Star Citizen: Around the Verse - Choice & Consequences, the Mission System
Transcript — every row opens the video at that moment
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hello and welcome to another episode of around the verse our weekly look at star citizen's ongoing development I'm sandy Gardner and I'm Josh Sherman we've got a good one for you today later in the show we'll be talking to Tony zhirova and others to learn more about the improved mission system but set to bring a whole bunch of new gameplay to the persistent universe but before we tackle that it's time for another edition of burned down or we discuss all of this week's progress on the alpha 3.0 release let's check in with the team to see what issues the devs have been battling welcome back to burn down our weekly show dedicated reviewing progress on issues blocking the release of star citizen alpha 3.0 last week we ended at 76 total must fix issues which was prioritized as 10 blockers 50 criticals 14 hives 2 moderates and no trivial so
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let's catch up with the team to see how we're progressing : travel short trip distance set too far taking ages to go between moons or the destination that should not have the slow version of the quarter about 25 minutes ago aid a half an hour ago Mike Dillon Spock common tonight and the way of dealing with it is for Mike to fix this issue being to probably revert his change so the rich recent bug we got for the quantum drive had to do with traveling way too slow within the system our star system is massive and not largely the actual solar system but it's like scaled towards that and we recently wanted to have short-range travel between very close points so the points around a planet unfortunately our calculations we didn't take into account how fast we were going
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so what we were calculating dynamically for the short range had to do with how fast do we get to travel speed and how fast do we slow down one solution we put in towards that was to also fixing targeting issues we replaced the physics push we were using where we pushed the ship along its forward with a calculated envelope of where you should be we could pass in a time ago five seconds in you should be here at this speed that also allowed us to trim our ramp up ramp down times working with designs so that they knew that they could modify that to shorten that angle and it allows us to now travel slowly around the planets but still get the fast travels between the moon's themselves what only takes like five or six seconds maybe 10 depending on how far away we're still working on tuning
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those numbers so we have nice long fun travel as you can get out walk around the ships and stuff but it still doesn't take a half an hour to go from one side of a planet to another because that's just not fun we had another issue kind of let off of that where we ended up going too fast because we over accelerated in the other direction and everything way too far so it's been a matter of balancing out the code making sure it's calculating things correctly and working with design to get the visual and the feel that they want and then working with VFX to make things look pretty as it's going and everything's come along really well on that so now it's working pretty well we still got a few tweaks we want to do but overall to work and really solid I would define the agenda the week before you'd be testing that agenda would be figuring out the issues with that and would be
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coming up with something that we could look to review in the event that that thing wasn't available right now what we're going to suggest is commodity inventory cargo that whole gameplay loop of being able to sell as well and maybe even looking at the kiosk and if that is if that does have issues then there's other things that we can look at in terms of mission missions or even areas of being able to traverse to different planets there's a lot of different things I've been marked off for complete so the whole idea here is you know we got a look at them so recently we were regressing a bug on the PU for the 3.0 build I went to to drop a ship on to a character on a pad just to see the animations at first what ended up happening is the ship exploded the ship
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blows up and the flare is just standing there like nothing happened which so flies into him it pauses because it's freaking out ship blows off and then the guy is like no problem there is another video ships like flying into person and blows up and the guy is just floating there like didn't care nothing happened QA we want to go bigger and better so I spawned a star fair at that point I got up to speed and sure enough start favor exploded as well so this is obviously kind of an issue and looking at what was going on it ended up being a few different issues like initially it started with why the ship blowing up which was there was some code added for the gamescom demo because small ships
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would like fly into the address and the interest would just immediately blow up so some code was added to like figure out the mass difference between the address and the ship or like the two ships clicked colliding into each other and it had the knock-on effect of working incorrectly when you're flying a person into the ship because there's obviously this huge master between the ship and the person and it worked backwards because it wasn't intended to work in this situation and it added like huge amounts of damage to the ship and destroyed the ship getting hit and damage was being applied but he was still standing there like nothing happened and when you like ask the game hey what's the health of the player it'd be like zero and the players just still standing there like walking around like nothing's wrong so you need to actually manually trigger a death which was another step that had to be done so now
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eventually a person in first-person view and the ship like flares at you and a bit of a pause but the player is killed blood on the screen everything's good on the ship hasn't blown off which is what you want those are related to like the waiters describing the bugs you pull on one thread it actually trickles and like solves a bunch of JIRA tickets like a prospector not taking damage on the engines it's the UV to overlay tissue that I keep trying to push up to a higher level so I still need to talk to engineering today during our our door sprint to say these are two must-haves that I need to accomplish three Oh the rest is psyche nice ice kind of case three-oh stuff but these are like my must-haves stethoscope very well the ships of the moment I said that there
