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>'''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. }}
{{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><br>'''2)''' NO subscription to play. 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><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.

Version vom 8. Juli 2013, 12:48 Uhr