star citizen

Official Site: Star Citizen
Studio: Cloud Imperium Games Corporation/Roberts Space Industries
Launch Date: N/A
Genre: Sci-fi Sandbox
Business Model: B2P (Cash Shop)
Platform: PC

Make My MMO: Boots, boats, and battles in Camelot Unchained (November 18, 2017)

This week in MMO crowdfunding, Camelot Unchained continued its ramp up to Saturday Night Sieges. “It’s been all hands on deck as we prepare our siege deathmatch scenarios for IT testing,” City State says, noting the team has been working on spawn points, scenario rulesets, gear loadouts, animations, the UI, healer NPCs, battlegroups, boats, female clothing, and emotes. I am all about those boots and dresses!

The Shadow’s Kiss Kickstarter has also now doubled its funding goal, unlocking game narration and music. Just over two weeks remain to back it; a demolitions stretch goal looms at $60,000.

Meanwhile, Crowfall delayed its soft launch again, Shroud of the Avatar launched R48, Albion Online began a new season of referral rewards, Valiance Online updated to the latest version of Unity, Ashes of Creation talked politics, and Path of Exile announced its latest expansion. Read on for more on what’s up with MMO crowdfunding over the last week and the regular roundup of all the crowdfunded MMOs we’re following.

Read more

Star Citizen’s Around the Verse on the tech behind procedural cities

If you lost your mind over Star Citizen’s procedural cities reveals at CitizenCon a few weeks ago, you definitely need to tune in to this week’s Around the Verse, where city tech is the star of the episode (if a bit backloaded).

“We are just working on human cities at the moment,” CIG’s Wai-Hung Wan explains. “I would love to see how we tackle alien cities. Is that going to be completely random? Are we going to have some or a greater degree of refinement by hand? I don’t know yet. I would hope even on an alien civilisation they have some degree of control and they would make logical, intelligent choices about where they would place specific buildings – even recreational facilities – so each time you visit that location it will look exactly the same as you left it.”

Studio Director Eric Kieron Davis says the team has checked in over 700 updates since last week (with 197 total issues, not bugs, remaining to address 3.0). “We are making steady progress to get [the 3.0 alpha] into your hands as quickly as possible,” he says.

Read more

Make My MMO: Vampire MMO Shadow’s Kiss has almost doubled its Kickstarter ask (November 11, 2017)

This week in MMO crowdfunding, the Shadow’s Kiss devs must be stoked beyond belief, as not only has their Kickstarter reached its goal but it’s almost to double now with three weeks remaining. Thus far, backers of the indie vampire fantasy MMORPG have unlocked stretch goals including a crafting systems, ritual magic system, and some sort of tenebrous tentacles thing, with narration and music on the way when they break the $50,000 mark.

Meanwhile, Crowfall demoed its Cleric class, Star Citizen explained how space travel won’t be boring, Ship of Heroes worked on character customization, and Elite Dangerous launched on Xbox One X.

Read on for more on what’s up with MMO crowdfunding over the last couple of weeks and the regular roundup of all the crowdfunded MMOs we’re following.

Read more

Perfect Ten: A list of all the MMORPGs I supposedly hate

Did you know about all the MMOs I hate? I sure as heck didn’t! I mean, I knew there were a few games I hated (Scarlet Blade, Alganon) and some that I have pretty poor feelings toward for various reasons (Star Citizen, EVE Online, League of Legends, H1Z1: Kash of the Kow), but those are also games I discuss only in particular circumstances.

Yet thankfully, I have been informed over the near-decade of writing about MMOs that there are a number of games I thought I liked but that I do, in fact, hate. This was a surprise to me, but I think that for purposes of comprehension, it’s best for me to list for reference all the games that I apparently utterly despise. It’s all very confusing to me, but I’m confident that by sharing and making the occasional off-color joke, I’ll be able to decipher it all.

Read more

Star Citizen’s Around the Verse on making space travel more exciting

So, Star Citizen alpha 3.0. Around the Verse. Does anyone read these, or do you just skip to the comments with your popcorn? Let’s find out! In this episode, CIG’s Eric Kieron Davis, dressed inexplicably like a Star Trek character, says the team checked in 756 updates to the 3.0 alpha over the past week, as it’s focused specifically on mobiGlas, missions, traversal, shopping, and stability. No, the patch still isn’t on the PTU. They’re working on it. But seriously, what’s with the Spock shirt.