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things keep going differently wrong my audio become when they're back in the current imagine time switches or the UV tube or maps and damages on about a third and ships maybe courtship spear just enough to have it set up at all so another important three point of a feature that we've been focusing focusing on this time is the disconnection recovery logic so what this means is we're now able to track graceful disconnects versus ungraceful disconnects a graceful disconnection is you know anytime you bring up you know the main menu in the game and you explicitly choose to log out that's a graceful disconnect but in an ungrateful disconnect could be any situation where you lose connection to
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your ISP or you know perhaps the client crashed and you're trying to get back into the game so if the backend detects that an ungraceful disconnection occurred then we save you know player metadata as well as create some reservation tokens you know for individual game servers for your spot so that you know when you log back in you'll immediately be presented with a pop-up dialog that says hey do you want to reconnect to the game server that you're less connected to and so if you accept then you know the matchmaker will immediately put you in that instance and at that point you know the the network objects between the server and the client should out of a sync up and the goal is to get you to spawn in exactly the same location in the universe that you were at the point of the
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disconnection I want to get I want to go to every cut the first thing I want to make sure you do is traverse the system easily while and that's all this set of bones is about is we do you know from getting in taking off a TC working QT working we have to go to locations all that kind of stuff we just get that working and so it's not it's not a night you know another than that Maps or time trial bike jumps place to take off you do that kind of stuff then we have what I think actually a really good start for Democrats it's a lot of fun it's fun you got a fancy piece of things and then once we get this set of twenty you know six books left don't forget these are the 26 books I want fixed to go to a McCarthy with but I'm sure what fits a bunch of other stuff you know at the same time stuff like that and then we basically go and get that in and then once you get that
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set but God speaks then one of one did that have sit sit down again with Todd and then say write what some what's the next feature we want to focus on and we'll pick another say 10 20 you know feature that said let's get training looking properly and there maybe 10 or 15 features and we said right this is these are 17 books with that that's the next release around Cathy let's get all this stuff worked on another fix list of the background just basic pick a feature at time they look down just keep them going that way that's how Lina closes at so as we talked about last week we've tightened the focus of our first test plan for the evocati which will be traversing and experience the expanse of the new universe and all that entails then while we're getting larger tests support will continue to polish and bug fix more features push them out for more testing and so on and so forth until release now at the time of filming this we've reduced our total must fix issues
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by 50 some by fixing bugs and some shifted over to allow for a more focused polish of traversal and like Erin said this brings us to 26 issues stopping this first release of the evocati group so come back next week to continue getting an in-depth look at the road to star citizen alpha 3.0 release here on burndown remember we also published an updated 3.0 production schedule report every week you can find it on our site to explore further details about the status of 3.0 let's now turn our attention to the mission system with all the moons and planets plan for star citizen it was important to design a procedural mission system that could provide plenty of content yet we needed to do it in a way that also incorporated handcrafted missions and characters to make sure that the universe feels alive the blending of procedural and handcrafted missions has been a goal of ours from
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the very beginning and with the release of 3.0 you will get to experience the first implementation of the new system let's check it out most appealing aspect of star citizen to me has always been the level of freedom that it promised the idea that she'd be able to wander through a massive and extremely detailed universe and craft your own unique path I'm fine with limitations being imposed but they need to be done within the context of the game so that for example if a player acts like a criminal the game needs to have mechanics in place security forces a bounty system the concept of reputation and understanding of ownership and things of that sort so that the game can push back is appropriate ultimately it all comes down to choice and consequence that's
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part of the real world and it ought to be part of the game as well big challenge of the game is it's such a large universe and we got to fill it with with interesting content and interesting stuff to do and the work that I'm doing on the mission system is to try and create tools that the designers can use to to generate interesting content and also it sort of reusable content as well rather than the designers having to say English in this mission you know there should be three ships and two of them should be pirates and one of them should be security what they should be able to say is hey we need like a stand off mission where pirates and you EE are fighting each other and the system can look up into the universe and go well actually in this part of the solar system it's a really wealthy area so there might be a lot of security ships so we'll spawn a whole bunch of security ships and maybe
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like one plucky pirate who kind of made his way and was trying to make a break for it alternatively it could be like ah this is a really rough neighborhood it's a really poverty-stricken area of the universe it's a bit rough we'd won a bunch of pirates or maybe one or two pirates but with more pirate reinforcements ready to jump in and join them so at that point it becomes a much more procedural living universe rather than the designers specifically saying hey every time you come to this particular section of space you will find two pirates fighting 1ue so what we want to be able to do is to say here's a ship you know it's got an engine room it's got a bridge it's got a mess hall and designers want to be able to say right it's going to need two pilots four security staff a handful of
