What some of the people who are complaining about this being an MMO aren't thinking of is that the old apace combat/trading games all play out pretty much like sandbox MMOs already. And since there will be no RPG level structure in Star Citizen, the only grind will be for money to upgrade/replace your ship with. Hell, if the game ends up like this guy is pitching it, you could create your own private server and play in the entire game with just you(and a few friends if you want).
SWTOR was(in my opinion) a bad game because it was a Frankensteinian merge of WoW(an MMO) and KOTOR(a story-focused single player RPG). There was no way to create that with out compromising one or both sides of the equation. This game doesn't have to sacrifice a thing because it isn't trying to be WoW or any other MMO. It's just taking the idea of a space sim sandbox to a logical evolution. After watching the GDC video, I'm convinced that this is going to be a great game, and that's saying something because I typically loathe MMOs.
Just look at these features and tell me that this man isn't writing a love letter to the space sim genre:
[list style=bullet]
[li]HOTAS, rudder pedal and Oculus Rift support[/li]
[li]functional maneuvering thrusters that can be disabled in combat by enemy fire or intentionally to perform manual maneuvers(think Starbuck in the BSG mini-series)[/li]
[li]ships ranging from single man fighters to carriers that can carry other player ships and have multiple people manning the turrets and handling secondary systems in combat[/li]
[li]Wing Commander style mission trees that can be played online or offline[/li]
[li]Deep economy for Freelancer style space trading game[/li]
[li]Highly detailed ships(ranging from 300K to 2M polys) with all the appropriate parts moving as they should(gun turrets, maneuvering thrusters, missles bays, etc)[/li]
[li]detailed functional cockpits(the pilot activates panels and switches as you do things)[/li]
[li]modding and private servers[/li]
[li]frequent content microupdates planned that take into account player impact on game universe[/li]
[li]exploration element where players can discover new jump points(which you then gets named after you) and sell the nav data to other players[/li]
[/list]
And that's just what I remember from watching the video last night. Regardless, this is definitely a man who is courting the niche instead of buying into the "you must appeal to everyone!" mantra that publishers have been shoving around. Basically the complete opposite of Resident Evil 6 as portrayed in the latest Jimquisiton [http://www.escapistmagazine.com/videos/view/jimquisition/6377-Resident-Evil-6-Is-the-Epitome-of-Survival-Horror].
SWTOR was(in my opinion) a bad game because it was a Frankensteinian merge of WoW(an MMO) and KOTOR(a story-focused single player RPG). There was no way to create that with out compromising one or both sides of the equation. This game doesn't have to sacrifice a thing because it isn't trying to be WoW or any other MMO. It's just taking the idea of a space sim sandbox to a logical evolution. After watching the GDC video, I'm convinced that this is going to be a great game, and that's saying something because I typically loathe MMOs.
Just look at these features and tell me that this man isn't writing a love letter to the space sim genre:
[list style=bullet]
[li]HOTAS, rudder pedal and Oculus Rift support[/li]
[li]functional maneuvering thrusters that can be disabled in combat by enemy fire or intentionally to perform manual maneuvers(think Starbuck in the BSG mini-series)[/li]
[li]ships ranging from single man fighters to carriers that can carry other player ships and have multiple people manning the turrets and handling secondary systems in combat[/li]
[li]Wing Commander style mission trees that can be played online or offline[/li]
[li]Deep economy for Freelancer style space trading game[/li]
[li]Highly detailed ships(ranging from 300K to 2M polys) with all the appropriate parts moving as they should(gun turrets, maneuvering thrusters, missles bays, etc)[/li]
[li]detailed functional cockpits(the pilot activates panels and switches as you do things)[/li]
[li]modding and private servers[/li]
[li]frequent content microupdates planned that take into account player impact on game universe[/li]
[li]exploration element where players can discover new jump points(which you then gets named after you) and sell the nav data to other players[/li]
[/list]
And that's just what I remember from watching the video last night. Regardless, this is definitely a man who is courting the niche instead of buying into the "you must appeal to everyone!" mantra that publishers have been shoving around. Basically the complete opposite of Resident Evil 6 as portrayed in the latest Jimquisiton [http://www.escapistmagazine.com/videos/view/jimquisition/6377-Resident-Evil-6-Is-the-Epitome-of-Survival-Horror].