Death Stranding made that one of its core pillars and gamified it enough to work, while also constraining the design to basically human scale. That's the sort of thing I mean, that systems like that need attention and abstraction and have to not just be a neglected afterthought tacked on to an archetype that it clashes with.
An even more simulationist approach than that needs the sort of attention and priority that it could only get from a dedicated game that's like Hardspace: Shipbreaker but about being a space teamster/stevedore instead of a space wrecker.
Shipbreaker is an entire game purely about taking ships apart in exactly the fashion Star Citizen wants its infantry boarding to work, with running concerns about pressurization, gravity, radiation, and sensitive parts like power and fuel. It's a perfect example of that balance of gameplay and concept. I don't think star citizen could do it better even if they wanted to because it turns out that even a gamified simulation has parts that wouldnt be fun in any other context. Pop open a door with air behind it in Star Citizen with Shipbreaker gameplay? You're going flying, and in pitched space combat that means you, the player, get to spend fifteen to thirty minutes waiting for your air to run out, to be picked off by the enemy, or to be eventually scooped up by friendlies.
Exactly. Going really in depth and introducing gamified elements of realism for a single system can really only be done when it's either the focal point of a game or at the very least an actually high priority pillar of a broader game's mechanics.
Meanwhile Star Citizen wants to have all these in depth side systems each at a level of completion that would justify an entire game, but they can't even get their actual high-priority gameplay pillars like ship movement or FPS combat or even just the game itself being playable and stable to work good enough for a game despite having been hacking away at those issues for twice as long as even other notoriously long AAA projects took. They've had an infinite money fountain keeping them afloat and they just haven't done shit with it because their leadership is so incompetent that even though they could have hired a small army of devs for every single in-depth simulationist sub-game they wanted they have instead completely failed to outdo even a shitshow like Starfield in areas like actually having mechanics and gameplay and also an actual game.
Like how are Chris Roberts and his lackies less competent than Todd "vapid dipshit and notorious micromanager who has to personally sign off on literally everything" Howard?
Death Stranding made that one of its core pillars and gamified it enough to work, while also constraining the design to basically human scale. That's the sort of thing I mean, that systems like that need attention and abstraction and have to not just be a neglected afterthought tacked on to an archetype that it clashes with.
An even more simulationist approach than that needs the sort of attention and priority that it could only get from a dedicated game that's like Hardspace: Shipbreaker but about being a space teamster/stevedore instead of a space wrecker.
Shipbreaker is an entire game purely about taking ships apart in exactly the fashion Star Citizen wants its infantry boarding to work, with running concerns about pressurization, gravity, radiation, and sensitive parts like power and fuel. It's a perfect example of that balance of gameplay and concept. I don't think star citizen could do it better even if they wanted to because it turns out that even a gamified simulation has parts that wouldnt be fun in any other context. Pop open a door with air behind it in Star Citizen with Shipbreaker gameplay? You're going flying, and in pitched space combat that means you, the player, get to spend fifteen to thirty minutes waiting for your air to run out, to be picked off by the enemy, or to be eventually scooped up by friendlies.
Exactly. Going really in depth and introducing gamified elements of realism for a single system can really only be done when it's either the focal point of a game or at the very least an actually high priority pillar of a broader game's mechanics.
Meanwhile Star Citizen wants to have all these in depth side systems each at a level of completion that would justify an entire game, but they can't even get their actual high-priority gameplay pillars like ship movement or FPS combat or even just the game itself being playable and stable to work good enough for a game despite having been hacking away at those issues for twice as long as even other notoriously long AAA projects took. They've had an infinite money fountain keeping them afloat and they just haven't done shit with it because their leadership is so incompetent that even though they could have hired a small army of devs for every single in-depth simulationist sub-game they wanted they have instead completely failed to outdo even a shitshow like Starfield in areas like actually having mechanics and gameplay and also an actual game.
Like how are Chris Roberts and his lackies less competent than Todd "vapid dipshit and notorious micromanager who has to personally sign off on literally everything" Howard?