Chapter 599: The Game of Hubris and the Game of Hubris
And Chris. Roberts' ambition is this.
First of all, the inheritance of the "space combat" content of "Free Lancers" and "Galaxy Pilot", exquisite and "feasible" ship design, concise and clear combat mode, as well as intricate cosmic factions, complex trade system, and fully immersive fighter piloting mode, this is difficult to describe accurately in words, seriously, you should really look at the first demos, extremely shocking.
And, of course, there's the complete freedom of the player's career plan.
The universe is alive, "breathing" - it is expanding and changing, not in the form of a big patch update, but in a high-intensity minor update: "It's alive!" ”
Next is the FPS content that many people have imagined, players can play the role of basic combat personnel, participate in the battle inside the space station, three-dimensional combat around the planet, mainly descent operations, have you watched "Starship Paratroopers"? There are even large warships going to boarding battles between them.
Terrifyingly, while players were still wondering what a fun single-player experience such a game would provide, Star Citizen announced that it was going to do it in an "online game" way - factions, trade networks, production lines, and battle groups built and maintained by the players themselves! Roberts even promised that they had found a solution that made it possible for multiple people to fly the same giant battleship.
Yes, everyone, not just form a flying formation, but on the same "thief ship", when learning such a message, the only picture that appears in Jester's mind is the classic American drama, the classic plot and classic lines in "Star Trek", it's time to select a group of reliable crew members and hear the "captain-on-the-bridge" for yourself!
Many players may have thought of "EVE: Star Wars Eve" when they heard this description.
Jester, however, wanted to make something else.
That's the essential difference between Star Citizen and EVE at the gameplay level - even if the CCP also uses something like EVE: Valkyrie to allow players to fly carrier-based aircraft. A thorough aerial sci-fi air combat simulation and DUST514 that allows players to take on the role of ground combatants for an FPS-style gaming experience that expands the EVE experience.
But the core of the game itself is based on a "strategy game".
This makes EVE a one-cornered, macro-focused, slow-paced, numerically focused sci-fi game, which has been ridiculed by many as a large-scale browser game. And the scary thing about Star Citizen is that it's based on the "air combat simulations" of Galaxy Pilots and Free Laners, so it's harder, more immersive, and – undoubtedly enjoyable.
Not to mention that the CCP is to split these contents into several games, and then try to link them together, Roberts is going to do it all together in one go.
It's the same as people in this era who hear the description of the sandbox game that Jester is going to do. Then I felt incredible, I thought Jester was crazy, I felt that Jester was talking nonsense, and I was doing something that was impossible to accomplish.
Jester thought the same thing when he saw Roberts' description of Star Citizen.
Precisely because of this.
Star Citizen scares everyone out of the big picture - so stupid that they almost lose their minds. You can probably understand the state of mind of everyone when they saw Roberts first unveil the Star Citizen demo: we watched the pilot walk through the long corridors of the space station, climb the ladder on the warplane, and turn back into the cockpit and put on his helmet. A qiē is lifelike.
The scariest thing is that the process is demonstrated in the first person. Next, the cockpit slowly closed, and the hangar in front of the sight slowly opened, and the bright sea of stars was close in front of you. And then - as we've seen eight million times in science fiction movies - the driver (yourself) skillfully fiddles around on the bridge, and that cool and incredible UI unfolds into view, and while it looks sleek and cool, the familiar display pattern is instantly recognizable to veteran Galaxy Pilots. At this point, everyone heard the wonderful sound of the engine starting. Then the fuselage lifted and slowly slid into the endless void.
For die-hard fans of space-themed sci-fi games, this demo is a true "dream come true". To be honest, the demo scene was even more beautiful than the space games I saw in my dreams. How could you resist.
The cheers, the screams, the groans, the roars — crazy, all crazy.
This qiē is evidenced by a video.
Roberts was made a god - we're almost certain that he had this grand idea back in the days of Galactic Pilot: The Privateer, and now he's going to make it happen. And for fans of hardcore sci-fi games, it's tantamount to a "miracle": to make a perfectly detailed, experience-rich, informative space combat game -- if he succeeds, it's nothing more than a cane to part the Red Sea or turn water into wine -- and what Roberts wants to do is make our dreams come true, and no one has dared to do that before, at least not as boldly as anyone dared to do.
Just like the game Jester is now portraying in front of everyone.
It's hard, it's very difficult, with the current technology, there is simply no way to do it.
And then there were all sorts of boosters: using the Silo Engine and saying "Our game is PC exclusive, for those who are really core and have high-end PCs - yes, so the graphics have to be as good as they can be; Add support for virtual headsets - EVE: Valkyrie looks like a family game by comparison; Ship introduction videos are made like high-end sports car advertisements - in fact, they are indeed advertisements for selling cars (boats), and the easiest crowdfunding model for players to participate in is to buy a boat first (before the game is finished) and get a good drive in advance in a pre-provided arena-style test environment.
So, after a few years, the project has raised $80 million -- $80 million -- Comrades, close to 100 million.
However, Jester can also say with certainty that even if he gives Roberts another 100 million, he may not be able to do the game he described to his supporters when the project was established.
Even, he couldn't even make a demo.
Because this money is too far away from the game he wants to make.
We can see Roberts and their team working hard, and they surprise us again and again, but at the same time as the scale of "believers" has appeared, there are more and more skeptics - in fact, "Star Citizen" is now also called "MLM Citizen" and "Star Pie", and the fanatical missionary attitude of the domestic Star Citizen player community has also led to friction with many game circles.
"Have you ever heard of Star Citizen" has become another question full of dark humor, full of sarcasm.
Jester didn't want his own game to be like this.
Many people think that the final "Star Citizen" will be a masterpiece of "ending the genre of games" of today's weeping ghosts; There are also pessimists who believe that the current crowdfunding is simply not enough to support the vision of its development, and the final product must be a disappointment; There are also those who feel that after a while they will run away with the money, revealing the fraudulent nature of the project - such controversy and attention have made the Star Citizen project an immortal legend in the history of the game.
As for what will happen to this project in the end? Although Jester himself did not feel optimistic, he sincerely hoped that it would be completed.
Because this is a game that allows us to drive a spaceship around the universe, and it is the most suitable reference object for Jester's arrogant game plan that is going on, like an ethereal dream, there is no way to reach it.
Arrogant?
Jester knew that the game he was going to make would be arrogant in the eyes of everyone else.
Maybe people who thought of him as a genius before would see him as a madman.
But actually.
For the big cake that Star Citizen drew for everyone, the one that Jester drew for the players is nothing to the author.
Even, Jester has Chris. Roberts could never have had the backing of a huge amount of money.
In this era, $200 million, and even if necessary, Jester may be a private person and add another $100 million in development funds - not counting the publicity funds, in fact, if a game does invest $300 million in research and development, it doesn't need much publicity itself.
There's a more important self vs. Chris. Roberts's merits.
That is, Jester really played what the great sandbox games of later generations were like, and it was rare to understand how they worked, and to understand how sandbox games were made fun and accepted by players.
In other words, although Jester seems to others to be a blind man touching an elephant, only he knows that he is only copying a photograph.
He is not a blind man who touches an elephant, but he knows what this elephant looks like.
This is what he said about Chris. One of Roberts's Star Citizen's greatest strengths, and one of the most important, strengths.
Because Roberts couldn't possibly know.
What should this kind of game look like in the future?
But Jester knew. (To be continued......)