The meat of the episode is on quantum travel, and no, there won’t be a physics exam at the end (although I could actually arrange that if you want). Alpha 3.0 will overhaul that system with distance in mind; instead of just clicking your destination and be greeted with the “same experience regardless of where you were going,” alpha 3.0 players will find that long trips feel quite different from short ones.

Read more

Star Citizen wraps up CitizenCon, posts Alpha 3.0 production schedule

Didn’t get enough of late October’s CitizenCon 2947? Then settle back with a cup of pumpkin space latte and drink in a retrospective straight from the crew over at Star Citizen in this week’s Around the Verse.

In addition to the recap, RSI gave an update on its 3.0 production schedule. The team said that its current focus on Alpha 3.0 fixes is on missions, ships, vehicles, traversal, MobiGlas, performance, and stability. The good news is that the number of remaining issues are “going down” as work progresses, leaving about 15 line items to address.

“This week, we pushed out four builds to the Evocati testers along with fifteen internal builds to the team,” RSI said. “Our primary focus this week was to fix the critical bugs that were affecting stability for the Evocati which prevented them from discovering any other game issues. The team completed Item 2.0 setup on the Mustang and 300 series of ships, came even closer to closing out the cargo system and continued to polish our two primary Mission Givers; Ruto and Miles Eckhart.”

Read more

Betawatch: Star Citizen dazzles, delights, and declines dates (November 3, 2017)

There was a lot of stuff that went down at the most recent Star Citizen convention, although none of the things that went down there included a firm date for Alpha 3.0. (Because of course it didn’t.) Want to catch up? Well, the good news is that we’ve got all of that rounded up nicely right here. Don’t say we never did nothing for you.

Meanwhile, there’s other testing news to cover here.

Just like last week and the week before, we’ve also got a full list of the games we know of in testing (and of wide enough interest to be worth including) down below. If we missed a title or missed one of these titles changing states unexpectedly, do let us know; the more specific you are about it, the more helpful.

Read more

Massively OP Podcast Episode 142: The state of the sci-fi MMO genre

On this week’s show, Justin and Bree discuss the up-and-down week that was Star Wars: The Old Republic, fret over CCP’s studio closures, marvel at Star Citizen’s CitizenCon, and talk about the flurry of MMO releases as of late.

It’s the Massively OP Podcast, an action-packed hour of news, tales, opinions, and gamer emails! And remember, if you’d like to send in your own letter to the show, use the “Tips” button in the top-right corner of the site to do so.

Listen to the show right now:

Read more

Here’s what you missed from last weekend’s Star Citizen’s CitizenCon 2017

While it surely won’t comfort anyone angrily counting down the days until alpha 3.0’s eventual release to all backers, Star Citizen’s CitizenCon 2017 delivered an enticing look at what players can expect in the more distant future of the game’s development: specifically, the persistent universe mechanics brought down to the city scale. Cloud Imperium’s Chris Roberts likened the cityscapes to Star Wars’ Coruscant or Blade Runner’s dystopian sci-fi urban settings as the demo video zipped across the planet’s smoggy surface. The downside? There’s no ETA for when these ideas and demos will be realized as truly playable.

The Star Citizen subreddit has exploded over the last couple of days as attendees and home-viewers pile in to share clips and interviews, bicker over the business model, and trade notes on the 3.0 demo. Roberts did tell attendees the game will be switching over to “date-driven content release schedule“; he also clarified his old “5-10 star systems at release” misquote and spoke to the game’s post-launch monetization, telling Eli Paley that the studio’s goal is to charge only for game packages, though it will reassess if that doesn’t properly support the game post-launch. “Our goal is that you buy a game package, or you can buy some credits, or you can earn money in the game – that’s our monetization strategy,” he says. “That’s what I’m planning. We have other things, like subscriptions, for people supporting community content.”

Read more

Make My MMO: Star Citizen’s procedural cities, Camelot Unchained’s beta tester rewards (October 28, 2017)

Ever wanted to walk around on Coruscant? Star Citizen may be granting your wish, or at least a solid approximation. During this weekend’s CitizenCon, Cloud Imperium’s Chris Roberts demoed a slice of the persistent universe mechanics, showing off detailed cityscapes and procedural generation at work on planetary surfaces. It’s truly stunning for sure, especially in conjunction with Roberts’ announcement that the studio will be switching to a “date-driven content release schedule,” and it’s taken the backer community’s mind off of the 3.0 alpha (still in Evocati testing) and Squadron 42 (more news promised in December) as people pour more money into the game (163M and counting now).

