

As with almost all of the leadership at Cloud Imperium, Peterson is yet another old-school Origin alum, having put in design time working on Wing Commander III, Wing Commander IV, Starlancer, and Freelancer (among other titles). I closed out the visit with a pow-wow with Eric "Wingman" Peterson, president of production and director of the development studio. "With maybe millions of simultaneous players, there will be an evolution of how the game works." You can be my wingman any time He expects that as with every other MMORPG, gameplay elements will change after launch in response to player feedback. Zurovec was quick to point out that there will be areas of the game that are totally secure in which PVP is impossible.Īs with most details about Star Citizen game at this stage, Zurovec acknowledges that nothing is set in stone. There will be in-game mechanisms for discouraging unwarranted violence between players, though the exact nature and parameters haven’t been nailed down yet. Player-versus-player combat will be allowed but not in an unrestricted fashion. Certainly this would be a much more "realistic" environment-after all, in real life I can’t simply decide to go to a "single player" instance of the grocery store, no matter how much I might really, really, really want to-but the game will accommodate both styles of play. This kind of separatism might not sit well with some other potential Star Citizen players who’d prefer all players be inhabiting the same simulation space at all times. By way of example, Zurovec quickly describes a potential mission a player might acquire from an NPC to go out and perform a dicey communications satellite repair once at the satellite, the player might find a band of NPCs already there (perhaps they sabotaged the satellite to lie in wait and ambush the repair crew), but no other players will be able to interfere with the mission.Įnlarge / Some folks love player-versus-player combat those that don't want to have to worry about being shot at will have plenty of galaxy to explore, though. This will be possible, said Zurovec, through the mission and location choices players make. Some players are simply going to want to play by themselves, transitioning from the single-player Squadron 42 game into the larger persistent universe without having to interact with others.

The goal with Star Citizen isn’t to force players into big group-required endgame content, but rather to let everyone be the hero of their own story within the larger evolving galaxy.

There will also be massive setpiece missions, along the same line as big raid instances in World of Warcraft, but they will be the exception to mission design, not the rule.
