Ramblings of General Geekery

Inside Star Citizen

Speaking of fallen video game superstars, I also recently finished reading through Kotaku UK’s various impressively thorough articles about Star Citizen.

There’s not much to say except that, even before the Kickstarter campaign ended, half of us backers knew it would be a shit show. It’s just fascinating to see how exactly the shit show is going – from the totally dysfunctional project and scope management to the size of Chris Roberts’ balls for selling non-existing digital items for several hundreds of dollars… with the nice addition of fans that are so extreme they can make some Apple or Linux fanboy look balanced.

I personally backed Star Citizen for the same reasons I backed Richard Garriott’s Shroud of the Avatar: as a big “Thank You” for having made, in the past, some of my all-time favourite games. I mean, I was so in love with Wing Commander that I wrote my school notes in its iconic font for several weeks after finishing it. And I still have, to this day, t-shirt that came with the awesome collector’s edition of Wing Commander III… but those new games? Meh. Star Citizen was suspicious from the moment I learned they were using CryEngine. Shroud of the Avatar’s use of separate zones with loading screens (probably because of limitations with Unity’s streaming features) and antiquated UI made it vastly unappealing to me – although I give it a try once every few months to see the progress.

Hey, at least, in terms of pure entertainment, we can’t say we didn’t get some of our money’s worth with Star Citizen 😉


The Rise and Fall of Peter Molyneux

I recently discovered Kim Justice’s YouTube channel about video game history, starting with this video on legendary publisher Psygnosis, and quickly ended up watching this epic, 4-part, Peter Molyneux series:

One thing stuck out for me: Molyneux’s obsession with creating “living worlds”, i.e. games where you’re free to do many things (plant trees, build a house, have kids) and choose many paths (be good, be evil, choose this or that in each situation), and all the while witnessing the consequences of such acts. He’s not the only one trying to do this in video games, but he’s probably the one who tried it the most – or at least talked about trying it the most.

Technically speaking, this is a potentially fascinating problem. Will video game RPGs have to implement advanced AI and machine learning techniques for the game to truly react to your actions? Maybe. Hey, who knows, maybe Fallout 9 will be where the first sentient computer program emerges, after some guy in North Carolina has played it for 7 hours straight or something. But I’m wondering – is that even the point? Should video game designers strive for this kind of “perfect” sandbox experience? Or are they just working in the wrong medium?

There’s already a type of game where you’re free to do whatever you want, and the game world reacts accordingly – not only in a logical or plausible way, but also a narratively interesting way: tabletop, pen & paper RPGs… or, you know, just “RPGs”, as we called them back in the day1. If you’re writing a comic book while covering all pages with descriptions and inner monologues, maybe you should be writing a novel instead… and if you’re struggling to make a video game where you can do whatever you want, maybe you should be writing RPG books?


  1. Damn you video games RPGs – especially JRPGs, who have close to zero “RP” in their “G”. ↩︎