entices me so much about its future.
The person who started the topic at
My remark was deemed truegaming material by r/starcitizen, so I figured why not?
I’m not sure whether it’s necessary to explain what Star Citizen is. I believe the majority of individuals in this room are aware of it.
It’s the crowdfunded game from 2012 that has yet to be completed. Instead of simply a hangar to run about in, there’s now a whole solar system to explore in a fleet of spacecraft, all while the game’s creators, CIG, continue to add features and fill it out. They’re now concentrating on Squadron 42, a singleplayer campaign, and work on their “Persistent Universe” (PU) is sluggish.
However, they have been steadily improving it since 2020. As many features of the PU are absolutely unique to Star Citizen and do leave players with amazement, we’re now witnessing what’s essentially a “armstrong moments simulator.”
What keeps me going back to Star Citizen and why do I continually play it?
It’s practically taboo to “invest in potential” since you’ll almost always be disappointed. Either via a romantic connection or a financial investment, or in this example, by investing time and money in a game.
I believe that what most people find so unique about the PU is the unique flexibility of character mobility and decision.
In a way, the visuals aren’t “cutting edge,” but what sets it apart is the high quality of animation-driven content, the strong sensation that your character links and persists in the environment, and the flexibility of choice.
You have much more flexibility in SC than any other game in its class, just as you may dock a ship inside another with no effort.
Other games that use 64-bit precision have no map borders. However, even No Man’s Sky lacks the impression of vastness and freedom that Star Citizen achieves. There may be a difference in how arcade-like NMS is, or that many of the game’s activities are just teleporting you around, such as when you join a spacecraft, or how many actions are totally automated, such as landing on a space station. You aren’t always in command, even if you think you are.
Because of the additional stages SC requires, you aren’t as engaged in the universe in NMS as you are in SC.
If you’re an older player, you’ll remember how Resident Evil 4 introduced the concept of no loading zones while travelling from outside to inside a building. You could go in and out like you did in earlier games, but Leon would literally enter the residences without any loading screens. It was both insane and a significant technological feat at the time.
To compare it to another game that makes even more sense, Minecraft’s popularity was and continues to be due to the player’s independence combined with physics that “make sense” in the game’s reality. Nothing has been too “gameified.”
Of course, the basic visuals have aided this tremendously. You don’t mind teleporting into the boats in a second since you don’t have to fade to black and “awaken” in the boat. Crouching helps sell how the “immediate teleport into boat” seems “coherent” in the environment by allowing you to pop down and up without animation delay.
However, in terms of essential “video game features,” leveling up in Minecraft is only a way to improve your weaponry; you do not grow unnaturally stronger by leveling up.
EXP and levels are merely another resource that come as a result of playing. You may use your levels to buy upgrades. There is no longer a linear progression, and you may only wear top-tier gear and play in end-game zones.
Similarly, in SC, “levels” are now only your faction reputation standing. They’re also a byproduct, a way to get access to additional missions with higher compensation and, maybe, more/better tools in the future (guns, armor, mining tools, traps, ship components etc).
This, in my opinion, is how game advancement should be done. There is no straight linear level structure; instead, there are tools to let you explore the environment. Although you may need to level up all of the tools to completely uncover their potential, your character is not locked to a level progression for content access.
You don’t have to accomplish anything in Minecraft, but you are free to do anything you want inside the game’s reality.
To reach the Ender Dragon, you don’t need to achieve a certain level. If you have the necessary tools, you can go. Even if you don’t have them, you can get there as long as someone else does. Even if you think it would be unfair in an MMO, that is how the actual world works.
Instead of artificial gamification and straight routes for the player to go along, Minecraft was developed as a world building game or simulation, and as it grew and evolved, the developers simply added tools to provide the player an option of how to interact with the world. You can dig, swim, hit, leap, construct, burn, ride, eat, and so on.
Star Citizen follows in the same footsteps.
CIG is building up and expanding the ways for people to engage with the world, and it’s not a linear or quest-locked system where you hit max level and are stuck in a stale end game. Even from the beginning, you are free to do anything you want with the tools provided.
Some tools may not be accessible right away, and you will have to put in some effort to get them (bigger ships, faction items like special guns, components, data etc)
You can sabotage someone else’s hangout or, for the time being, until we obtain base-building tools, you can meet up with their ship, but you risk being attacked yourself. A form of “game with actual consequence,” similar to Minecraft, where PvP isn’t the major focus, but it is there.
That, at least, is the best way I can define what “death of a spaceman” has evolved into and how it ties to Star Citizen. It’s similar to a high-fidelity contemporary Minecraft, complete with space ships and realistic physics.
When you explain to folks how the game is similar to Minecraft in that you have tools to accomplish things rather than simply being “tarkov in space,” the game clicks.
In the PU, there is no specific “objective” that your character wants to fulfill. However, you could be interested in participating in a xenothreat event or a bounty. Exploring the verse and making use of the tools available, similar to how Minecraft has no specific aim and allows you to explore the environment using the tools available.
I believe that if CIG keeps doing what they’re doing, which is adding tools for players to interact with the verse with and adding content to expand the game world for players to interact with and explore (animals, varied biomes/flora, interesting planets with resources and cool locations, cities, and so on), and they keep the player freedom to do whatever they want, it will be the “next big game.”
We can already see symptoms of this. It’s that looming behemoth where, like Hello Games and No Man’s Sky, they were simply hunkering down working on their stuff and delivering it little by bit after their incredible comeback from the worst destiny.
Thank you for taking the time to read this. I enjoy how Star Citizen has these characteristics. I’m hoping CIG is able to make the verse as rich as they want.
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