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Interview mit Erin Roberts - Neue Infos zu SQ42


Hell-G

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Ganz interessante Übersetzung aus einem norwegischen Gaming Magazin (auf reddit gefunden)

 

Anscheinend hält Erin immer noch an einem release von Squadron 42 im ersten Quartal 2015 fest (in rot). Außerdem gibt es erste Infos zu den Co-Op Missionen, die sich aber eher weniger an der Story orientieren. Das sind mehr kurzweilige Einzelstories (in orange markiert)

 

http://www.reddit.com/r/starcitizen/comments/2msy49/erin_roberts_interview_about_squadron_42/

 

The ambitious space sim Star Citizen keeps growing, and players are continually diving deeper into the games rich universe. Two of many modules are already available, and soon the next part in development, the single player campaign Squadron 42, will be released.

 

“Squadron 42 is primarily a single player campaign, with the option for co-op, which focuses on telling a larger story. This will be the first part of the Star Citizen-universe that will be completely developed when we’re releasing in early next year” says Erin Roberts from Foundry 42.

Foundry 42 is the British studio responsible of developing the game, and Roberts was a natural choice as the leader for the project. He’s the brother of the brains behind Star Citizen, Chris Roberts, and the two have earlier worked together on among other things the Wing Commander-series: “Squadron 42 is a spiritual successor to the Wing Commander games, and if you played the classic games you will recognize many elements from it. The game is an introduction to Star Citizen, but playing Squadron 42 is by no means a requirement if you’re only interested in the persistent universe”. st

 

Main developer Cloud Imperium Games have chosen a modular release for Star Citizen, releasing it in chunks so players can test modules as they are ready, instead of waiting year for a final release. “This way we can continuously get feedback, something that makes it easier and quicker to make changes if necessarily. This means of course longer waiting time from the players first meeting with the game until they get the final product, but we feel this is a better for both us and the other players” says Roberts. Even though Squadron 42 is released as a final product, players will also here have to be patient: “The one player campaign in Squadron 42 is played out in five chapters, with around 15 hours of content in each chapter. Each chapter will be like a game in it self, and when all the chapters are released Squadron 42 will contain over 70 hours of content.”

 

The story of the single player Roberts doesn't say much about, but we know it is a military campaign where players enlist in the special unit Squadron 42. Together with this unit you travel from star system to star system, doing missions both in space and on the ground. “Squadron 42 isn't directly connected to Star Citizen in the sense that they happen at the same time, but what you do in the single player campaign will have an effect for your character in Star Citizen” he says.

 

You won’t have to be connected to the Internet to play Squadron 42 and by having the story happen before the story of the Star Citizen they avoid that the players static universe will be in contrast to the persistent universe of Star Citizen. This recently became a problem fro Elite: Dangerous, which recently announced that they are removing their offline-mode.

 

We have also included a multiplayer mode which gives the possibility for both coop and PvP. The multiplayer mode is about short, intense mission instead of telling a story. The Background for the choice is because different players make difference choices and focuses on different things. We didn't want the experience to be unbalanced because some only player through the story, and others only play the side missions” says Roberts. “As in the single player campaign,will the multiplayer mission play out both in space and on the ground. A variant we’re working on lets each team move on the outside of their ships, where they can try shooting each other.

 

First person shooting is also an key part of a different of Star Citizen upcoming modules, and during PAX Australia Cloud Imperium Games for the first time showed how the FPS will look. The ten minutes long demo shows that even the darkest corners of the Star Citizen universe are incredible beautiful and detailed.

 

During the presentation I was continuously made aware of elements of the game the creators were obviously proud of. For example the characters were built in a different way than in standard FPS games, and they aren't just floating armors and guns. The head can move independently from the arms, which means that players can look at one thing and shoot at something else. One of the most exciting things in the demo was the firefight between players in zero gravity. If they ship you are on is damaged or someone turns of the artificial gravity you, and everything that isn’t nailed down, will start floating. The developers promise a mechanism where you can use the environment to push and pull around the ships. Each time our attention is aimed at something new, even the fact that you can see DUGG from the characters breath on the inside of the helmet, the fans cheer in glee: “We want to return the faith people have put in us by making both Star Citizen and Squadron 42 into an experience as detailed and realistic as possible. Without the support from fans we would've never been able to realize this dream” says Roberts.

 

We can’t mention Star Citizen without mentioning the games crowd-funding campaign which a long time ago broke the world record as the most crowd-funded project ever. Two years after the campaign ended the founding are showing no signs at stopping, and as I’m writing this Star Citizen has raised almost 60 000 000 dollars, and the developers vision keeps growing larger. “I've worked with game development for almost 30 years and I can with certainty say that Kickstarter and other crowd-funding initiatives is the best thing that has happened to the gaming industry. Only a few years ago a game like Star Citizen wouldn't have stood a chance” says Roberts.

 

The last years we've seen a sort of space sim renaissance, with Star Citizen, Elite: Dangerous and No Man’s Sky leading the charge. For the Star Citizen-gang this is exclusively good news. “For us it’s not about competing with the other games. We love games set in space and we think it’s exciting to see other developers in the genre. When Chris started working with games it was to show that it was possible, and that it actually pays to take risks. The big developers have a recipe for which games that are going to succeed and are worth betting on, but the last years have showed that the recipe doesn’t necessarily reflect what the audience wants to play. It’s natural to ask how Star Citizen has managed to attract 650 000 paying fans at least a year before the game is released. “We have no PR-department and we rely on the jungle telegraph to reach potential players. We’re making videos and continuously release updates which explain what we’re working on, and what players can expect in the near future” says Roberts. “There are many who believe in Star Citizen, but without regular updates with the players we wouldn't see so much support. When you turn to crowd-funding communication is alpha and omega. They who invest into the project deserve to know what is going on, and they can then easier give feedback on what we do.

 

Roberts says it’s easy to just see the bottom line when working for a publisher, because you distance yourself from the consumers. Star Citizen isn't like that. “In a situation where we are in continuous dialogue with the consumers we can easily find out what we’re doing right and what we have to change. For us the most important thing is to deliver a good product because we see and hear from people who have taken a chance on us.

They are always wanting to know what the fans thinks about the different aspects of their game. “If there is something they aren't happy with we can talk to them to find a solution. Simultaneous we have larger room to delay the release of a module if there are things we aren't happy with. Star Citizen is their game, and we’re making what they want” says Roberts. Cloud Imperium has not yet announced a release date, and according to Roberts that is because the games is always growing and developing. “We have an internal ten year plan for Star Citizen and we’ll keep adding new and exciting content long after any official release.

Source: http://www.gamer.no/artikler/intervju-star-citizen-squadron-42/165510

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Ähh hab nochmal drüber gelesen - und festgestellt das ich mich verlesen hab :-P

 

Story Kampagne aus Chapter 1 doch mit Single und Co-Op

ABER zusätzlich gibt e dazu nen Mini Story Multiplayer also Mini Co-Op Missionen und zusätzliche PVP Modi = beide Teams steigen aus ihren Schiffen und versuchen sich im freien All abzuknallen.

 

"A variant we’re working on lets each team move on the outside of their ships, where they can try shooting each other."

 

Geil.... Moonraker Action :-D :-D :-D - Das hatte Chris Roberts auch schonmal in ten for the Chairman erwähnt (vor 2 oder 3 Wochen - garnicht so lang her)

 

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