Pulse #1, Jan 19 2014 | Page 8

A Blue Perspective By pokinatchapunx & Blue In our Citizen Spotlight series we’ll be giving fans an opportunity to voice their opinions on Star Citizen. Star Citizen has an incredible range of backers from all careers and corners of the globe, and we hope you’ll find their what they have to say thought provoking. For our first issue we interviewed Blue, a veteran of the gaming industry who had some great insights on game design and how CIG have been managing development and the community. PULSE: Can you share a bit about your background as a tabletop game developer and gamer? NUEBLUE: As a gamer, I started with playing D&D with young people from Birmingham and a group from Auburn University in 1975-76. Started my first game “Metamorphosis Alpha” and went on to running several other games. Joined TSR as a designer and after TSR went into receivership, helped found Pacesetter Games. New company so served as designer and office manager. I started my online gaming with EQ and on to EQ2. Played number of OL games including WOW for years. After retirement I have had OL gaming as a hobby. My published game work can be found under the name of Garry Spiegle. PULSE: What excites you about Star Citizen? NUEBLUE: To be perfectly honest, my interest in SC surprises me - a lot! I started playing with an online ‘guild’ in the MechWarrior Online game more than a year ago. Until then I had NO interest in realistic ‘sims’, FPS or PVP. However my love of Battletech from early days of gaming got me into MWO. One of my Guildmates mentioned Star Citizen so I went to check out his link. As I read about it I became more and more interested. Stretch goals and forums made me realize that SC was more than a simple ‘sim’ type game. Strong elements of MMORPG play and even RTS elements were being planned or worked on. Most important was the actual fan involvement in development and the extent of communication between Chris and his team with the fans. Far too many design teams and suits have little or no understanding of the value of Concept 6 Testing. I capitalized those words because Chris and his teams are using this vital tool to develop the game from the beginning. As I mentioned, stretch goals and fan involvement caught me, a PVE player, like a hooked fish. I pledged about June of last year. I have ‘bet’ $350 so far and have plans for more so I am in for the long haul. No regrets. PULSE: There has been heated debate over various issues on the forum. As a developer, what is it like to see these issues crop up and be debated? NUEBLUE: Seeing the issues on the Forums in the first place is absolutely of immense value. As I have mentioned earlier, Concept Testing is an invaluable tool in game development. When you see the following type of statement... 1) “Can I do this....” 2) “I wanna be able to....” 3) “Why can’t we....” 4) “This must be in the game....” 5) “What are you thinking...” 6) “This won’t work because...” 7) “Change this or else...” Please believe me, as an experienced game designer, this is VALUABLE feedback. Future players are testing the basic concepts and playability of your game. They are asking the very questions you either are asking or more important, should be asking before assigning resources and manpower. Let them search out all the tiny corners of the proposed game and bring out any questions and complaints. Remember, even the most avid complaints are about single issues. The complainers are interested in what you are doing. Chris and teams have kept both positive and negative folks on the forums interested and engaged. A remarkable achievement in my opinion.