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engineers go and our system needs to be able to identify where on the ship those characters should spawn also set them up with behaviors to run subsumption allows complex systems to be broken down into hierarchical components that can be quickly and easily combined to create logical and layered systemic effects it does this via enforcing a lot of structure so that the base elements know how to properly interface with one another and so that non programmers can quickly construct large quantities of content the the speed of implementation is actually extremely important since larger component dictionaries equate to a greater ability for the system to craft an appropriate response to a particular set of inputs NPCs don't start to truly look intelligent until
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they can understand prioritize and appropriately respond to a lot of different stimuli and missions start to very quickly feel boring and repetitive if there's not enough variation so with sub sumption these base components are just the starting points many of them can be algorithmically modified customized on-the-fly so that the game can more effectively respond to a given situation Tony's subsumption editor allows the designers to specify those requirements for a ship so they can say right cool you know you need this many pilots with these behaviors you need this many janitors with this you know these behaviors but picking sensible locations to spawn these characters has been quite a challenge I mean we did end up for a while with characters spawning on top of tables and you know stood on there on the top of the spaceship and then over time we've kind of refined it we've gone
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well they're not really sensible places for the characters to be so it's it's been a an improvement you know a slow process but we got there the thing that substernal aoz us to do is I can just find a location on three planets I can find a outpost on one of those planets out of tens of hundreds of outposts however many we have and then I can find a room and then I can spawn a box in whichever one of those it's it's now reached the point where designers have moved away from flow graph entirely which was a particularly important milestone since they're now able to start realizing some of those inherent force multipliers we're now in the process of you know we're now in the process of
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training designers how to most effectively utilize the system this is going to take some time since it involves getting them to think about some things differently than they have in the past so it's a lot more a lot more open we have a lot more kind of opportunities to do missions that are more expansive when we decided to go to substantial we will approve a choice and that was whether we'd go in half-heartedly kind of thing we'd keep the old missions there and support them and keep them alive in flow graph and just make the new missions in subsumption or whether we just rip it up and start again we can't have designers and coders keeping two systems alive because bugs appear all over the place you know you can never just say this is done and it will always stay done you know you have to always support these
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things so yeah we started again and that gave us the opportunity to revisit all those old missions and give them the verse absorption touch which is like we can never do the variety like a randomization things like that in flow graph it's just not possible working with sub sumption is quite similar to how we used to work with flow graph it's still a visual scripting tool and we still have to build missions with objectives and logic to progress a mission but substantial allows us to build things in a more modular way and a more reusable way so if we're building say if we're going back to this mission where we picking up a box on a planet for instance in an outpost we would make
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a little bit of logic that is reused for any number of missions where it's something like when you pick up a box and it shows the objective where you need to take it and then when you drop the box the objective appears on the box we only have to build this logic one since absorption and then we use it multiple times in many missions now that seems like a really small little thing but having to only be able to make that once and then use it multiple times across mission content actually means that the experience is more consistent and it also frees us up to do more interesting things one of the biggest challenges to getting subsidiaries I was able to pretty quickly get a good sense of how I wanted
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the architecture to actually function what I really needed though was a counterpart on the game side someone that had had dealt with a lot of the same issues and spoke the same language but that had a really really really detailed knowledge of CryEngine and so we lucked out we were able to pick up so many talented people from Crytek in early 2015 one of those in particular was Francesco Riku Qi a lead AI engineer with a ton of experience we've since added a number of other people to the effort and the end result has been that things are now moving along in a pretty solid pace on a number of different fronts the last thing that I'd mentioned in this area is that continues to be a challenge to getting substantial out the door or what I'd call the endpoint systems these are the pieces of technology upon which chunks of subsumption logic often depend pathfinding for example has been it's
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been operational for probably a couple of years but it's only been relatively recently that a lot of the visual glitches started to finally get addressed such things they might sound purely cosmetic but abrupt turns hugging walls and improper acceleration they quickly rip you out of the game world and break that sense of immersion that we're aiming to get there have been a lot of other animation issues particularly with regard to usable that had to be solved before characters could properly interface to everything from chairs to control panels to crates and so on subsea is tightly integrated with our object container system which means that it had to reach a certain level of maturity before we can move forward and this is actually just the tip of the iceberg there are many other systems upon which subsumption depends that had to reach a certain level of functionality before the system could really start to flicker to life that's
