but it’s pointless since it’s mo-capped and a pre-rendered cinematic cutscene.

In any game these days that is focused on large scale multiplayer interactions, I’d think expecting the unexpected should be, well, expected. Hell, it was clear enough in '97 when EQ came out, and people were trying to tell 989 Studios that, yeah, people will play the game to the limits that the code lets them, and not within whatever parameters Brad McQuaid thought were appropriate for denizens of Norrath. Since then, pretty much every developer of a multiplayer online game has understood that while they can’t foresee all of the interactions and weird stuff that will happen, they can certainly anticipate that these things will happen, and adjust their mindset accordingly.

So, if in fact these folks at Star Citizen are truly surprised by what happened, I’m sort of baffled.

Was looking at the price history of a game and noticed this:

They’ve sponsored that website for a long time for some reason.

Well, I finally got a chance to play with 3.0 myself, and I’m being totally honest here… I actually had fun playing it.

To be totally honest, I started playing it yesterday, and had lots of issues. The game is still totally buggy, and the servers are unstable, but when it works? It’s pretty awesome.

Yesterday I had it crash a number of times… I think a few were the game crashing, and a few were the server crashing. Also, things like activating quantum drive (the little jump drive thing that lets you fly really long distances between planets) were really inconsistent… also, a number of things aren’t really clear. Like, you need to use your starmap to chart locations before using your jump drive.

Today though, I got the hang of all that, and I’ve remembered how to actually fly the ships. I haven’t played in months, since I mainly wanted to play in this 3.0 incarnation. I think I jumped in once or twice in the past few months just to download it and see how it ran, but I didn’t really bother doing anything in it since a while back. I haven’t really “played” it since the arena commander days. So I was, shall we say, rusty.

Anyway, today things were much more stable. Quantum drive was operating without issue, which allowed me to pretty easily fly around the system. I was able to use the little arm computer thing to accept missions, and then go and do them. I managed to complete some and get paid. You can also go around and buy/sell commodities, and apparently folks are earning money doing that. I didn’t bother with any of that though.

I did however fly down to planets and visit various places on them, which I must say, was pretty badass. Compared to no-man’s sky, it was dramatically better… mainly because there was no massive shift in terrain as you moved in through the different LOD’s. Stuff you saw from orbit was there when you landed. Some things of note… Landing on the dark side of a planet is pretty weird/bad/nuts. Mainly just because it’s pitch freaking black, and you can’t see anything until you’re a few km out from an actual station. Maybe this is how it would be? I dunno. On some level it was cool… because you were flying purely by instruments until you got real close… just seeing the location on your HUD, knowing it was out there… and then suddenly, a little spec of light… and as you got closer, sure enough, it’s a little mining colony. And you can land and buy/sell cargo, etc. Aside from the missions, there’s not a whole lot to DO at these colonies, other than ferry cargo around to make money… but flying down to them was pretty slick.

However, the coolest thing I encountered was, essentially, emergent gameplay due to bugged AI.

I was flying around, and a distress call came in. These happen periodically, and you can accept them, then fly to the distress beacon.

I did this, and there was some ship (Maybe a constellation? I honestly don’t know the ships that well.) defending itself from some pirates or whatever. So I got into a fight with them, and this was cool… I’m generally averaging a framerate around 25-30 or so. Not really silky smooth, but it’s pretty stable at that point, and definitely playable. So I’m able to engage in combat with these guys, which was fun. The flight controls are still very good, once you move beyond the basics and can decouple your ship’s velocity from it’s facing direction, etc. I managed to kill these guys, although the second one I clipped with my own ship, damaging it pretty bad in the process.

After I killed all badguys I had on radar, the guy I was supposed to protect was just sitting there… I decided to check out what was going on in his ship.

So I EVA’ed out of my ship, and floated down to his… sure enough, I could see the NPC sitting in his cockpit, chilling out. I floated around to the back of the ship, and managed to get INTO his ship. This amused me to no end. At this point, it actually failed the protect mission… I dunno if it was because I had boarded his ship, or if it was a total coincidence, or some other thing… I honestly didn’t care much. I walked through his ship to his cockpit.

I had kept thinking that a door was gonna be locked or something… but nope. Here I stood. He didn’t seem to mind. I actually sat down in the co-pilots chair, and was able to power it on and stuff, but you can’t actually fly the ship from that chair. You can control shields and other junk. But I wanted to fly. I tried the captain’s chair too, but same deal. So clearly, this guy had to go.

Huh. Well, his body didn’t disappear or anything… It just hung around there, flopping onto the console. But I was able to get into the chair at that point.

Well, this is awkward.

At this point could control the ship, but as you can see, I couldn’t see what the hell was going on. I managed to get up, and then kind of jump on the seat and move the guy around by colliding with him. At one point, I was afraid I had gotten stuck, since the way they have it set up, you are linked to your avatar’s body… so you can’t really turn around, unless your avatar can turn around, so I was jammed in there. But I did manage to get free, and got back into the chair.

