You've all moved through the industry and worked at various places. What brought you to Star Citizen?
TL;DRThe developers say they joined for a playable, frequently patched game with visible player reactions, a feeling of working for players rather than investors, good-looking art, and the chance to build for future hardware.
I mean, a project of that magnitude is... it's hard not to be flabbergasted by whatever you're seeing. And the fact that it's already playable and out there in the world is something that most of us really haven't experienced. It's all hush-hush for years, usually. And now we're building it, and we can see people reacting to it as we're building it. We can see how it resonates with people. And I think that's something that not a lot of us have experienced in the past, developing those super long productions that we have to keep secret for three, four, five years sometimes. So I think it's an interesting way of developing games.
And sometimes forever. There are some games that we've worked on that got scrapped. So it's kind of sad to work on something that looks amazing, and then, sorry, can't show it. It's gone. So to work on something that has frequent patches, playable in alpha, it's very encouraging, motivating as well.
It feels like we're working for the players and not investors. It's a team effort. We're not the big money pocket guys. We're just working for everybody that loves the game and the whole community. So it's a very different feel; that's what attracted me the most.
And as artists, it's also just a really good looking game. It's a passionate thing for us too. It's kind of funny that we'll be able to update our ArtStations before our previous games get to ship. So that's how quick it moves.
But also, when we work on different projects, you're always asking yourself as a developer, imagine if this game was actually coming out on the next gen or on the next CPUs and GPUs. And currently, that's pretty much what we're doing here. It's hard to run this game even on high-end PCs. Being able to work on a game that's built for the future but that currently is in a little bit of a shaky state is very exciting as a developer, because you get to just constantly try to push those limits as much as you can, because you're expecting that eventually hardware is going to catch up. So it's exciting to not have those limitations already put in place on day one, and then you work on a game for four years, and when you release it, it's been four years of new releases of hardware. As opposed to right now, we're just constantly trying to push the limits, even if the hardware can't necessarily always keep up.
I liked also, to your point, Rainer, just before that, the hospitals were the first full levels that the team has put out in the patch, which is very nice, really cool. But it's the fact that you can actually read the feedback from players when they see them. Even though they're not completely available right now in 3.14, even just having the lobbies, I know you went in and you guys were taking selfies in game, like, look, we're in the game. And that's really invigorating, to be able to ship often.
And see positive comments, too. And just to see praise on your work so quickly, because I joined last December and already I get to see what I've worked on in the past six months is already getting better. It's nice to see comments already.