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actually why getting substantial into 3.0 is such a big deal it means that a lot of other critical game systems are now starting to either come online or have reached a certain level of refinement which is why I expect game play to start making considerably larger leaps forward in the future than it has in the past one day I was just trying to get a couple of guys you know the bag of two guys and usually with the bag on-screen so we have some functionality on the game where you can look at a character press the slash button on the num keypads and then it will immediately show on screen like what he's trying to do what some behavior so it shows the behavior let's say the activity which is in the sub activity which you see in the logic is running the variables that are running and you know what we call the personal log and the personal log is similar to what we're talking about you
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know about the story because the way I tend to write behaviors is really to tell the story of their decision flow so you can read and say like oh I'm really angry now I need to go to pick up something and say oh I couldn't find something then I'm gonna go buy something else and you can see from this story if something goes wrong because you know which story you are trying to tell and if something is odd then you immediately spot but then like it was impossible to the back two guys at the same time because of the space and the screen so we create the subsumption visualizer that is the kinda representation of subsumption in the game in the engine and the beginning was just debugging like you know activities and then I had the help of table art because he also wanted the bank the missions with the decided design I was saying okay then I will add the the mission debugging and he started like you know something that we we needed and then people really started to like
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because they oh now I can keep like track of an infinite amount of log not only the last five lines and I can see things changing and then we started to implement other functionality for example Dave helped me implementing the ability of changing variable values on the fly so you can take a behavior that there's a time where our five minutes there's a you know how are you wanna test it but I just want to make sure that I'm not waiting five minutes for the screen you can change the time or value or you know you could reset some of the values just to make sure that ticks gets trigger again and then we were talking with designers and of course when we started to work on the conversation their problem was I out but I helped played the whole mission to just trigger one conversation that is at the end the mission so I work basically with an attitude programmer studies here in Germany there's Cole Gabriel and we made what we call the conversation
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tab in the subsumption visualizer and there you can see all the available conversation when you select one you can basically see which participant on the conversation are needed and then you can check on the game which one are available all the actors there are you know in the world you can select them and then press Start and you're gonna read trigger a conversation over and over again to you know make sure that the flow of the logic is correct or you know you want to test the lighting on the game yeah you can trigger the conversation and makeshift lighting is good or is the setup correct yes you can really trigger it again now you want to see the animation blending if everything is correct for animators they can just make a test map you know place three guys if the conversation has three guys and trigger it even not in the real environment so we're basically trying really to make a tool that allows the signer to speed up in their in their process because the other thing I always
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write like really to push is if you don't allow designers to be quick in what they're doing they will have fear of iterating and if their fear is already you don't get the right gameplay the idea is basically that if you allow designers to have the right tools they can iterate much more on their levels and their logic and this you can achieve the best result for gameplay reason you just don't want to make designer scared of iterating over the logic like oh no if I change this one now and it's been at five minutes to retest it yeah I don't have time for a dry they should always be time for tweaking and iterating and it's what we would basically want to achieve the mission system and the activities and the reputation they all live under this absorption umbrella so the good thing is and this is why we did it that way is
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because we want to be able to access all different systems in within within all the logic of the game so the mission is basically the core flow of the game right it can be single-player campaign where the mission is pretty much your campaign and then the sub missions are the chapters of the game or the some missions of the other chapters few missions will be completing more like you know generic and more dynamic and basically this mission will access data from the characters that are available in the world what they doing what the reputation is the layout of the world so we can access from the object container structure for example this like the root of the universe we want to go to this planet and we know exactly which planets we have available
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but then there are other things that we generate around time let's say we spawn a pirate ship a pirate eatery's with a specific crew member and this one is defined in subsumption in the specific platform structure and this spaceship with the crew can be accessed by the mission system to give either commands to the guys or to create a specific logic that you want for telling the story right and basically this is the reason why we spend time refactoring all of this because it's just the only way in which we can create specific logic that is reusable across all the parts of the game and that we can basically expose the game in the right way to the designers designers want to be able to obviously create content for the world and they find that they want to be able to give like spawn ships give them
