cri74

Star Citizen blir et fullblods PC Spill !

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Chris Roberts som er mest kjent for Wing Commander(1990), men som også hadde en sterk innflytelse på Ultima serien(Utgitt på Origin Systems/EA), er tilbake med et nytt spill. Star Citizen skal bli et skikkelig PC spill sier han "Fordi jeg ikke trenger å bry meg om dagens konsoller, så er detaljene og spillet i seg selv, noe jeg ikke kunne klart ellers. Bare minnet som trengs for å lagre de store teksturene finnes ikke på konsoller".

Det er som honning og søt musikk for ørene til en PC-Entusiast. Ikke nok med at spillet skal lages til PC, men Roberts oppmuntrer også til modding av spillet. "Spillerne vil få full kontroll over spillet dem kjøper. Når de setter opp private servere, vil de kunne modde og gjøre som de vil. Vi håper også at vi kan sette opp en sentralisert mod-approval prosess slik at de beste skipene kan bli integrert i Star Citizen universet."

"Jeg begynte på PC og jeg synes det er trist at ingen virkelig pusher PC-Spillene slik det var før, jeg har lyst til å komme tilbake til den Wing Commander tiden der man sa: Ja, oppgrader maskinen din om du vil spille dette." Sier Chris og fortsetter: "Jeg har ikke lyst til å lage noe mobil spill. PC plattformen er den beste fordi den alltid utvikler seg og den er åpen. Det er utrolig mange PC Spillere der ute som er stolt over maskinen sin, men som ikke har noen spill som virkelig beviser kraften de har kjøpt seg."

Vel... hva slags maskin kreves for å kjøre dette spillet da?

Minimum:

Dual core CPU

GTX 460

4GB of system memory

Recommended:

i7 2500, 2600, 2700

GTX 670 or better

Star Citizen hjemmeside

Star Citizen Kickstarter

UPDATE 19. November 2012: Star Citizen ble historiens største crowd funder

Som alltid - spill av i HD

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Pledget 60$ selv om jeg aldri har kommet over nivået til en halvblind tilbakestående ape i flyspill og dermed ikke får så mye gøy ut av dem. De corny pro pc utsagnene kiler konsollhateren i meg på viktige steder, samme gjør den overdramatiske musikken. Støtter heller ett spill som faktisk satser på pc enn sultne barn i afrika må vel være den grunnleggende moralen bak dette.

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Wing Commander spillene var jo fantastiske. Spilte dem mye med en avdanka gammel joystick.

Utrolig positivt at han velger å gå 100% for PC istedenfor å kjøre masse kompromisser bare for at det skal være kompatibelt med konsoller.

I min (kanskje enkle) verden så hører FPS, Simulatorer, MMO og strategispill hjemme på PC. Konsoll er for plattformspill, slåssing av type streetfighter og tekken, pluss bilspill.

Ser virkelig frem til dette og håper det lever opp til forventninger :) Kanksje på tide å sette av en liten sparekonto for fremtidig oppdatering av chip og grafikk-kort!

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Hvem sa at PC-spill er dødt og konsoll er fremtiden. Bare fem (5) dager på Kickstarter har Star Citizen samlet 500 000 dollar og nådde målet. Det er fortsatt 26 dager igjen, men hvem bryr seg vel om det. Så, da er det bare å gni seg i hendene og prise seg selv for at man har en PC, jeg tror at en PC gjør meg til et lykkeligere menneske enn en konsoll.......som forresten samler støv i stua....hva med din konsoll?

Vel.. enmilliontrehundreogfemtitotusendollar(1,350,000) pluss femhundretusendollar(500,000). Da er det bare tohundretusendollar(200,000) igjen til det endelige målet som er 2 mill.

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De burde jo satt målet på kickstarter til min 1,5mill, nå vil jo sannsynligvis antallet som slenger seg med der være mindre da målet ser ut til å være nådd, noe det faktisk ikke er enda. Det mangler riktignok bare usle 65k dollar på totalen som de uansett får inn, men om målet var satt til f.eks 1.5mill på kickstarter så kunne vi nådd ett av de utvidede målene lettere.

