We’re working very much on things that will increase social interaction, increase the feeling of realism in the world, for you to get lost in it and have fun, escape from our world, so to speak. We also take your voice and process it and put it into the world, placing you in this world with a higher sense of immersion than previously. We’re using the same techniques they used on Avatar. We’re still working on making it better and more reliable but if you have a webcam you can drive the face of your avatar in the game, which is a really high-fidelity face. It’s a challenge to build something to be able to do that at the scale we’re trying, but it’s also hugely exhilarating as you start to put parts of it together. Because of the rules of the world, the things you think you could do, you could do. If you saw Ready Player One, it’s not necessarily all the fictional worlds, but we want that sense of just going into another virtual universe but being able to actually interact and do things. We’re tying to build it in a simulation-style way. It seems like in Star Citizen you want that to be limitless? When you think of standard video games, you have a limited number of actions you can take, or “verbs” so to speak. We’re lucky enough to have support to be able to do that. You were like “Well, if we had supercomputers then we could do this!” The technology’s moved on so much now that a lot of the conjecture back then is possible with enough time and money. It’s essentially the dream game I’ve had since back in the ’80s. If you want to be law-abiding, you want to be a pirate, you want to be a farmer, you want to be a trader, you want to be a miner - it’s almost like a second life that’s in a science-fiction universe realized at a fidelity that hasn’t been previously possible. It’s an open sandbox that allows you to be whatever you want to be. What’s the elevator pitch for Star Citizen ?Įssentially it is to live a completely virtual life in a science-fiction universe that has almost no boundaries. Instead of considering what current technology is capable of, Roberts is looking at what’s just beyond the horizon. But the delay also has to do with the fact that technology is always improving, always growing more capable of offering new immersive experiences. A lot of that has to do with the lofty scale of the project, which demands hundreds of handcrafted worlds, buildings, and vehicles. Originally planned for a 2014 release, Star Citizen has had a rocky development and is nowhere close to finished. I want to build a universe,” he told Kickstarter backers in 2012 (the game has crowdfunded more than $200 million over the course of its development), “I want to build the game I didn’t have the tools to build until now.”
#Star citizen game full#
It promised players a space-set game at unprecedented scale: 100 star systems full of detailed planets to explore gigantic starships with fully designed interiors that players could walk around in the ability to roleplay as whatever the player wanted to be, whether that’s a hero, an outlaw, a space trucker, or anything in-between. Headed up by Chris Roberts, the mind behind the classic Wing Commander, Star Citizen began with a crowdfunding campaign in 2012. It does not store any personal data.Photo: Barbara Davidson/Los Angeles Times via Getty ImagesĪ 2014 trailer for Star Citizen asks gamers to imagine a world in which you, as the player, could “do whatever you wanted to do” and “go wherever you wanted to go.” That’s the central premise of the spacefaring massively multiplayer online game, though it will be a while before that vision is fully realized.
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