As a primer for people we haven't talked to about it in a while: what is Death of a Spaceman?
TL;DRChris Roberts explains Death of a Spaceman as a way to give death meaningful consequence, with limited resuscitations before passing the character to next of kin, which is only now starting to be implemented.
The idea of Death of a Spaceman is to try to get some kind of meaningful consequence to dying in a game. Most games you play, modern games anyway, you die, you respawn back a few seconds before you die and you keep on doing it again. So it doesn't really feel like there's much consequence to dying, and a lot of times your gameplay approach is pretty sloppy. I know when I'm playing a standard FPS shooter in the story mode, I just keep blasting in at people. I don't really think about it. I die. I start again. Whereas if you play a game like, say for instance, Demon's Souls all the years ago and all the ones past it, there's real consequence. You die, and you've got to fight back through all those enemies. You've lost all the experience that you've gained, the souls in the case of Demon's Souls. But the thing with Demon's Souls, it was one of the things I was playing, it reminded me of the good old days in the 80s and the 90s when you'd make games, and dying had a real consequence. You wanted to finish your level before you died or else you had to do the level again, right? And consequently, when you finished the level or achieved something, you really felt proud and happy, which is definitely, I think, one of the mechanics that makes Demon's Souls and its subsequent games both infuriating and rewarding when you manage to do it. So the idea was, what kind of consequence can we have in our persistent universe in terms of how do we encourage the players to stay alive? We don't want people to just go, "Oh, I got a scratch, I'm just going to respawn in a perfectly pristine state for the character or the ship." And so Death of a Spaceman was sort of an idea to give an association with your player character in the game in terms of: this is who you are, and you want to keep yourself alive as much as possible, and identify with your avatar as an actual real person and character that you care about and you want to keep alive. And then finally, when you've had one too many close calls or lost one too many battles, you no longer can be resuscitated and you have to pass on, essentially, to your next of kin, which you will call out basically when you're doing your character creation. And that idea is, whether it's passing it down to your son or your daughter or a relative or a friend or whatever it would be, you call that out, and when that happens, your possessions and reputation kind of pass down, but not all of them, right? So there's inheritance tax, and the sins of the father aren't fully invested on the son, but there's a little bit of that. And so the idea would be you would want to live as long and healthy a life as possible before you pass on to your progeny or whatever. And so that was the inspiration of Death of a Spaceman, to really give a sense of close association with your avatar and your character. And if at the end of the day you've got to be there at, essentially, the God view of the funeral of the character that you spent a year or so venturing around Star Citizen with, there should be a tear in your eye when it happens. So that was the goal. And so it was really a mechanic of how can we do that inside the game, inside our science fiction setting, which was coming up with this concept of: in the future, with all the medical science we have, in states where you may consider you would be dead now, you would not be able to be brought back to life or repaired, potentially we could do that in the future, but maybe we could only do it so many times. And so in some ways it's a little like the old school of you've got so many lives, right? And once your lives are done, the game's over. And the concept was that maybe the worse the death, you're in some big fireball, that's more serious in terms of the lives you lose off your character than it would be if you were down and bleeding out and someone came and got you and managed to repair you, fix you up in the medical table or a hospital. And the idea would be you would want to not run out of lives, and potentially there could be things you could do over time, go get some gene therapy or whatever, that maybe add a life back to you. I'm talking lives in a game sense here, but in general we're trying to put it inside the fiction of the world. But the idea is to have real persistence to your avatar and wear and tear. It's also one of the reasons why we've got things like wear in the game. It's essentially one of the things that we have for equipment; we're going to have it for characters. You're going to get older, things are going to get old, and all of that. We have parts of that in the game, but it's not fully working, but that's all systems that are on the plan or that we need to turn on properly, because that's part of the problem with what we're doing right now: we're building this incredibly complicated, interconnected simulation system, and not all the pieces are there quite yet. So even though we've built some of the pieces and we can functionally do stuff with them, because the other pieces aren't there, the whole system doesn't work yet. And that is actually one of the challenges of building a game the way we're building it, while people are playing it. Death of a Spaceman is a good example, because it's something that I talked about at the very beginning as a core concept. It's always been a core concept, but we're only just now getting around to starting to implement the actual functionality and gameplay features that will enable it. And I think when you have it, that will make people behave very differently in the verse, which is going to be super cool.