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Ser heldigvis ut til at jeg tok feil i at pledgingen kom til å gå ned på kickstarter når de nådde målet. Har tilogmed kommet opp noen stretchgoals på kickstarter med fornuftige mellomrom(per 250tusen$): http://www.kickstart...ig/star-citizen Håper reperasjonsroboten vi får på 750.000$ har sjarm, det er ett must for slike:

AMX-1 Repair Droid bot box says “a pilot’s best friend” and few experienced flyers would disagree. Thanks to a network of nine telescoping flex arms, the AMX-1 can access and repair any standard ship system with ease. Though it lacks the full speech boards and the emotional memory cores of more expensive models, the trademark whirring and beeping of an AMX is a welcome sound for anyone charting a path between the stars.

Må også slenge inn en post fra forumet av en Eve online spiller:

"You guys dont get it do you.

Do you really think EvE is the only game we play or have played. We have always been here some of us silent, some of us not so silent. And unlike you lot we are organized, we have the numbers, we’re used to fighting over turf and know how to deal with the meta game. Your forums and TS will be infiltrated, people can and will be bought, a 600 man strategical Ops fleet? easy for us EvE players. Most of you have no clue what is commin for you. Nothing in FL/WC has prepared you for this, your like sheep ready to be slaughtered.

The universe will burn and we will happily dance around the pire. Heed my words, war is comming."

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Chris Roberts har gjort et lengre intervju med Ars Techinca der han fraskriver konsoller (PS,Xbox) muligheten til å spille Star Citizen, bare RAM bruken alene er ikke møtt av dagens konsoller - og dagens high-end PC'er er mest sannsynlig kraftigere enn hva neste generasjons konsoller kommer til å være. Kommentarene i intervjuet/artikkelen har allerede brakt en del ubehag i forskjellige konsoll forumer der konsoll spillere kommenterer med "Hvis det er en release på kun PC, så er det ingen som kommer til å spille det". Det kan virke som om Star Citizen kommer til å bli en fane-sak for PC-Gamere.

Chris fortsetter med: "You can't do that much with 512MB (of RAM on a console), so that constrains a lot of your game design. If I'm building a PC game, I'm going 'Yeah, you need 4GB on your machine.' Of course you're not going to get all 4GB because Windows is a hungry beast, but you're getting a lot more than 512MB so it kinds of open up what you can do, what you can fit in memory at the same time, and it changes your level of ambition."

Det er allikevel ikke sikkert at PC blir den enste plattformen. Det er nylig satt opp en avstemning om flere del-mål i croud sourcingen som pågår. Star Citizen lover 10 ganger så mye detaljer som dagens AAA spill(Høy kvalitets spill - BF3, Assasins Creed m.fl), intervjuet avslører også mer om spillet som vil være klart om ca 2 år.

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Oppgraderte til Freelancer nylig. Ett feit handelskip uten noe særlig manøvrerbarhet eller slagkraft med andre ord. Kan jeg leie deg til å beskytte meg cri ?

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Både lønn og tid fløy fra meg, så håper på at det blir flere muligheter før november 2014. Chris Roberts derimot feirer passerte 6 mill i crowd funding med en concept video.

Noen bilder fra RSI Constellation MK 3

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Det er en ting jeg ikke helt skj0nner med kickstarter. Er det ikke naturlig at alle som pledger faar pengene tilbake om spillet blir en kjempesuksess? Per dags dato er jo dette en helt risikofri investering for folkene bak; de kan gi seg selv skyh0y l0nn, de kan til og med bruke pengene paa kokain for alt vi vet. Om de lager noe som virkelig blir stort, ja da blir de rike uten aa ha risikert noe.

Slik det burde veare er: Alle backere eier en del av selskapet, og evt profitt tilfaller delvis backerene, altsaa som et aksjeselskap eller standard private equity/venture capital investering.

Egentlig helt utrolig at en slik eierform er mulig.