This guy was clearly coming along for the ride, but at least now I had pushed him to the side so I could see out the cockpit (I’m actually looking off to the right in that picture) So at this point, I can fly my newly stolen ship! And I absolutely could… Honestly, I don’t think it even gave me the crime rating that normally happened when you shot other folks, likely due to whatever bug had occurred. Anyway, I was able to bring up the starmap, chart a course to the space station, and then engage quantum travel.

At which point the game hard crashed, about halfway to the space station.

The moral of the story is that it’s still hugely buggy… but for those points where the bugs aren’t breaking stuff, and such points DO exist, there’s something here. It was legitimately fun.

Some other things… this is the first time I got to play around with the new system where you can go into interactive mode and just click on stuff… to turn on the ship, engines, etc. Actually doing that basic stuff? Didn’t care. I just hit the “Flight ready” button and the ship started up.

However, one thing that WAS cool, was how all the consoles in the actual cockpit are interactive now, using this system. This was actually cool and useful, beyond just a gimmick, as it allowed you to do stuff quickly without needing to memorize as many buttons (and really, there are infinity controlls). For instance, you can hold the interactive mode button, look over at the console with the power settings, and change the distribution to put more towards shields… or look at the other console that controls shields, and change the distribution between different shield sections… all very seamlessly, and without really needing to memorize much. Or to hail other ships or landing crews, you can look up at the console with comms, and click a button to hail a guy on the touchscreen. You can even interact with these consoles themselves to customize what’s displayed on each. Overall, the system worked very well, and actually made flying the ship easier and more seamless, rather than just adding “immmersion” as I had feared.

Anyway, I would not recommend anyone actually buy into this game if you haven’t already… but if you do already have a ship, you may wanna check it out if your PC has the horsepower. I was running on a laptop, but it was a pretty beefy one, with a 1070 in it.

Brilliant! As well when I first got an invite long ago, I was able to see a slide show before I discoed. The second time I was running a VR laptop. It ran fine but there was only exiting ship and walking around. But at a fine 120 fps.

Hey, I appreciate the write–up, @Timex. I enjoyed it.
That does sound like a lot of fun, but that’s the kind of experience that seems impossible to replicate.
But damn, reading that did kind of make me want to give it a shot myself. :)

Thank you for that write up. Gave me a smidge of hope
.

Thanks for the write up Timex. I think I would very much enjoy some sightseeing of the kind you just did. That’s likely the motivation I needed to install 3.0 and take my Thrustmaster out of storage.

You guys really want to believe, don’t you :)

That was a great effort post. Quite the read. Well done.

Now, a word from Scott Manley

My guess is that he was in a sparely populated server instance. Regardless, bugs aside, you can replicate most of that in offline mode. Note: Most voted play through comment thread currently on Reddit.

There really isn’t anything in Star Citizen that hasn’t been done before. And it’s cost backers over $175M to play catch up.

Yeah, I know, but it was nice to read something positive.

@ dsmart: you do realise that you’ve become just as creepy in your obsession for this whole thing as the SC fanboys?

Let’s debate the merits of that, shall we? You DO know how I got involved in this, right? And you DO know the sort of personality that I have, right? If you don’t, then there’s absolutely no point in discussing the merits of same. Plus, I don’t think that it’s fair, nor is it anyone’s place, to judge. To each his own.

I DO get the point, as I hear it from time to time. Regardless, my commentary and “creepy obsession” are no more different from any other drama that most of us gamers and game dev engage in. And it doesn’t matter if someone made 1, 5, 50 or 100 posts about a specific subject matter. That’s the power of engagement.

Dude, Derek has a very real and viable concern that, if Star Citizen fails, it could take much of the space game genre with it, plunging us into a new dark age. If folks have a better expectation of what Star Citizen might become, if anything, rather than some pie in the sky crap, if there is a fall, it won’t be as harsh.

So Derek Smart is kind of like Hari Seldon - you can’t prevent the fall of the Empire, but you might be able to reduce it to a measly 1,000 years instead of 10,000.

Foundation, right? Been forever since I read those.

Oh, that brings back fond memories. Well played, sir. :)

Sadly, as the game stands zero chance of ever getting complete, nor become the “game” backers paid for, we’re all there. Anyone who has been paying attention to Tom Bideaux’s crowdfunding analysis updates, can immediately see the massive decline since Star Citizen got funded in 2012.

Also, while there are many indie efforts, there aren’t going to be any forthcoming Triple-A budgeted space combat games coming again. At least not in my life time. That’s the part that sucks the most tbh because most of us neither have the funding nor the team to do it. Heck, as I’ve said before, I could’ve made a game like Star Citizen for $20M if I had the funding to do it. Oh well.