Meanwhile, Camelot Unchained delivered a new chunk of its beta doc with its “plans for making the rest of Alpha and then Beta 1 a much more fun and rewarding activity than it has been to date.” Specifically, CSE is implementing what it’s calling “The Dragon Circle,” a proper testing framework featuring focused tests and weekend siege events that will reward beta participants with everything from “temporary cosmetic items to permanent items, tier upgrades, and even cash rewards.”

In other MMO crowdfunding news, City of Titans showed off its animation blending, Valiance Online teased its latest update, Richard Garriott threw shade on EA’s historical business practices, and Pantheon surprised MMO players with it hefty price on pre-alpha testing.

Read on for more on what’s up with MMO crowdfunding over the last couple of weeks and the regular roundup of all the crowdfunded MMOs we’re following.

Read more

Massively Overthinking: The state of early access, alpha, and beta ‘testing’ in the MMO genre

I remember years ago when then-Massively-columnist Rubi Bayer let loose with a blistering rant on the state of faux beta MMOs. She helmed Betawatch back then, see, and she was fed up with (mostly imported) MMOs claiming to be in beta when in fact they’d soft-launched. A lot of readers didn’t understand her fury at the time, but boy have things changed, right? Now, every game’s in on that very old trick, only they call it early access now, while some are still pushing the boundaries, charging $1000 for pre-alpha.

MOP reader Pepperzine proposed a topic for this week’s Massively Overthinking that’s right on point. “I was thinking it would be interesting if we could discuss when people consider a game to be in alpha/beta versus a final launch as a topic,” he wrote to us.

“Back in the day, this was easy to determine. Selective testers were extended invites into beta who were experienced testers who had the computer hardware to handle the software. The primary purpose of being in the testing phase was exactly that, to test and bug report. When the game was made available to the public at a price, a game was considered launched. Now, players are granted access to pre-launch titles by ‘donating’ or purchasing access. For the most part, the primary purpose of participating in the pre-launch experience for these players is not testing or bug reporting but rather to experience and play the game. The division of purchasing a game and donating to test has become so blurred that it is no longer a valid way of determining if a title is at a state to where it is launch ready. These titles can stay in this pre-launch phase for as long as they deem necessary, easily deflecting criticisms by reiterating it is still in development. So when do you consider a game to be launched? Is it when the producers declare it is? Is it when there is no longer the possibility of wipes? Is it when cash shop monetization is implemented? Is it as soon as the company begins selling access?”

Where’s the line in 2017? Let’s dig in.

Read more

Buy a new Intel Optane SSD, get a Star Citizen pixelship

As part of its CitizenCon 2017 reveals this morning – or this afternoon, if you’re local to Frankfurt, where the event is taking place – Cloud Imperium announced a partnership with Intel. Why do you care? The deal means an in-game Star Citizen ship will be provided along with your real-world purchase of an Intel Optane 900P Series SSD.

“The Intel Optane SSD 900P Series delivers incredibly low latency and best-in-class random read and write performance at low queue depths – up to four times faster than competitive NAND-based SSDs – opening incredible new possibilities. With the new SSDs, users will unlock more potential from their platform. The Intel Optane SSD 900P Series is ideal for the most demanding storage workloads, including 3D rendering, complex simulations, fast game load times and more. Up to 22 times more endurance than other drives also gives the heaviest users peace of mind.”

Read more

Watch Star Citizen’s CitizenCon 2017 here, plus check out alpha progress in Around the Verse

In this week’s episode of Star Citizen’s Around the Verse, the team says it’s gotten its must-fix bug list down from 20 to 16 blocks, improving load times, repairing disconnection issues, and tweaking inventory use. The feature segment of the episode is the second part of last week’s legacy armor, how the team is updating (really, re-doing them) for the latest tech, and even how the team is working the older-looking armor into the lore.

Meanwhile, CitizenCon 2017 officially opened its doors just an hour ago in Frankfurt, Germany, where attendees are being treated to science panels, booze, dev demos, booze, playable demos of alpha 3.0, more booze, and of course, presentations by Chris Roberts himself. Watch the opening ceremonies below!

Read more

1 2 3 43