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  • Star Citizen's Arena Commander gets new CTF mode

    by 
    Jef Reahard
    Jef Reahard
    08.09.2014

    Cloud Imperium has added a new game mode to Star Citizen's Arena Commander dogfighting module. Capture the Core is a team-based mode that sees players tasked with -- you guessed it -- capping the core on the opposite side of the map. If that sounds a bit like classic capture-the-flag games, that's by design, though CIG's announcement post points out that there's an "additional challenge of operating in three dimensional space." The new mode is now available to all Arena Commander-eligible backers. [Thanks Cardboard!]

  • The Daily Grind: Has Star Citizen made enough money yet?

    by 
    Justin Olivetti
    Justin Olivetti
    08.09.2014

    These are the rules of Star Citizen club. The first rule is that you do not talk about Star Citizen, unless it's in the comments, in which case you can go nuts. The second rule is that you must somewhere mention money. The third rule is that you may not question the brilliance and perfection of Chris Roberts. The fourth rule is that all VHS cassettes must be rewound before returning them to the space library. So with almost $50 million raised from a half-million backers, one has to occasionally wonder: Has Star Citizen made enough money yet to fully fund the dream? Are players continually donating more money for diminishing returns at this point? Don't get me wrong, I'm sure this will be the best game of all time, full stop. But when one of the recent stretch goals is for a plant, I have to wonder when enough is enough. Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Star Citizen's Arena Commander open to all backers

    by 
    Jef Reahard
    Jef Reahard
    08.07.2014

    Cloud Imperium released Star Citizen's July update this week, which says that the dev team has "finally achieved victory" in its long battle with the game's pre-alpha rubber-banding issues. Arena Commander multiplayer is "playing like we originally intended," the firm explains, and as a result the module has been made available to all eligible SC backers. The rest of the update letter details happenings at all of CIG's studios around the world. [Thanks Cardboard and James!]

  • Chris Roberts: 'If I were a little saner, I wouldn't be biting off as much as we're doing here'

    by 
    Jef Reahard
    Jef Reahard
    08.04.2014

    Star Citizen will top $50 million in crowdfunding at some point over the next few weeks, and when it does, chances are good that you'll see increased media coverage. Some of that coverage has already started, if a new piece at The Verge is any indication. There's nothing new here for fans or backers, but it's a great high-level primer for your on-the-fence friends that focuses on creator Chris Roberts and his desire to build the ultimate space sim. "If I [were] a little saner, I wouldn't be biting off as much as we're doing here," Roberts explains, "but it's the game that I've wanted to play and dreamed about playing forever."

  • Star Citizen's latest ship is ready for the races

    by 
    Justin Olivetti
    Justin Olivetti
    08.02.2014

    Not every spaceship is slated for combat or trade; some ships exist to go as fast as possible. The Origin M50, Star Citizen's newest offering, is a racing ship that can do double duty as a courier or interceptor. The craft is dominated by a pair of engines that provide an incredible amount of thrust and maneuverability. Players who cough up $90 can put one of these sleek machines in their collection right now. The devs promise that the M50 is "hanger-ready," meaning that you can admire it in person via the hanger module. Taking it out for a spin? That may be a while yet. [Thanks to James for the tip!]

  • The Think Tank: Star Citizen and armchair speculation

    by 
    Bree Royce
    Bree Royce
    07.17.2014

    This week, Star Citizen announced it's now raised a total of $48 million in crowdfunding and revealed its $50 million stretch goal, which is an absurd amount of money (but still not as absurd as how much some other AAA MMOs reportedly spent). "As a professional gamer and armchair developer with several failed armchair projects under my belt," wrote Massively commenter computerhelfer with his tongue firmly in cheek, "I can safely say this project has acquired too much money. This project makes my armchair feel uncomfortable." Apparently, large sums of money and large-scale projects make a lot of people uncomfortable, at least judging by the huge and sometimes nonsensical debates that sprawl across our Star Citizen posts. In today's Think Tank, I've asked some of the Massively writers to speculate on the future of the game, its impact on the genre, and how much higher that crowdfund number might go before all of the core pieces of the game have launched.

