• BruceTwarzen
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    151 year ago

    Yeah, but i don’t get the obsession with these 1000 planets, except that it sounds good. Why not 5 well crafted planets to actually do things. I know everyone likes different things but going from cutscene to cutscene to traverse seems like anti fun.

    • @H2207
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      41 year ago

      People often overlook that aspect of Star Citizen, the planets, albeit few in numbers, are:

      • Unique to each other and have detailed moons with varying resourcs
      • Incredibly detailed given the real time, smooth transition from space to planet and vice versa.
      • Given atmospheres, clouds and weather events.
      • Given unique cities and POIs due to the lore.

      So yeah, I’m almost as annoyed with the state of SC as the next person but I’m one of the very few people I’ve seen actually respect what has been done and compare that to progress from mainstream games. I’m as astounded by CIGs progress as I am their procrastination and marketing team.

    • @kromem
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      41 year ago

      It is a hybrid approach.

      It’s primarily hundreds of hours of hand crafted content that’s seamlessly integrated into a procedurally generated landscape.

      So for example there might be a mine colony gone wrong after a disaster.

      If you have been mostly interested in playing on desert planets that facility might be loaded into the desert planet. If someone else has been focused on arctic planets, it might be on their arctic planet.

      The same handcrafted content, but dynamically integrated into the spaces that each player naturally gravitates to in their own open universe.

      This also makes the modern behavior of using a wiki to guide play much more complicated, and encourages self-driven discovery rather than community driven guides.

      I think people worried about procedural generation because of how it was done a decade ago might be in for a significant surprise.