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instructions tell them to fly to a point shoot a target defend an area because it's a new tool and it's because it's new data that the designers are putting in we then have to go alright cool so you guys want to be able to defend an area so we go away and we go right that's what they need now so we add the we get Tony to add the function to his editor we then go to the game code and build that defend an area code up so that the ships are been able to do that then we pass it back to the designers who go all right great now they can defend an area we now want them to be able to fly off into space and a formation and like lead an attack so alike ok cool so it's the same sort of thing we go back to Tony and say right now that they've got this they want this extra thing so he starts adding it to his editor and meanwhile we start handling it in the game code where we're
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able to you know build up features but one by one until the designs have this massive tool kit available to them to build new content there are like different ways of getting missions and different ways you know of just accept missions so a lot of the your interaction will happen through your mobiie glass as well so you can see what's available to you even from a mission ever maybe it's not gonna give you just one mission it's gonna say like oh look I have these bucket of missions available for you which one you want and the same is you know around you can say like oh no I'm these are at this place there are these missions that are available to me I want to accept this one away there's certainly two types of missions there are the more story focused missions I guess where there's a mission giver who says hey I've got this situation please go deal with it you know here it is they give you an
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objective to meet and then you fly off and meet that objective you know or don't meet that objective so the mission breaker is a system that that runs on on the server's and takes into account like the player's reputation and criminal status and various other like economic factors and in the area that they're in and generates a list of missions appear and the players might be glass and allows them to just accept the things that they're interested in and it also talks to the mission givers as well and the mission givers can ask the mission breaker what missions are available to that they can offer to the player as well so kind of does does all these things together the other kind of mission is kind of random encounters in
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space it's possibly wrong to call them a mission it's more of a random encounter in space but in terms of how the designers would set it up it would still it would still be built as a mission just the trigger would be you're flying in space nothing's happened for a while and you've ended an area that feels like it needs some action and we go hey here's a spontaneous mission that's popped up you don't necessarily get an objective it might pop up on your radar and say there's a rescue that needs happened or you know we've detected pirates in the area but it would still be handled as a mission but yeah that that would be more of a take-it-or-leave-it kind of situation as opposed to the missions where someone's explicitly said hey I've lost my dog go find it and you're like I've got I've got you I'm gonna accept this mission and go do that designers can create like timers or different logical triggers so
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it can be if you enter a specific Iowa shouldn't enter maybe you know and then they say oh now I start to spawn lots of or say oh you're very close to finish you save like five other six characters now I will send you a lot of pirates so they can really generate the logic they want and create the logic they want through these tools to the super generic and it's just very efficient because we try also to run only the lodge that is active in that moment so we can run a lot of missions are a lot of characters I've never had any interest in purely procedural content as you know in practice I think it tends to feel very formulaic and repetitive and bland that approach gives you a practically infinite amount of variation but when there is nothing more I think that it falls apart on the experience it lacks the depth to really make an area feel alive and unique and interesting my
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personal taste is that I want key NPCs at a given location for example to have real backstories and well thought through motivations and reasons for being there in the first place and not to be NPC facades that have had their traits rolled from a random number generator and whose connection to the rest of the universe feels isolated and bereft we actually use procedural tech extensively but it's just one of many tools within the pipeline and its primary purpose is to set up the background the canvas upon which a more detailed and intricate picture is going to be handcrafted we're actually taking that concept one step farther and allowing handcrafted content to be algorithmically placed on to procedural backdrops and then customized in real time based upon inputs from the game tonio was kind of said you know the game should be this interactive universe right this very emergence gameplay style
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universe so that rather than having everything hard scripted and feeling like you know it's it's been placed there and you turn up and it just was there it feels like it should be reactive to the player so as the control of power in the universe absent flows then so should the encounters that you come across from experienced players seem to enjoy things happening that aren't quite supposed to happen so long as it's not game breaking and so long as it's not like ludicrous if a pirates attack popped up no in a safe stronghold but it only happened the once it would be this rare event that I don't think players would have a problem with I mean obviously if it started happening all the time people would start seeing it as a bug but it is it is fun for these things to randomly get thrown in I mean that's that's partially the power
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of the system if we were able to make it so that it's able to choose that just enough so that it's keeping players entertained but at the same time not enough that people go well this just doesn't make sense you know logically pirates wouldn't be attacking this base then I guess we've done our job right the players make their own stories as part of the game so it's like they're flying along they find there's a pirate ship attacking a civilian vessel and they fight off those pirates and rescue the civilian and they then later able to find that civilian ship is elsewhere you know and it's almost like they're tracing the threads of these stories on their own as they're being built around the player that's not to say that'll always be the case I mean sometimes it will just be here some pirates let's fight those pirates but it would certainly be nice if we're able to start tying these missions together and