  • DARPA picks the first companies that will work on its unmanned spaceplane

    by 
    Jon Fingas
    Jon Fingas
    07.15.2014

    Slowly but surely, DARPA's XS-1 Experimental Spaceplane is becoming more than a bundle of nice ideas. The agency has just chosen the companies that will square off in the first phase of the unmanned craft's design program, most of which are recognizable names in the space business. Boeing is partnering with Jeff Bezos' Blue Origin on one version of the ship; Masten Space Systems is teaming up with XCOR on another, and Northrop Grumman is cooperating with Virgin Galactic. All three groups will have to submit initial designs before DARPA can move on to a second phase, so we're still far, far away from seeing an XS-1 in orbit. But hey, it's progress -- and the companies involved are skilled enough that a cheap, highly reusable spaceplane should become a practical reality.

  • Star Citizen's $48 million mark means a commercial for the Retaliator

    by 
    Justin Olivetti
    Justin Olivetti
    07.14.2014

    Move over, feathered millionaires, for Star Citizen now has more money than Scrooge McDuck. The space sim crossed the $48 million mark in crowdfunding today. The stretch goal for this particular occasion is the creation of a commercial for the Retaliator spaceship. "The symbol of the United Empire of Earth's power is the next ship to receive a slick commercial," the site posted on its stretch goals page. "Aegis Dynamics is in dire need of good publicity since the end of the of the Messer era. We currently have the Cutlass and the Constellation commercials in production and now the Retaliator will be added to that list." So what epic stretch goal reward is in store for $49 million? If players hit that milestone, then the team will add a plant to the game. But it's a Xi'An space plant, so you know you're getting your million dollars' worth.

  • Roberts' latest post peeks behind the Star Citizen development curtain

    by 
    Jef Reahard
    Jef Reahard
    07.09.2014

    Star Citizen has opened another window on the world of game development, this time courtesy of a Chris Roberts post that details the investigative process behind Arena Commander's lag and rubber-banding issues. In a nutshell, the problems surfaced with patch 12.4 as Cloud Imperium expanded the pool of AC participants past the initial 60,000-player threshold. "Like doctors trying to identify a mysterious illness, we looked for common environmental factors," Roberts writes. "Was there a significant geographic distance between players? Surprisingly, no: in many cases, players with almost no latency between them were still having issues. The team moved on to examining our own code." He goes on to explain how CIG translates potential problems into JIRA tasks and assigns them to engineers who are responsible for repairs prior to the next patch. [Thanks Cardboard!]

  • Here's what CIG accomplished on Star Citizen in June

    by 
    Jef Reahard
    Jef Reahard
    07.02.2014

    It's the beginning of a new month, which means it's time for Cloud Imperium Games to recap last month's Star Citizen progress. The big news was the release of Arena Commander and its four patches, but there are plenty of other interesting nuggets packed into the the latest update wall-of-text. Foundry 42 studio director Erin Roberts says that capital ships are coming together, and his team has also begun work on multi-crew vehicles. CIG Austin studio director Eric Peterson says that his bunch has been "busy working on the persistent universe and backend server component," while Behaviour producer Mathieu Beaulieu says that his studio is hard at work on hangar revamps as well as Star Citizen's mobiGlas development. Read all about those initiatives and more at the Roberts Space Industries website linked below. [Thanks James!]

  • Stick and Rudder: How complex is too complex for Star Citizen?

    by 
    Jef Reahard
    Jef Reahard
    06.29.2014

    I've taken a little while to let Chris Roberts' recent flight model manifesto marinate. In that time, my opinion has run the gamut from "funk yeah, simulation!" to "hmm, I hope I'm able to enjoy this title" and back again. I waffled because as much as I'm salivating over Star Citizen and everything it represents, it's still one game out of dozens that I'm following. And as much as I'd like to, I can't realistically devote all of my free time to a single title!

