Warhammer 40,000: Space Marine 2 dev Tim Willits explains why the game was able to achieve massive success when so many big budget games have failed lately.
I really feel there would be a market for something like star citizen without all the realism stuff that gets in the way of the gameplay. I’m a backer, and when I can get to playing the game it’s fun, but finding my way to the launch pad after every two years break when I’m trying to checkup on progress sucks.
Years ago I made a space game that was basically, Keep Talking And Nobody Explodes, but with spaceships. I made it way too complicated and basically only I could play it, but I’ve often thought that it was a good basis for a game if only I made it less stupid.
I cannot believe nobody has made a space game since, where being the master of your ship is the whole goal.
Basically Euro truck simulator in space. One of the nice things about that game is that all the gamey stuff is just handled by menus so that you can actually get to the experience without having to wander around a supplemental environment that doesn’t really add anything to the experience.
I really feel there would be a market for something like star citizen without all the realism stuff that gets in the way of the gameplay. I’m a backer, and when I can get to playing the game it’s fun, but finding my way to the launch pad after every two years break when I’m trying to checkup on progress sucks.
You’re talking about No Man’s Sky and Elite Dangerous. The whole point of Star Citizen is the realism.
Drag thinks hunger mechanics in a spaceship game are too much, though.
Same here, I loved the idea of a walk on space game I could play with friends. I loved the idea of ground side fights and boarding actions.
But now we’ve got some kind of super high fidelity survival game. If you can even run it it’s far more akin to an first person POV EVE.
Literally any other space game.
Years ago I made a space game that was basically, Keep Talking And Nobody Explodes, but with spaceships. I made it way too complicated and basically only I could play it, but I’ve often thought that it was a good basis for a game if only I made it less stupid.
I cannot believe nobody has made a space game since, where being the master of your ship is the whole goal. Basically Euro truck simulator in space. One of the nice things about that game is that all the gamey stuff is just handled by menus so that you can actually get to the experience without having to wander around a supplemental environment that doesn’t really add anything to the experience.
Space truckers came out this year.