Meen selvsagt kj0pte jeg pirat utgaven for 110 dollar :)

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Ja du sier noe der. Det samme går vel for andre "buy before you try", en trend som er blitt veldig vanlig er jo pre-order tullet. Se på feks Medal of Honor, som for min del ville blitt kjøpt pga alpha/beta for BF4. Da synes jeg det er bedre med kickstarter prosjekter. Jeg tror det er en ganske god kontrakt de må skrive med Kickstarter, ellers vil jo en Kickstarter ikke bety noe. Det kan også virke som at de på kickstarter forteller og viser mye mer av spillet enn hva en pre-order gjør, kanskje ganske enkelt fordi dem må og en pre-order så vet du ingenting om hva du kjøper før pengene har forlatt kontoen.

Samtidig så er det jo et større press om å lage noe bra og de har ikke noen store utgivere som bestemmer hvordan det skal bli, dermed lages spillet slik utviklerene vil ha det - rett fra source liksom. Men som du sier... 6 millioner dollar er et godt ran over internett, spesielt fordi dem du raner gir fra seg pengene frivillig.

Intervju med GoG.com

Chris Roberts is a video game designer, programmer, film producer and film director. He is best known for creating the popular Wing Commander series. After almost 10-year-long hiatus from making video games, Chris returned recently with a completely new project titled Star Citizen (which you can back on Kickstarter for 8 more hours). The past, the present, and the future--all is discussed in this exclusive interview for GOG.com.

1. First, the obvious question: after so many years, why did you return to the gaming industry?

I left the games industry about ten years ago because I’d become burned out on the ever-increasing development times that were increasingly disconnecting me from my audience. All the Wing Commander games (and Privateer) were made in 18 months or less. Freelancer was over four years in development by the time I sold Digital Anvil to Microsoft and a further 2 ½ years after that to be finished. Creatively that is just too long between projects. In addition it became quite clear that to survive you needed to be acquired by a big publisher to be able to afford to make games of this scale and it was a time of industry consolidation, which in turn was going to lead to stagnation in the kind of projects that a publisher was going to take the risk on. It was also clear that the publishers were becoming much more focused on console and PC was becoming an afterthought. This was especially true at Microsoft who were really focused on building games for Xbox [instead of] PC. If I'd walked in with Wing Commander (as an original IP) in 2002, it would never have been funded because it wasn't another iteration of a first person shooter or a sports game. Finally, I felt that technology wasn't keeping pace with the vision. All the things we take for granted today--3D acceleration, broadband internet, motion capture--were in their infancy and it seemed like the way to really tell the stories I wanted was to move to Hollywood and do it the traditional way. But that has all changed today. With crowdfunding, we can build the game the audience wants instead of the one a big publisher tells them they're going to buy... and then I can take advantage of a whole suite of technologies and standards to make sure the game is like nothing that has been seen before.

2. What's going to be special about Star Citizen?

Star Citizen is going to be the game you imagined the day you picked up Privateer or Freelancer. I'm proud of the games we built at Origin at Digital Anvil, but I think I can admit that you run into their limitations pretty quickly today. Privateer's expansive universe is really just five base types repeated, there's six types of enemy fighters... and that's all because we had to ship on a handfull of 3.5" disks or a single CD-ROM. So the technology was holding us back. At the same time, the core design of those games remains so good that I think anyone who ever picked up a joystick can immediately understand how it transitions into a persistent world.

3. Do you feel that there's something missing in the modern games. Something that makes us still want to play 20-year old classics?

The big element that I find a lot of games are missing today is the challenge. There's a very conscious effort on the part of a lot of designers to make their games as easy as possible; to hold your hands through the whole thing. And that's because they're working at the biggest possible audience. So you have this conscious dumbing down to make your AAA title as much like a social game as possible, because you you'll reach X-million more potential buyers. I've found that the games I truly enjoy today are the ones that make winning rewarding... that make you suffer to move further. And we saw that in Wing Commander, imagine releasing something like The Secret Missions as DLC today, something that continues the story while making it even more of a challenge.

