Why are there no children, old people, fat people, thin people, tall people, short people, and so on? The verse just seems very uniform at the moment.
TL;DRChildren are deliberately excluded, and body types and heights are limited by the single male and single female rig, though varied body types would be nice to work toward.
Yeah, as far as children, that is a choice. We don't want children in a game where people are running around with guns and knives and there's violence and things. That's not what we're creating. So don't expect that. As far as different body types, that is something that we would like to have. I think absolutely, that's cool. The limitation that we have, as Jeremiah kind of brought up, is we have one rig for males and we have one rig for females. And what that limits us to is the sizes, right? And it allows our game to have all those things look very seamless, where people pick up things and interact with things correctly. And a limitation of it is that you also get a set height right now. So yes, the body types, that would be cool. We would love to work into that. The children, nope. And as far as the size of people, it's a limitation of the size of the rigs.
I want to add to that. The reason we went with the unified rig is there are so many benefits that it gets us. It's what allows the characters to push all the buttons in the spaceships, coming up with the new physicalized dashboard. It's what allows people to pick everything up off the bar stools and stuff like that. It gains us a whole lot of things. It does come with a trade-off, just like most things in game development do. It's like statting a character in a D&D game. You can't put 20s down the line. If you're going to put all your points in dexterity, you're going to have to take them out from somewhere. So one of the things that we lose is variable height on the character. So I think it's a known thing. It's a thing that we chose to do. And I think the benefits far outweigh the detriments.
I mean, isn't it cool just the fact that when a character aims down sights, they're actually looking through the scope, right? And the bullet is actually coming out of the barrel of the gun. And when you point to something, it's the same thing. From your perspective, you'll be pointing at the same exact thing that the other players will be seeing. So there's so much. And the biggest thing with Star Citizen is immersion, right? And we want to make sure that things are just next level. The unfortunate part, like you said, is customizability. It's always a thing. The more bespoke you make it, the harder it'll be for customization. And then the more customization that you bring, the less unique and bespoke things are. It's a balance.
It's weird. In order to gain the increased customization, you actually have to make some things more generic.
Yes. That has been the biggest challenge for the concept team and the character team when it comes to clothing and armor, which is why we have zones. And we have some countermeasures to that, some that I will not disclose here. Because everybody in the company, we love art and we love bespoke stuff because it's cool. I'm an artist myself. I love doing just crazy things that are unique, just for that one thing. And a lot of artists feel the same way. But customization is part of the gameplay of Star Citizen. And so design and the character team, we've kind of come to an agreement on some things that I will not disclose.