  • Star Citizen tops $47 million, will continue to offer stretch goals

    by 
    Jef Reahard
    Jef Reahard
    06.24.2014

    Star Citizen has topped $47 million in funding on the wings of its recent Xi'An scout ship promotion. Cloud Imperium boss Chris Roberts talks about the ship and its unique thruster setup (and its corresponding unique flight characteristics inside the space sim's physics engine) in his latest letter from the chairman. Roberts also reveals that 54 percent of Star Citizen backers voted for CIG to continue offering stretch goals. He says that the company will "honor that choice," but that there will be some changes. "I'm not comfortable promising additional features with each million unless they're truly additive," he explains. "When we have a new idea that really impacts the final game and needs the funding then we'll offer it here... but you can expect a number of player rewards and new ways of highlighting Arena Commander as immediate goals!"

  • Star Citizen's new persistent universe director loves economic, strategic gameplay

    by 
    Jef Reahard
    Jef Reahard
    06.19.2014

    How important is Star Citizen's persistent universe? Important enough that Chris Roberts has hired game industry veteran Tony Zurovec to oversee its direction. "The game has become so big that I can't actually direct every single aspect of it every single moment of the day," Roberts explains at the outset of a new 40-minute interview vid posted on Cloud Imperium's official site. Zurovec previously worked with Roberts at Origin and Digital Anvil. He also developed the Crusader series and brings a love of economic and strategic gameplay on a galactic scale to the table. Roberts also mentions Zurovec's work on an unreleased Digital Anvil game called Loose Cannon that was essentially "Privateer on wheels" and a pre-cursor to the sort of open-world sandbox mayhem found in Grand Theft Auto III and its sequels. Click past the cut to watch the full interview.

  • Leaderboard: How much time do you spend getting good at a game?

    by 
    Jef Reahard
    Jef Reahard
    06.18.2014

    Yesterday's Chris Roberts post on Star Citizen's flight model got me to thinking about game systems, learning, and the lengths we'll go to to be good at a particular title. It's too early to know for sure, of course, but it seems like Star Citizen might be one of those sim-before-game exercises that requires both a lot of practice time and a lot of study in terms of knowing both your ship capabilities and those of your opponent's ship. What about your current MMOs, though? How much time do you spend getting good at your favorite in-game activities? Vote after the cut!

  • Roberts on Star Citizen's work-in-progress flight model

    by 
    Jef Reahard
    Jef Reahard
    06.17.2014

    If you're keeping up on Star Citizen current events, you probably know that there's been quite a debate brewing amongst the game's backers with respect to the controls and the flight model in the recently released Arena Commander module. Cloud Imperium has heard the feedback, and Chris Roberts has responded with a huge post that clarifies his goals for the game's Intelligent Flight Control System (IFCS) as well as the flight model going forward. If you're a flight sim fan, you'll likely find it fascinating reading. If not, the primary takeaway is that Roberts and CIG are confident in the direction of the model despite community concerns. As Roberts says, "a portion of our community clearly feels the current flight model is 'wrong.'" "We actually allow for a lot more variation and nuance in flight and combat than a simplified Wing Commander/X-Wing-style flight model," Roberts counters. "Like learning to drive a car really well... it requires some learning. You have to anticipate where you want to be and plan for it." He goes on to explain how most space games use an atmospheric flight baseline with predefined pitch, roll, and yaw rates as well as capped speeds and linear acceleration applied to a simplified mass point. "Star Citizen doesn't do that," he writes. "We model what would be needed on an actual spaceship, including correct application of thrust at the places where the thrusters are attached to the hull of the ship -- in our model moment of inertia, mass changes and counter thrust are very necessary. Star Citizen's physical simulation of spaceflight is based on what would actually happen in space."