4. Do you play games? What are your favorite titles?

I do play games, of course, and I've kept up with the industry since I left Digital Anvil. I liked the Uncharted series quite a bit, I feel like they were as close to my vision for a true interactive movie as has been possible so far. The team gameplay in the Battlefield series, the storytelling in Mass Effect... I enjoyed RPGs like Fallout 3, Dragon Age and Skyrim quite a bit. just the sheer complexity of the world they built and the freedom that allowed the player. The game I mention to everyone, though, is Demon's Souls, which very much exemplifies that 'harder is better' design philosophy; it's a game that truly punishes you and in so doing makes every achievement all the more rewarding.

5. You're probably best known for creating the Wing Commander series. What was the inspiration behind the first game?

The biggest inspiration is Star Wars, of course. What teenager didn't leave the theater in 1977 and dream about flying his own X-Wing? So Wing Commander was very much the culmination of that dream. Not just the technical aspects of flying a starfighter, but that idea of making you the hero, putting you in the 'movie.' My design philsophy has always been to trend towards a visceral experience, and Wing Commander taught us so much about how little things like making the hand move with you on the joystick or actually showing damage to your cockpit as you fight are incredibly important. Of course, it's not just Star Wars... Wing Commander takes a lot from the same classic World War II air combat films Lucas based his epic on, and in many ways it does so more directly. You're in an aircraft carrier in space and you're fighting an alien empire that stands in for Japan in this island hopping campaign across the stars. I like to build my games' stories on elements from history, which I think you'll see again in Star Citizen.

6. Wing Commander III and IV are recognized for the amazing FMV cutscenes. How difficult it was to make those happen. Can you tell us a little bit more about shooting, production, and working with movie stars like Mark Hamill, John Rhys-Davies, and Malcolm McDowell?

It was difficult to make these happen because it was a new technology, something unproven. There had been some "full motion video" games before Wing Commander III, but none that really tried to be like a Hollywood movie. No one was casting real actors or filming on real stages… and no one was spending the kind of money you needed to do that. So just selling the project to Electronic Arts was a production in and of itself. The shoots themselves were fantastic, here I was a first time director, someone who'd never been to film school and I was working with amazing talent my first time out. Everything really came together on those projects.

7. Will the story of Wing Commander V ever be concluded? Will we ever see a sequel for Freelander or Starlancer as well?

Wing Commander Prophecy wasn't me. I thought the team did a fantastic job carrying on the legacy for that one, but my involvement in the game series ended after Wing Commander IV. So, I've never been especially invested in the story they set up, with the new enemy replacing the Kilrathi. I'd love to make another Wing Commander – and I spent a lot time thinking what I would do story wise - but I’m only going to do that on my own terms. I created and used to own the IP. I’m only willing to go back if I can be assured of guiding it going forward. I don’t want to be the position the Infinity Ward / Respawn guys were , where they built up a huge franchise then had it taken away from them for the greater good of corporate profit and yearly release cycles, IP integrity be damned... The same is true for Freelancer and Starlancer, they're both owned by Microsoft.

So my answer is not rely on a publisher to realize the best place for an IP is with the person that created and loves it, and instead concentrate all my energy and creativity into Star Citizen. Star Citizen has everything I would do if Wing commander, Privateer and Freelancer were still my IPs, rolled into one holistic game. I’m taking a risk, but I believe there are enough PC gamers and space sim fans out there to show the world and publishers that it is very much a genre people want if you make a truly great game.

8. Can we expect any kind of Easter eggs or any sort references to your earlier games in Star Citizen?

Count on it. In fact, have your readers take a close look at the trailer we released at GDC Online...

9. When you took a break from game design and focused your efforts on Ascendant Pictures how would you describe working on movies such as The Punisher or The Lord of War?

