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What did you learn from the CitizenCon experience? Did you come up with any stories?

TL;DRCitizenCon gave lots of feedback and ideas such as capital-ship phases, but the main message was to focus on fun and provide some structure and progression.

Sean TracyTechnical Director of Content

Tons, oh my goodness. Not just stories, but very real feedback, not just to Theaters of War or Electronic Access and Arena Commander and Star Marine, but requests from an org standpoint; it's like, what did an org really want to do with this? There were other ones, really, really good feedback and ideas that were coming out for things that we could do within Theaters of War. I wouldn't say it's obvious, necessarily, unless you've played some of these other games that definitely inspire that idea: things like capital ship against capital ship. We've got multiple phases within Theaters where you've got phase one and phase two, phase three, and we can move all those around the planet. It doesn't have to be that we start on ground and we go up to space, or we could start in space, go down to the ground. This template of Theaters can apply to a lot of stuff, whether phase three is a Javelin or Idris, and the whole mode is all designed about taking over that given Idris. You could do that. You could do capital ship against capital ship, right, where you've got phase one is one capital ship, phase three is another capital ship. You can do some fun stuff where you've got to push forward your capital ships. And though that's a final objective, you might want to take that to the front line and maybe that's a little bit dangerous. So there were a lot of ideas coming out of the community, which was super good. But the main piece of feedback was focusing on the fun is what everybody wants us to be doing, right? Don't get me wrong, Star Citizen is incredibly visual and the fidelity of all our assets... Basically, the quality of all the assets, quality of all the visuals is over the top, right? We spare no expense on that. But we really, really have to be focused on the fun, and it's hard when you're making such a large-scale MMO because by nature, we want it to be sandboxed. Play how you want, play what you want, do what you want. But at the same time, I think people sometimes need, and definitely if you come from the generation of gaming that I come from, we need a tiny bit of structure. We need some progression. We need a little bit more immediate engagement in a lot of cases. But that's not everybody, right? A lot of people want to go and be immersed and role play and be part of that universe. But again, focusing on the fun became a very, very common thread between all my conversations at CitizenCon.

Star Citizen Live›Theaters of War CitizenCon Followup·
Published on this date.31 Jan 2020