Entwicklerkommentare: Unterschied zwischen den Versionen

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Nachfolgend beschreibt Chris Roberts die vier Regeln, die für das Spiel mit Blick auf den Item-Shop gelten sollen:
Nachfolgend beschreibt Chris Roberts die vier Regeln, die für das Spiel mit Blick auf den Item-Shop gelten sollen:


{{Zitat|For the record here are my simple rules for what I'm aiming for with Star Citizen (and personal play preference).<br># NO grind - basic gameplay should be fun.<br># NO subscription to play.<br>Once you've bought the game you should be able to play and have fun without paying another penny. Maybe this is from all the MMOs I signed up for and then didn't have time to play yet still had to pay to keep my character (I think I paid over 2 years of subs for both WoW and SWG before I canceled, despite only playing them for the first month or so!)<br># NO unfair advantage to people with either too much money or too much time. I think its disingenuous for people to claim that they should have a big advantage just because they can commit 40 hours a week in play time over someone that can only spend 4. Both types of player have purchased the game and are both entitled to have fun. If I make a game that only caters to people that have lots of time and nothing else I'm cutting out a huge part of the audience. The same goes if I build a game that just caters to people that have money to burn (The Asian P2W game style). Just because someone plays one way doesn't mean everyone should play that way. Some people will want to just spend a few hours dogfighting, some may want spend dozens of hours doing trade runs and building up a merchant empire. Others may just want to explore corners of the galaxy. A big audience supplies lots of players to make the universe more interesting. A big audience also spreads the costs of running the persistent universe (as it costs money for new content and servers), which in turn makes it cheaper for all. }}
{{Zitat|For the record here are my simple rules for what I'm aiming for with Star Citizen (and personal play preference).<br>'''1)''' NO grind - basic gameplay should be fun.<br>'''2)''' NO subscription to play.<br>Once you've bought the game you should be able to play and have fun without paying another penny. Maybe this is from all the MMOs I signed up for and then didn't have time to play yet still had to pay to keep my character (I think I paid over 2 years of subs for both WoW and SWG before I canceled, despite only playing them for the first month or so!)<br>'''3)''' NO unfair advantage to people with either too much money or too much time. I think its disingenuous for people to claim that they should have a big advantage just because they can commit 40 hours a week in play time over someone that can only spend 4. Both types of player have purchased the game and are both entitled to have fun. If I make a game that only caters to people that have lots of time and nothing else I'm cutting out a huge part of the audience. The same goes if I build a game that just caters to people that have money to burn (The Asian P2W game style). Just because someone plays one way doesn't mean everyone should play that way. Some people will want to just spend a few hours dogfighting, some may want spend dozens of hours doing trade runs and building up a merchant empire. Others may just want to explore corners of the galaxy. A big audience supplies lots of players to make the universe more interesting. A big audience also spreads the costs of running the persistent universe (as it costs money for new content and servers), which in turn makes it cheaper for all. }}


Die ersten beiden Regeln sind einleuchtend und schon oft von ihm genannt wurden. Ob das erste Ziel erreicht werden kann, keine Grinding-Mechaniken zu haben, werden wir in der Beta sehen. Beim zweiten Ziel ist die Umsetzung ganz einfach. Es wird einfach keine Abogebühren geben.
Die ersten beiden Regeln sind einleuchtend und schon oft von ihm genannt wurden. Ob das erste Ziel erreicht werden kann, keine Grinding-Mechaniken zu haben, werden wir in der Beta sehen. Beim zweiten Ziel ist die Umsetzung ganz einfach. Es wird einfach keine Abogebühren geben.
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Die dritte Regel wird nun etwas konkreter. Chris möchte in Star Citizen eine Balance schaffen, zwischen Spielern, die entweder zuviel Geld rumliegen haben oder zuviel Zeit investieren können. Beide haben für das Spiel bezahlt und sollen auf ihre Kosten kommen. Je besser es den Entwicklern gelingt einen Ausgleich zwischen diesen verschiedenen Spielertypen zu erreichen, desto mehr Spieler werden an Star Citizen Freude haben. Mit einer größeren Spielerschaft können Kosten für den Betrieb des Spiels reduziert werden und somit das Spiel langfristig betrieben werden.
Die dritte Regel wird nun etwas konkreter. Chris möchte in Star Citizen eine Balance schaffen, zwischen Spielern, die entweder zuviel Geld rumliegen haben oder zuviel Zeit investieren können. Beide haben für das Spiel bezahlt und sollen auf ihre Kosten kommen. Je besser es den Entwicklern gelingt einen Ausgleich zwischen diesen verschiedenen Spielertypen zu erreichen, desto mehr Spieler werden an Star Citizen Freude haben. Mit einer größeren Spielerschaft können Kosten für den Betrieb des Spiels reduziert werden und somit das Spiel langfristig betrieben werden.


{{Zitat|4 NO Pay2Win - You should never be able to buy anything with real money that you can't buy in with in game credits. Once fully live SC in-game items will only be purchasable with in-game credits. There will even be some items you can ONLY earn by playing / flying missions. All you will be able to spend money on that is gameplay related would be buying some in-game credits as you don't want or don't have enough time to earn the credits you need for your contemplated purchase. We'll cap purchase of in-game credits to avoid someone unbalancing the game / economy. Finally as I point out above skill will always play a factor - there will be no "magic spaceship of death" that will sweep all before it, so while you may have bought a more expensive spaceship / weapon a better pilot can still beat you (this is where people with lots of time get an advantage as they'll have spent a lot more time honing their combat skills!)}}
{{Zitat|'''4)''' NO Pay2Win - You should never be able to buy anything with real money that you can't buy in with in game credits. Once fully live SC in-game items will only be purchasable with in-game credits. There will even be some items you can ONLY earn by playing / flying missions. All you will be able to spend money on that is gameplay related would be buying some in-game credits as you don't want or don't have enough time to earn the credits you need for your contemplated purchase. We'll cap purchase of in-game credits to avoid someone unbalancing the game / economy. Finally as I point out above skill will always play a factor - there will be no "magic spaceship of death" that will sweep all before it, so while you may have bought a more expensive spaceship / weapon a better pilot can still beat you (this is where people with lots of time get an advantage as they'll have spent a lot more time honing their combat skills!)}}





Version vom 8. Juli 2013, 12:47 Uhr