I found it immensely rewarding to spend time making films and being involved in all aspects from early script development, through physical production to post production and final release and marketing. I learnt so much from a creative and storytelling side. Lord of War with Nicholas Cage and Lucky Number Slevin with Josh Harnett, Bruce Willis and Morgan Freemen are two of my favorites. Just getting to work with actors of that caliber and see the small things they do make a performance “real” is immensely insightful. There is a lot of subtlety and detail that goes into making a film work that isn’t apparent to someone looking in from the outside. The quiet moments, maybe just a reaction shot or an image can be more emotionally powerful than a two page long speech. There is a level of maturity to the emotion and storytelling that I learn from film that I would love to bring to games. A level that I think is now possible with the advances in technology allowing for more sophisticated visuals and audio, which allows you to deliver some of the details that make a film work. One of my big goals in Hollywood was to try and build the same sense of world that I did in my game worlds, and I'm very proud of how much of that I was able to do on these projects. The last film I produced, a science fiction film called Outlander, is a great example of this. I helped make sure we did a truly exceptional amount of pre-production, really building all the details of the world in just the same way we used to at Origin. And I would say that I learned a lot in the process that we're going to bring to Star Citizen. One of my immediate takeaways there was that I needed to use the same kind of exceptional talent you find in Hollywood to create the feel for the Star Citizen world. So we've brought in some amazing concept artists from the film world, Ryan Church (who worked with me on Outlander), Jim Martin and others, to help make sure Star Citizen has a truly classic look to it.

10. Out of all your projects, including movies and Star Citizen, which one would you say required the most of your time and attention?

Star Citizen! It's always going to be the next one. You can't just sit back and take it easy in this industry, you have to put all of yourself into your next project. You get to a point on a project where you say, this is taking all my time, this is wearing me out, I can't do this anymore… and then you ship the game and you see what it means to the players and you're eager to come back and do it all over again, but to do all the things you couldn't the last time around

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Kjøpt meg Wingnut (Hardcopy) nå - så ja Lore, jeg kan fly wingman for deg :) Vi har en i gruppen som har kjøpt en Constellation også, så vi kan være 4 pers i den og fly litt rundt om.

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Jeg har ikke et forhold til Wing Commander-serien utover at jeg såg Mark Hamill bli ødelagt foran mine øyne. Min barndoms helt, Luke Skywalker så bedritent lite troverdig i sin nye rolle. Jeg var totalt uinteressert etter det. ^^,

men dette ser spennende ut. Spennende nok til at jeg skal vurdere å prøve det. :)

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Det kom et bilde i posten i dag. Dette viser Spider i Cathcart systemet, vissnok et system som har vært en søppelplass for gamle skip og konstruksjoner, og en del gammel teknologi. De som bor på Spider har samlet hva som går ann å bygge og sveiset det sammen. "Samfunnet" består av pirater, dusørjegere, leiesoldater og kriminelle. En bra plass å besøke for å plukke opp deler og off-market dingser. En advarsel var å ha på space-suiten, da konstruksjonen og sveisingen ikke alltid holdt trykket stablit - mao så går det lekk

Noen som har fått Citizen-Card eller T-skjorter fra RSI enda?

Spider_Cathcart_ConceptArt_Final_021513_thumb.jpg

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PC Gamer har gjort et intervju med Chris Roberts

Highlights :

I august måned, rundt Games Com og PAX Prime, er det planlagt en en utgivelse for å vise motoren. Det betyr at man kan ta med seg litt venner og gå inn i spillet å se noen av skipene man har kjøpt

Som en designtilnærming har man valgt noe man er kjent med, i artikkelen brukes overklokking som et eksempel på hvordan man kan gjøre sine egne skip custom. Det blir lagt vekt på at skipene skal kunne gjøres til dine egne og at du skal kunne putte på hva du vil på dem.

Spilluniverset skal være dynamisk og leve sitt eget liv, selv når spillere ikke er i området, AI "lever sitt eget liv" og holder på med "det de holder på med". Det blir ikke lagt vekt på skriptede events, spillerne skal stå for 80% av dramatikken og action i spillet. Men med AI vil ikke universet bli tomt. Spillerne hjelper hverandre, sloss mot hverandre, gir hverandre oppdrag og integrerer seg i økonomien (økonomien har et langt kapittel i nyheten)

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300 series fra Origin Jumpworks, den i reklamen? Hvilken pakke kjøpte du og hva kosta den ?

Kjøpte den Colonel LTI (lifetime insureance), men ser at dem komer med freelancer versjon også - omtrent samme pakke bare med et annet skip. Lurer på å kjøpe et skip til, eller noen oppgraderinger, men har ikke satt meg nok inn i alt sammen :(

Skulle kanskje laget en egen gruppe for å spille sammen :)

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