There's a basic buying and selling mechanic, hauling cargo, the ability to earn and spend money on clothes, weapons, ship items or ship weapons. We have procedural missions so there's a lot of 'go deliver something to this place', 'go identify a dead body on a spaceship', 'go after this particular pirate'. Now it's a scalable, modular mission system which designers can build from different blocks. the previous 2.63 update was done the old scripted way. The AI is still fairly basic - there's a lot more coming, but the AI. When you log off and your ship is damaged, when you come back it'll still be damaged. It's the first one which has proper persistence for your character, ship and items in terms of what their state is, their location is. ![]() The price will probably go up a little bit and it will have much more of the features and content going on.ģ.0 is the first time you'll have some of the basic game loops and mechanics. It'll build and grow from there, and then you could say 'well, it's not really Early Access anymore'. Are you in a state now that you'd term beta? What's next?Ĭhris Roberts: The term beta in terms of Star Citizen - with 3.0 the game is moving into a phase akin to Early Access. Five years after its announcement, where is the future of Star Citizen headed? Will it ever be finished? Here's Chris Roberts with his take.Īt Gamescom we're getting a good look at Star Citizen version 3.0. So here we are, with fans again wondering when the next update will arrive. The latest best guesstimate for launch now seems to be early October. But again, Star Citizen's development is taking longer than expected. My original plan for this interview was to run it alongside the launch of 3.0, which was expected by many fans to launch last week. Those who were there - or who watched remotely - got to see more details of Star Citizen's hotly-anticipated update 3.0, plus future enhancements such as the game's fancy new face over IP technology. ![]() Gamescom saw a huge press conference for the game. Unsurprisingly, he falls in to the first school of thought - and was keen to explain why. I met up with the Star Citizen figurehead, Chris Roberts, at Gamescom last month for a frank chat on how things were going. Here is a crowdfunded game - or the foundations of one, at least - which is way behind schedule, which often fails to hit deadlines, and which never seems to quite live up to its promise. It's a game in which people have already invested significant amounts of money.īut it's that same money that, for others, is a problem. For fans, it is an in-development wonder, a work-in-progress promise of a bright, stellar future. There are two schools of thought on the long, long-in-development Star Citizen.
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