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Chapter 598 Interstellar Citizen and No Man's Sky

In any case, "Interstellar Citizen" is a lone back, a legend in the crowdfunding world.

If Jester wants to build such a game crowdfunding website, he must want such a fundraising legend to appear on his crowdfunding website one day.

In fact, the reason why it is called "alone" is that so far, "Star Citizen" has obtained more than 80 million US dollars through crowdfunding, and on the other hand, it is that this work does not rely entirely on the kickstarter platform - the fundraising amount of this project on KS is only US$2 million.

The other amounts of "Star Citizen" mainly come from the crowdfunding channels established by the game website itself - in addition to donating, it also raises funds by purchasing pre-experience content. Please note that this is essentially different from the early-access project on steam: Now, "Star Citizen still does not have highly completed game content, and cannot even be regarded as a "semi-finished product". The content that players can play after purchasing is actually very limited - however, "Star Citizen" still raises a number of incredible values ​​with such a model.

Many people may not have a clear understanding of what the 80 million US dollars represents in the game development industry.

The development and promotional cost of gta5 is US$260 million, of which the promotional cost accounts for almost half and the development cost is also approximately half. In other words, 80 million US dollars can be used to make a gta5-level game.

Jester had no intention of deeply analyzing the reasons for his success - as a successful example, it was not consistent with common sense and basically did not have any reference value to imitate the above.

If obsidian and inxile-entertainment represent the magical, dnd-style sentimental model from trpg, then interstellar citizens represent another routine, about the future, space and the sea of ​​stars. Needless to say, this sentiment is not only as profound as the former, rich in accumulation and originated from instinct, but also has advantages that "trpg sentiment" does not have: it is not so difficult and obscure, simpler, direct, and more intense.

You can even say it without any hesitation.

The theme of the stars and seas is a subject that in the future, whether Westerners or Easterners, whether they receive Western education, Western culture or Eastern education, or Eastern culture, whether Americans, Europeans, Japanese or Chinese, can be put into it without any pressure.

This is also the theme type of game that Jester wants to make in the future.

However, according to current functions and technology, I'm afraid it's far and wide that Jester wants to express, the distant and profoundness of the universe and the starry sky.

In fact, it is a pity that there is a game that Jester has not been played. This game is also a game with an interstellar theme. It is not that the more it spreads, the more it is, the more it is, the more it is, the more it is, the more it is, the more it is, the more it is, the incredible game it was announced on e3 in 2014, and the in-depth gameplay and detailed introduction were conducted on e3 in 2015.

Unfortunately, this game was not officially released until Jester's rebirth. It was only through 15 years of e3 that it was roughly understood that it should be available for sale in 16 years.

"No Man's Sky".

Although I have never played it before, Jester was still deeply attracted by this game from the designer's simple demonstration and description. It was really an incredible game.

The game "No Man's Sky" is different from traditional games. It does not have a pre-set hero and story. It is somewhat similar to "Minecraft" and "Terraria". Players create and define their own experiences in the game. Moreover, in this game, the map is as big as the real universe, with at least 100 billion planets to explore.

You may never be able to explore all the places in your entire life.

Each planet is formed randomly, and no one is the same.

The planets are all very large. You can stay on a planet for several days and experience its day and night. You can walk directly above it or fly a spacecraft through the air.

Once you discover a planet, you can change its randomly generated name to the name you want. Also, the same goes for any creature you find on it.

Although you can act recklessly in the game, your behavior will still have an impact. If you kill too many creatures or exhaust valuable resources on a planet, your wanted level will rise, and then the guardians on the planet will chase you.

If you provoke a war in space, the space police will also hunt you down. If you dare to touch the police, then be ready to go to war with an army.

This game also lacks upgrade systems that can greatly improve the playability of the game.

Moreover, almost everything inside can be upgraded, including shields, spacecraft, weapons, and even your space suit. Everything you can think of is OK.

This game can be said to have all the characteristics of the elements shared by all sandbox games.

Explore, trade and fight.

Of course, death is also punished.

If you die in the game, any information you don't save to "the-atlas" will be lost. The-atlas is a rectangular computer that records your process and can be connected through beacons on the planet, which is what we often call archives in other games, but it is not exactly the same.

Of course, this game also has no shortage of manufacturing systems. You can get blueprints in various ways in the game and then make them into items you need.

It has the same characteristics as all games of this era.

Through the Internet, you can share everything you have found in this game with your friends. Even if the game is "end", you don't need to worry at all. You can still do everything you want and can do in this game.

If you choose a game to give an example, probably "Ark: Survival Evolution" may be relatively similar.

The difference is that the background of the game "Ark" is a ancient society similar to the White Age or Jurassic, while the background of the game "No Man's Sky" is the entire Galaxy and even the entire universe.

Jester's love for "No Man's Sky" is to be above the interstellar citizen.

After all, one really took out a real-time demonstration, while the other was just constantly drawing towers in the air. The gap could not be determined by Taoism.

In fact, the sea of ​​stars is not just Jester's ultimate dream for the game, it is the dream of many people.

As a majority of male players, it would be a hell to say that anyone has no romantic dream of roaming the sea of ​​stars - sailing is simply the instinct of a male human, whether on the sea, in the sky, or in the deep sky without a man.

In addition to human instincts, or the addition of male hormones, the sentiment of "Star Citizen" mainly comes from its project's initiator Chris Roberts, who has developed many space war-themed games, including the prestigious "Galaxy Flying Admiral" and "Free Lancer" - God, do you know how many old players are asking for a reproduction of "Free Lancer" every year and launching the sequel to "Free Lancer"?

In the hearts of European and American players, he is not inferior to the characters of Inafune Keiji and Igarashi Takaji.

By the way, "Galaxy Flying" is a peak in overhead simulation shooting games - this series not only has many works but also has excellent quality, but also is also the quality benchmark for the "broadcast script stream" simulation shooting games back then.

Of course, this is not the point that Jester thinks of.

The point is that "Galaxy Flying" has a derivative work: a game like "Galaxy Flyinging: Privateer" produced in 1993.

This game is not the same as the original.

This work, like its subtitle, is about looting and trading between the stars. There is no clear main story, and the game mode is very free and casual. Due to its unique design concept, this work has been widely praised by players. Its essence has been continued by the subsequent "Free Lancers" - and this spirit has become the soul of almost all similar games later. The representative of the successor is the "X" series, especially "X3: Reunion".

The identity he chose when "Star Citizen" was the sequel to "Galaxy Flying" - in fact, media reports at that time said it was "Star Citizen: 42 Wing", and then emphasized its identity as the sequel to "Star Citizen: 42 Wing". Finally, "42 Wing" was continued as the code name for this single-player game project, and the game project itself was finally named "Star Citizen".

Initially people were watching the project and revived by the resurrection of Free Lancers and Galaxy Flying, but then it was Chris Roberts' horror ambitions that he wanted to reproduce everything in a space game in detail, from what you can think of to what you would never think of.

His ambitions were even greater than what the producers of "No Man's Sky" wanted to do.

It can even be described as an inappropriate metaphor.

Chris Roberts wants to complete a game that is simply impossible in the current era, just like the sandbox RPG that Jester is going to make now, it is a game that completely subverts the concept of the electronic game world.

Success will naturally be a legend, and failure will not be a joke.

This is a courage to do it even though you know it cannot be done.

It is worth admiring.

Just like Yu Suzuki and his "Shenmu", it will inevitably be recorded in history forever. (To be continued, please search for astronomy, novels are better, updated and faster!
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