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We're now getting ready to release our first version of the new player experience. As we're starting on this process, what were the high-level goals? What were the biggest ticket items?

TL;DRThe high-level goal was teaching very basic things like movement, interaction, eating and drinking, inventory, leaving the spaceport and flying, with more still to teach and some repetition built in.

Todd PapyGame Director, Star Citizen

From my standpoint, because I was the one who wrote the initial doc, it was really teaching the player very, very core basic things. So getting up, moving around, what are the basic controls for this, interactions, eating, drinking, anything that will kill you if you don't do it. And then once you start getting into other aspects as far as what happens when you buy something, and we have a deeper thread there that we haven't unlocked yet, as far as being able to go and use a weapon or be able to go and try something out, or being able to try and compare, and all of those aspects that need to be taught as well. Then there's the player combat side from an FPS and then there's the ship combat side. So us just hitting very high-level things, which was teaching you interaction, teaching you how to eat and drink, teaching you how to deal with inventory. We still need to teach more on that. Teaching you how to walk and run and jump and then being able to teach you how to get out of the spaceport and fly your ship. But still trying to dole that out and kind of have some of those repetitious experiences that sometimes people need to do to actually learn it properly.

Star Citizen Live›Gamedev: New Player Experience·
Published on this date.12 May 2023