Author Topic: Star Citizen Analytics Project  (Read 40147 times)

Backer42

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Re: Star Citizen Analytics Project
« Reply #195 on: April 13, 2018, 05:15:26 PM »
Derek - supposing the purpose of the ships isn't to sell JPEGs but to be part of game action - what's the purpose of having so many ship types in a game (say, any space simulator, not SC in particular)?  Is there a way to make that useful/fun?  Is it something outside the game action and more related to the way players interact with each other?  Just grasping here.  I'm just curious about that aspect of game design.
It's stupid kind of progression system. You progress through various JPEGs the more real life money you spend on SC.

N0mad

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Re: Star Citizen Analytics Project
« Reply #196 on: April 14, 2018, 01:39:20 AM »
Derek - supposing the purpose of the ships isn't to sell JPEGs but to be part of game action - what's the purpose of having so many ship types in a game (say, any space simulator, not SC in particular)?  Is there a way to make that useful/fun?  Is it something outside the game action and more related to the way players interact with each other?  Just grasping here.  I'm just curious about that aspect of game design. 

I think you already know the answer to the question. Star Citizen is no longer about a game it's a high fidelity ship collection simulator.

David-2

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Re: Star Citizen Analytics Project
« Reply #197 on: April 14, 2018, 09:12:21 AM »
I think you already know the answer to the question. Star Citizen is no longer about a game it's a high fidelity ship collection simulator.

Yeah, SC, but I was actually curious if there is any way that multitude of ships would make sense in a real game, to improve the gameplay, and the fun.  I'm not a gamer myself so I don't have much of a sense of how some of these things work. 

Like "addictive gameplay" - I do get that directly because I have "addictive" behavior in other things (some OCD/ADD you know), and space combat, I get that too because I read a lot of military SF and other similar stuff because I like to imagine that kind of thing.

Other aspects I don't get for myself but I get that other people really really would like to do it, like the whole idea of careers for mining or salvaging or whatever, because not only is there the evidence of the forums where SC backers talk about that stuff incessantly but also because of other games like all the different railroad simulators where you basically hang around making train schedules and then executing them.

It's the multitudes of different ship kinds I don't get how that adds to gameplay - unless it is totally and only about collecting the whole set.  (Which if that's what it is would be something else I do get, because, well, I have some of that kind of anal retentive behavior too, and also because of the various card games, like Pokemon or whatever, where you collect things and that's a large part of the game.)
« Last Edit: April 14, 2018, 09:21:36 AM by David-2 »

dsmart

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Re: Star Citizen Analytics Project
« Reply #198 on: April 14, 2018, 09:30:12 AM »
Derek - supposing the purpose of the ships isn't to sell JPEGs but to be part of game action - what's the purpose of having so many ship types in a game (say, any space simulator, not SC in particular)?  Is there a way to make that useful/fun?  Is it something outside the game action and more related to the way players interact with each other?  Just grasping here.  I'm just curious about that aspect of game design.

It's not a big deal really. e.g. my Battlecruiser/Universal Combat games have over 100 air/space craft - all user playable and with different roles. So with SC it's the same thing. Except that most of the role-based space craft don't have their gameplay roles. e.g. bombers have nothing to bomb, mining vessels have nothing to mine etc.

The issue is that once CIG figured out that they could make money selling JPEG futures, they had no incentive to stop doing it.

Take this 100i for example. They claim that they just wanted a $45 variant starter ship. They have a bunch of other ships - already in the game - which they could have used for that. But no, here comes another JPEG that's not likely to ever be in the game.
« Last Edit: April 14, 2018, 09:33:29 AM by dsmart »
Star Citizen isn't a game. It's a TV show about a bunch of characters making a game. It's basically "This is Spinal Tap" - except people think the band is real.

N0mad

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Re: Star Citizen Analytics Project
« Reply #199 on: April 14, 2018, 09:43:01 AM »
Yeah, SC, but I was actually curious if there is any way that multitude of ships would make sense in a real game, to improve the gameplay, and the fun.

It would in a single player game, where you can choose from a huge range of ships - a bit like choosing different weapons in Far Cry. I say single player game, because it doesn't matter if one ship is overpowered compared to another since the game difficulty would scale as you progress.

In an MMO however, since you could come up against anyone in any ship type, then you have the worst form of pay to win. Obviously you could try and keep players of a similar ship power / ability in the same server together, but this would defeat the whole idea of having an MMO. The solution CIG have hit on is to punish players who attack others (not fully implemented it seems), but if you can only legally kill NPCs then why not make it single player?

The only thought which has actually gone into the game is about convincing whales to part with more of their cash in return for shiny ship Jpegs and empty promises.

 

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