  • Star Citizen begins AC multiplayer invites

    by 
    Jef Reahard
    Jef Reahard
    06.13.2014

    It's been a busy week for Star Citizen. The crowdsourced space sim sandbox topped $46 million in funding, and Cloud Imperium Games began rolling out invites to the multiplayer portion of the recently released Arena Commander dogfighting module. The module also continues to be patched in order to address bugs and control issues. CIG also kicked off a new video show called Around the Verse. The first episode features a 40-minute running time and a sit-down with AC producer Travis Day. Finally, CIG chairman Chris Roberts penned his customary thank you letter after the $46 million milestone, in which he offered a sneak peek at the game's next in-universe spaceship commercial and made available a community poll relating to the continued use of project stretch goals. "When we started the Star Citizen campaign, the purpose of the stretch goals was to make things we had imagined but didn't think we could afford possible: adding capital ship systems, studying procedural generation, hiring additional artists to build more ships at once and the like," Roberts explained. "The additional funding continues to expand the scope of the game and make what we're doing possible... but it's becoming more and more difficult to quantify that with more stretch goals (and to explain that to the rest of the world, which likes to focus only on how much money we've made.)"

  • New aerial shots show progress on Apple's "spaceship"

    by 
    Mike Wehner
    Mike Wehner
    06.12.2014

    Apple's new campus is expected to open in just about two years, so as you can imagine there's a ton of work being done on the massive construction site. News and traffic reporter for San Francisco's KCBS, who goes by the Twitter handle @Sky1Ron, has snapped a few great shots of the work being done on what is lovingly called "the spaceship." As you can see, the building is beginning to take shape, with some structural walls in place and the general shape of the campus now clearly defined. The size of the work trucks in these shots really offer a great perspective on how massive the spaceship is. As an added bonus, here's one last photo from Sky1Ron showing both the new campus under construction and Apple's current headquarters (bottom right). [Photo credit: Sky1Ron]

  • E3 2014: Hands-on with Star Citizen and a chat with Chris Roberts

    by 
    Andrew Ross
    Andrew Ross
    06.12.2014

    Chris Roberts prefers a joystick or controller to the mouse and keyboard. This came up immediately upon meeting him for our Star Citizen demo/interview at this year's E3. As someone who's mainly watched news on the game from the sidelines, sitting in awe of what looks like a terribly complex title with tons of gameplay options, I was a bit intimidated going into this sit-down. But I came out of it feeling, well, relaxed.

  • Star Citizen tops $45 million, releases Freelancer commercial

    by 
    Jef Reahard
    Jef Reahard
    06.08.2014

    It's been a while since we've seen a new spaceship commercial for Star Citizen. Given that Cloud Imperium is pimping the Freelancer this weekend, though, it's no surprise that the space big-rig now has its own in-universe advertisement. Genre mainstay Lance Henriksen does the voiceover honors, and there's a distinctive Firefly vibe to the whole clip, right down to the twangy guitar underneath. See for yourself after the break, and don't blink or you'll miss the Mother Trucker bumper decal! You might also want to read Chris Roberts' latest thank-you letter penned in response to Star Citizen breaking the $45 million crowdfunding barrier.

  • The Daily Grind: Are you still excited about crowdfunding?

    by 
    Jef Reahard
    Jef Reahard
    06.08.2014

    I'm a big fan of crowdfunding. Middlemen bother me, both inside the gaming industry and out, and anything that allows creators to reach their audience with less interference from MBAs, marketers, and the like is a win in my book. That said, my personal crowdfunding honeymoon period is over. I'm finding myself more and more uninterested in betas, alphas, and backer-only pre-alpha stuff. Case in point is Star Citizen's recently released Arena Commander (or dogfighting module, if you prefer). I'm still a big fanboy, and as such I was excited to fire it up for the first time. I'm also appreciative of all the work that Cloud Imperium has done since the game was announced, but man I just don't want to play pre-release stuff! The stack of finished games on my desk is too large, as is the list of non-gaming hobbies, for me to waste time on buggy builds and feature sets that may change post-release. I'm not complaining, though, as the option to get in and see the development process is great. What about you, Massively readers? Are you still excited about crowdfunding? If so, do you get your hands dirty pre-release? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!