Saturday, March 09, 2013

ESO Beta Test



The Elder Scrolls Online beta is approaching, and we have more details for you about the program, how it works, and when it starts. Read on for new beta information.

Our first invites are going out this month. We know many of you have questions about the program, so we’ve put together this article to give you some answers and help prepare you to beta test ESO. Thank you for all your enthusiasm about testing, and we look forward to seeing you in the game.

How do I sign up? 
 
If you haven’t signed up to beta test ESO yet, sign up now.

When does testing start?
 
We held our first small friends-and-family test on February 28th.  Invitations to the general public for the first round of beta events will be sent around the end of March. We’ll post notifications on our website and social media channels whenever we send a batch of invitations. When we do, check the  e-mail address you used to register for the beta. If you’ve been selected, you’ll receive an invitation with instructions.

What is a beta event?
 
In the beginning of the beta program, invitations will be for scheduled play sessions. This means that the game will only be available for play during specific times (provided in the invitation). Every beta event will have a clear focus; our developers will be looking for feedback on specific areas, features, or other gameplay elements.

How long are beta events and when are they held?
 
At first, beta events will generally be held on the weekends, and each test will have limited windows of access to the game. You’ll receive your invitation in advance so you can make time to participate. While there will only be a few events per month early on, they will be held more frequently as we approach launch. As we progress through testing, we’ll also begin scheduling longer tests that allow testers to provide more detailed feedback on topics like progression.

How many testers will be invited?
 
We’re starting with smaller groups of focused testers during March and April. However, as we approach launch, beta events will get bigger. Our AvA tests will likely require thousands of participants, and stress tests will be even larger!

How do you choose testers?
 
We’ll select testers based on different criteria for each beta event depending on our needs for that test. For instance, we may invite players who indicated a preference for a certain type of content (PvE, PvP, crafting) or who reside in a certain territory for particular events, and for others, computer specs may play an important role. We’re not only looking for one type of tester or only for testers with top-of-the-line PCs; a broad range will be selected.

What happens if I’m selected?
 
If you’re invited to test, you’ll receive an e-mail at the address you registered with for the beta. The invitation will include a download link for the game client. You should expect a download size of around 20GB, so it’s best to start downloading as soon as you receive your invitation.

Can I be invited to multiple beta events?
 
Yes, it’s possible to be selected for multiple beta events. However, an invitation to one beta event does not guarantee that you’ll be invited to additional events. When you receive an invitation, it will be for a specific beta event.

What kind of feedback will I be asked for?
 
Your invitation will contain information about the focus of the test you’ve been invited to, so make sure to read it! You’ll be asked to complete surveys and submit feedback and bugs in-game as you play, and you may be asked to participate in additional surveys once the in-game portion of the test has concluded. The beta forums will also be available for feedback and discussion.

How do I avoid beta scams?
 
As we ramp up for beta events, it’s likely you’ll see more attempts by scammers to trick you into sharing your personal information with them. We’ve seen many video, e-mail, and website scams pretending to offer access to The Elder Scrolls Online beta. Here are a few tips to help you protect yourself from scammers:
  • Always check elderscrollsonline.com for official announcements. We will make official updates when we send invitations.
  • Don’t click on links you aren’t sure about, whether they’re on a website or in an e-mail. Copy or type the URL in the address bar in your browser to be safe.
If you have any questions about an e-mail you’ve received or a site you think could be questionable, contact our Support Team and they’ll be happy to help.

Discuss this on the official ESO Facebook page.

Your Beta Questions Answered


 
The Elder Scrolls Online beta is approaching, and we have more details for you about the program, how it works, and when it starts. Read on for new beta information.

Our first invites are going out this month. We know many of you have questions about the program, so we’ve put together this article to give you some answers and help prepare you to beta test ESO. Thank you for all your enthusiasm about testing, and we look forward to seeing you in the game.


How do I sign up?

If you haven’t signed up to beta test ESO yet, sign up now.

When does testing start?

We held our first small friends-and-family test on February 28th.  Invitations to the general public for the first round of beta events will be sent around the end of March. We’ll post notifications on our website and social media channels whenever we send a batch of invitations. When we do, check the  e-mail address you used to register for the beta. If you’ve been selected, you’ll receive an invitation with instructions.
What is a beta event?

In the beginning of the beta program, invitations will be for scheduled play sessions. This means that the game will only be available for play during specific times (provided in the invitation). Every beta event will have a clear focus; our developers will be looking for feedback on specific areas, features, or other gameplay elements. 

How long are beta events and when are they held?