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maybe tying missions onto the back of other missions so you save this civilian say you know from a pirate fight and he turns around yours are my ship was damaged you know I was meant to take this this car you this valuable cargo to somewhere and then suddenly it opens up a whole storyline for the player where they could potentially take that cargo or steal at cargo depending on the inclination of the player but it starts letting the players build their own stories and I know certainly from speaking with Tony he was hoping that like there'd be a civilian rescue mission say see you fly in and start defending this civilian more players join start attacking you because they're playing as pirates you know and then suddenly you've got an all-out war between a bunch of players and at that point the players are really building their own narrative it's less hey here's
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a very small mission encounter you know where we've turned up shot some guys and left it's become more like hey no we turned up to try and save this guy and then these players turn up and started fighting us so then I called my friends and they turned up and started fighting them and then we tracked them back to their base and a whole bunch more of them turned up when we develop a mission from scratch we start with a very high-level direction from Tony and then I take that away and kind of flesh it out into some you know a mission with objectives and then run that by Tony and tart and if we get their thumbs up we we then so I sit down and I flush it out further and I try and think of all the ways that I can keep this mission open to narrative dressing as possible and a really simple example
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of that is you know go collect a box very simple objective and you can think of thousands of weights ways to dress that differently to make it interesting but when you start talking about more complex missions with several objectives complex objectives the a narrative dressing you can put on that you know there's less variety you can you can get out of it so that's where the writers come in like I try and leave as open as possible and give examples of you know always I think we could do this and then they'll just build on top of that and give us like 10 more ways you know we can make this sound different you know or we might need is a different prop for this or something and that that process is very fluid and it's great to
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work with those guys I mean we're in it pretty much daily and communication usually like when it comes to these you know of a mission creation part there's a constant back and forth of their mission designs and then dialogue and mission text coming back that we can go over and go and we need this changing because the objectives such and such like we'll come up with things that like affect the way the lines are written and these like right as Dave and will will like pitch something back to us and we'll go that's amazing and turn it into a mission or an objective it honestly is really great working with those guys and being so close to them and it's great when they come over here as well and it's actually sitting down with them and then just kind of rushing out for example that I'd say my favorite example
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of that right designer relationship is tessa Bannister who is the character who lives on a ICC probe between the writing the actor and like the implementation of a lines we managed to create this really really likable and like vibrant character for the players you know I mean they seem to really love it and like my small part in that is the way we arranged for lines like the writers will give direction on each line today after the way the lines come back there's always a very slightly different tone so she might be supposed to be a beat for all these lines but she'll be upbeat slightly more on one of them so what I did was obviously I listened to all these lines and the way I ordered from because it was just kind of linear
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progression like you meet this person and then you do missions for her and so when you meet her at first she's as neutral as this actor can be she's very like buoyant but she's quite neutral and then for more missions you do for her she likes you more and more and more more friendly kind of thing until she's genuinely excited to see you and just building that kind of Ark there was like I really enjoyed that and it seems like the players really felt that too so the intent of the mission system is to be able to create this it's a universe right we can't be designing individual missions and to fill it we have been crafting individual missions to fill it so what we tend to do is create mission types which themselves can like there's a there's a bass light
- 00:36:37
flow but they can be random places it can be a completely different reason and for needing to do this mission you can be attacked by different people at different points for route it or not there are a whole load of variables so we create this like template that has the option of all these variables and then that can be generated over and over and over and over again and I'm not going to say you'll never play the same mission twice like 93 Oh anyway but the moment you have this full galaxy and we've gone in and marked up all these different places for it to be in come up with all these different enemies and search it's very unlikely you'll ever get those same mission twice it's exciting to be seeing all these new gameplay elements come together when combined players should have a wide
- 00:37:26
variety of missions and unexpected encounters just waiting for them to create their own star citizen story that's all for this week's episode thanks to all our subscribers for making this all possible this month's jump point will be released this Friday so subscribers should check it out yes check it out and also thanks again to all of our backers for supporting the game we truly appreciate all that you're doing to help develop star citizen until next week we'll see you around the earth [Music] thank you for watching so if you want to
- 00:38:25
keep it with the latest and greatest in the star citizen a squadron 42 development please follow us on our social media channels see you soon
Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

