Chapter 598: Interstellar Citizens and No Man's Depth
In any case, "Star Citizen" is a lonely back, a legend in the crowdfunding world.
Jester wants to make such a game crowdfunding website, and he must want to one day, on his own crowdfunding website, there will also be such a fundraising legend.
In fact, it's called "Lone High" partly because Star Citizen has raised more than $80 million through crowdfunding so far, and partly because the title doesn't rely entirely on the Kickstarter platform - the project raised just $2 million on KS.
Star Citizen's other sources of money come from the game's own crowdfunding channels - in addition to donations, they also raise money by purchasing pre-trial content. Note that this is fundamentally different from the Early-Access project on Steam: Star Citizen still doesn't have a high level of content, or even a "half-in-product", and there's only a limit to what players can play after purchasing it - however, Star Citizen still raises an incredible amount of money thanks to this model.
Many people may not have a clear idea of what $80 million represents in the game development world.
The development and publicity cost of GTA5 is 260 million US dollars, of which the publicity cost accounts for almost half, and the development cost is also almost half, that is, 80 million US dollars, which can completely make a GTA5-level game.
Jester does not intend to delve into the reasons for its success - as a success story, it does not conform to common sense, and it has little reference value as an imitation.
If Obsidian represents the magical, DND-like mode of affection from TRPG, then Interstellar Citizen represents a different kind of formula, about the future, space and the sea of stars - needless to say, this feeling is not only as deep, rich and instinctive as the former, but also has advantages that "TRPG feelings" do not have: it is less difficult and obscure, more simple, direct, and intense.
It can even be said unceremoniously.
The theme of the sea of stars. In the future, whether it is a Westerner or an Easterner, whether it is a Western-style education, a Western culture, an Oriental education, a person with Eastern culture, whether it is an American, a European, a Japanese or a Chinese, can be substituted into it without pressure.
This is also a theme type of game that Jester would like to make in the future.
However, according to the current functions and technology, I am afraid that it is far from being able to express the far-reaching and profound universe and starry sky that Jester wants to express.
Actually, it's a shame that there is a game Jester that hasn't been played, and this game is also an interstellar game. It's not "Star Citizen" that is getting bigger and bigger, but the incredible game that hellogames announced at E3 in 2014 and introduced the gameplay and details in depth on E3 in 2015.
But it's a pity that this game has not been officially released until Jester is reborn, and it was only through E3 that I learned roughly that it should be available in one or six years.
No Man's Sky.
Although, not played. But Jester was able to get hooked on the simple demo and description from the designer, and it was an incredible game.
No Man's Sky is a game that, unlike traditional games, doesn't have a pre-set hero or story. It's the same as "Minecraft". Terraria is a bit similar, where players create zào and define their own experience in the game, and, in this game. The map is the size of the real universe, with at least 100 billion explorable planets in it.
You may not be able to explore all the locations in your lifetime.
Each planet is formed randomly, and none of them are the same.
The planets are all large in size. You can stay on a planet for days. Experience its day and night. You can walk directly on it or fly the ship through the air.
Once you discover a planet, you can change its randomly generated name to the one you want. And the same goes for any creature you find on it.
While you can be reckless in the game, your actions will still have an impact. If you kill too many creatures or deplete a planet's valuable resources, your wanted level will go up and the planet's sentinels will hunt you down.
If you start a war in space, the space police will hunt you down. If you dare to use the police, then get ready to go to war with an army.
The game also has no shortage of upgrade systems that can greatly improve the game's replayability.
What's more, almost everything inside can be upgraded, including shields, ships, weapons, and even your spacesuit, everything you can think of.
This game has all the characteristics that all sandbox games have in common.
Explore, trade, and fight.
Of course, there is a punishment for death.
If you die in the game, any information you didn't save to "the-atlas" will be lost. The-Atlas is a rectangular computer that keeps track of your progress and can be connected via beacons on the planet Guò, which we often call saves in other games, but it's not exactly the same.
Of course, there's no shortage of crafting systems in this game, where you can get blueprints in various ways and craft them into the items you need.
It's the same as all games of this era.
With the internet connection, you can share with your friends what you've discovered in this game, and even if the game 'ends', you don't have to worry at all, you can still do everything you want and be able to do in this game.
If you choose a game as an example, probably, ARK: Survival Evolved may be relatively similar.
The difference is that the background of the game "Ark" is an ancient society similar to the Cretaceous or Jurassic period, while the background of the game "No Man's Sky" is the entire galaxy and even the entire universe.
Jester's love for No Man's Sky is above that of Star Citizen.
After all, one of them really came up with a real demonstration, and the other one is just constantly drawing a pavilion in the air, and the gap between them cannot be counted in the Dao at all.
In fact, the sea of stars, this is not just Jester's ultimate dream for the game, it is the dream of many people.
As the majority of male gamers, if anyone doesn't have a romantic dream of sailing in the stars, it's hell - sailing is simply a male human instinct, whether it's on the sea, in the sky, or in the deep space where no one is around.
In addition to human instincts, or the addition of male hormones, the feelings of "Star Citizen" mainly come from the initiator of its project, Chris. Roberts, who has worked on a number of space warfare games, including the acclaimed Galactic Pilots and Liberty Lancers – God, do you know how many veteran players cry out every year for a reproduction of Liberty Lancers and a sequel to GalaxyPilot?
He is in the hearts of European and American players, but he is not inferior to the characters of Keiji Inifune and Koji Igarashi.
By the way, Galaxy Flying is a pinnacle of aerial simulation shooters - the series is not only rich in titles, but also in terms of quality, and it is also the benchmark for the quality of the "broadcast script stream" simulation shooter of the year.
Of course, Jester didn't have the focus on that.
The point is that there is a spin-off of Galaxy Pilot: a game like Galaxy Pilot: Privateer from 1993.
This game is not the same as the original.
As its subtitle, this work is about interstellar raiding and trade, without a very clear main story, and the game mode is very free and casual. The game was well-received for its unique design concept, and its essence was carried on by the subsequent Free Lancers - and this spirit became the soul of almost all similar games that followed, and the successor is represented by the X series, especially X3: Reunion.
Star Citizen was originally chosen as a sequel to Galaxy Pilots - in fact, media reports at the time referred to it as Galaxy Pilot: 42 Wing, and later emphasized its status as a sequel to Galaxy Pilot, renamed Star Citizen: 42 Wing, and finally, "42 Wing" continued as the codename for the single-player project, which was eventually named Star Citizen.
Initially, people were interested in the project and rejoiced at seeing the resurrection of Liberty Lancer and Galaxy Pilot, but then it was Chris who was really convinced. Roberts' terrifying ambition - he wants to recreate every aspect of a space game in every detail, from the one you can think of to the one you can't imagine.
His ambitions are even greater than what the makers of "No Man's Sky" want to do.
It can even be described in a less appropriate metaphor.
Chris. Roberts wanted a game that couldn't be done in the current era, just like the sandbox RPG Jester was working on now, a game that completely upended the concept of video games.
If you succeed, you will naturally be a legend, and if you fail, it will not be a joke.
It's the courage to do what you know you can't do.
It is admirable.
Just like Yu Suzuki and his "Shenmue", it will inevitably go down in history forever. (To be continued......) R1292