Star citizen is shaping up to be a deep and ever expanding game. What systems are in place for the drop in play style? What is the average play time, you are working with, when you are designing the game play?asked by Voidhunter
TL;DRChris Roberts says he is unsure what the question means, but missions are designed for roughly half an hour to an hour of play, with longer tasks spread over sessions and no strict metric.
I'm not one hundred percent sure what the question means in terms of "what systems are in place for the drop in play style". May be the question is revolving around if I sit down for a session, how long is that session? Is it five minutes, thirty minutes, an hour, five hours?In terms of play I think we would design missions, or things that you can do, to be thirty minutes to an hour of sort of game time and then it's up to you. I mean I don't think you can get in for five minutes do much that's meaningful. I think it's a minimum of thirty minutes but I think you should be able to do missions or get stuff done in thirty minutes to an hour and then it's up to you about how much stuff you want to get done. It all depends. There could be some stuff that's fairly quick and there's obviously some stuff, like if you are delivering cargo from one side of the universe to the other one, which will be more of a commitment. You don't have to do it all in one play session, you could be jumping your way across the galaxy getting out of scrapes with pirates, or whatever, landing on a planet, saving it and then coming the next day and continuing the journey.We're not particularly metric driven "oh, it needs to be a five minute play session or a thirty minute play sessions" which I know that on mobile people are very focused on "well they have to get something out of it in five minutes" but for us I think it is at least thirty minutes to an hour, and more obviously, would be the minimum time we think that if you just get in, get your stuff sorted, go out in space and do something it will take you.