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Chris Roberts quotes

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Chris Roberts quotes
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Chris Roberts categorized quotes that are relevant to Star Citizen. Key sections include PvP, Content, and Scope.

People & Factions Quotes Wiki Article

Chris Roberts categorized quotes that are relevant to Star Citizen.

PvP

  • A lot of people seem to think of Star Citizen as like PvP there can only be one, Highlander style, but it's not, yes if you want to participate in PvP or compete against other organizations we are going to put our gameplay in it, but the design of this is to have 90% of the universe be AI, you know, like, actually most of your content in the game will be PvE and it's certainly going to be fashioned in a way that if you don't want to engage in mano a mano or person to person or woman to woman or whatever i should say, the appropriate set up in terms of competition you don't have to, and you know one of the reasons why i want 90% AI population is that you know the problem with PvP is there is always a winner and loser, and both those people are players that have paid money for the game, and you know not everyone is the best dogfighter, and not everyone is the best FPS player and not everyone is the best trader or whatever, so the great thing about AI is, we can make AI of all levels, so no matter what even if you're a crappy dogfighter you can still take down some AI pirates and feel like you're the man, you know, it's like okay i took them down, and i really want to make sure that that's there, so people can have a good time, because if you're only ever competing against other people, then there will always be winners and losers, and if you're someone that's not great, i don't have enough time to really practice up it will be a sucky experience for you and you won't play, so i want people that, you know, are falling into that category to have opportunities to go out there and have fun and whip up on some pirates or do whatever they want to do without having to be forced into you know head to head competition and so based on that side, then, you know, it's not head to head competitiion in the overall game, the game has that if you want it, it has that if you don't want it [...].

Content

  • "My analogy for what I want to try and achieve is going back to the old D&D days, where I feel like my role is to be a Dungeon Master. If you’re a good Dungeon Master, you go with what your players are doing as well because they’re providing part of your narrative. I need to create a really compelling environment. There are obviously going to be some big events that on our side we will control, but we want to have a fair amount of it be player driven. I don’t think it’s possible to have a tightly controlled, scripted narrative in an online game with thousands and millions of other people. I just think it doesn’t work. That’s the Old Republic problem right now, [that] they have. Even if it did work, just generating the amount of content is almost impossible. You can never generate content faster than your users can play through the game. I think it’s very important in building a world like I’m trying to build with Star Citizen, to build a world that lets the players themselves write a lot for the narrative. I’m more focused on creating tools and opportunities for people to interact in cooperation with each other, in comfort with each other. I feel like if I do it right and I’m the Dungeon Master, you’re sort of like the puppet master of what’s going on. You’re occasionally tweaking and stirring the pot here and there and there, but you’re letting the players generate a huge amount of their ongoing day to day narrative of the universe. If it’s done well, it could be really a pretty amazing place."
  • "it's Top Gun meets Star Wars"

Scope

  • "In any endeavor, there’s always people who say, “It’s too ambitious. You won’t make it.” But there’s a Chinese proverb: Those who think it can’t be done should get out of the way of those who are doing it. I very much ascribe to that."
  • "I started in the game industry in the like mid 80s and you know one of the things that i always liked about it was sort of that feeling of being on the frontier and doing new stuff and stuff that you didn't think was possible, and so that's definitely what Star Citizen for me is."
  • "I’m making a game that I want, like, really. I’m not looking at Star Citizen like ‘Oh, this is the game that will get X number of users and do this.’ I’m looking at Star Citizen to be like, ‘Wouldn’t it be cool?' This is the game that I want to play, the universe I want to be inside, and that is my motivation for every game I’ve ever made in my life. I’ve never considered the financial aspects of it.
  • “For me, it’s really about being able to make the best game possible, and that takes time and money, right? So we’re just lucky enough to have a community that [is] happy to support it.”

Immersion

  • "Ultimately, the goal of making a really great game is for you to forget that you’re even playing a game. You shouldn’t be thinking in terms of how you’re going to min-max it. It should just be: You’re there, you’re in the moment…"

Requirements

  • "Instead of Crysis benchmarks when they test a new GPU I want to see Star Citizen!"

Before Star Citizen

Quotes that are older than the development of Star Citizen but provide context.

  • "What would i do if there were literally no limitations? If money and technology were no object, i'd make a game like, oh, Wing Commander III! Seriously, i'm pretty fortunate right now in having access to enough resources to pursue many of my dream projects. But what i'd really like to do is a game where you could travel from planet to planet - and there would be hundreds of planets - with full 3D action. You could go down and explore each planet in detail and interact with all sorts of live-action characters. Plus you could retool your ship with lots of different guns and engines. The project would feature all the best elements of adventure and virtual reality, but with the same high production level of a Hollywood blockbuster. That means big-name stars and the look and quality of say, Bladerunner. I guess my goal is to bring the superior production values of large Hollywood movies into the interactive realm - creating an environment that was really cool and really fun and where you could spend hundreds of hours exploring a virtual universe that seems totally lifelike down to the smallest detail. Sort of a SimUniverse on steroids!"

Other

  • "I think we we launched in 2012 it was a different time in the internet, i think it was more hopeful, more optimistic, less cynical."
  • "It’s like building a universe live on stage, almost like kind of an improv thing you’re doing with an audience."

Source: StarCitizen.tools. This article includes adapted Star Citizen Wiki content shared under the Creative Commons Attribution-ShareAlike license. The Impound has added formatting, navigation, summaries, related links, and shopping links.

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