At first, beta events will generally be held on the weekends, and each test will have limited windows of access to the game. You’ll receive your invitation in advance so you can make time to participate. While there will only be a few events per month early on, they will be held more frequently as we approach launch. As we progress through testing, we’ll also begin scheduling longer tests that allow testers to provide more detailed feedback on topics like progression.
How many testers will be invited?
 
We’re starting with smaller groups of focused testers during March and April. However, as we approach launch, beta events will get bigger. Our AvA tests will likely require thousands of participants, and stress tests will be even larger!

How do you choose testers?
 
We’ll select testers based on different criteria for each beta event depending on our needs for that test. For instance, we may invite players who indicated a preference for a certain type of content (PvE, PvP, crafting) or who reside in a certain territory for particular events, and for others, computer specs may play an important role. We’re not only looking for one type of tester or only for testers with top-of-the-line PCs; a broad range will be selected.


What happens if I’m selected?

If you’re invited to test, you’ll receive an e-mail at the address you registered with for the beta. The invitation will include a download link for the game client. You should expect a download size of around 20GB, so it’s best to start downloading as soon as you receive your invitation.

Can I be invited to multiple beta events?

Yes, it’s possible to be selected for multiple beta events. However, an invitation to one beta event does not guarantee that you’ll be invited to additional events. When you receive an invitation, it will be for a specific beta event.

What kind of feedback will I be asked for?

Your invitation will contain information about the focus of the test you’ve been invited to, so make sure to read it! You’ll be asked to complete surveys and submit feedback and bugs in-game as you play, and you may be asked to participate in additional surveys once the in-game portion of the test has concluded. The beta forums will also be available for feedback and discussion.

How do I avoid beta scams?

As we ramp up for beta events, it’s likely you’ll see more attempts by scammers to trick you into sharing your personal information with them. We’ve seen many video, e-mail, and website scams pretending to offer access to The Elder Scrolls Online beta. Here are a few tips to help you protect yourself from scammers:
  • Always check elderscrollsonline.com for official announcements. We will make official updates when we send invitations.
  • Don’t click on links you aren’t sure about, whether they’re on a website or in an e-mail. Copy or type the URL in the address bar in your browser to be safe.
If you have any questions about an e-mail you’ve received or a site you think could be questionable, contact our Support Team and they’ll be happy to help.

Discuss this on the official ESO Facebook page.

Developer Blog: The Art of Makeb


So, now that you’ve read Charles’ blog on the story behind Makeb, you’re probably wondering about how we went about choosing the look of the planet. After completing the main storyline in Star Wars™: The Old Republic™ and a few of the darker story events, the writers here at BioWare wanted to start fresh when it came to our first Digital Expansion. Makeb is our first new planet since launch and the artists couldn’t wait to get started. Guided by the imagination of our amazing writers, the concept team dove in to explore a number of visual directions.


Makeb is tucked away and off the beaten path, cosmically speaking. This exotic and affluent resort planet is known for its towering natural spires, highly appointed cliff-side homes, meticulously maintained gardens, and accented with marble statuary. When exploring the look for Makeb, the concept team was naturally drawn to the timeless beauty of the Mediterranean while combining the sleek elegance of Cloud City. These main visual cues and goals drove the team to create all new art assets for the entire planet. Nearly every environmental prop, building, rock, tree, and twisted piece of metal conduit was concepted and built exclusively for Makeb. Even our tech art team got into the action and created all new material shaders that improved the graphic quality of our waterfalls and environmental blending.


As the story for Makeb unfolded, it became clear that the planet’s main visual points of interest (POI) would be playing a major visual roll in defining the look. Many concepts for POI’s were created, discussed, tweaked, and changed. Once a design was approved, it went to modeling, texturing, and then placed in the world. One of the iconic POI’s for Makeb is the Gravity Hook space elevator. A number of these space elevators are scattered over the entire planet and used for surface to space transport of goods, supplies, and the rarest mineral in the galaxy, Isotope 5. When building out a Gravity Hook, our environment artists propped the area to resemble a bustling shipping station where workers, vendors, and travelers of Makeb could trade, shop, or take a trip to the space station at the other end of the line.


Much of the great wealth and prosperity of Makeb comes from the rich deposits of Isotope 5 located deep within the spires of this planet. When building the planet, the artists needed to show the lush and opulent side of a prospering city while also showing the results of the aggressive mining practices brought on by the Hutt Cartel since their occupation. The effects of careless mining, blasting, and exploitation that follow the Hutts can be seen on one of these mesas. When concepting and building The Mining Mesa, the artists definitely wanted to create a unique visual experience that was quite different than the lush and beautiful Makeb you are first introduced to. The Mining Mesa’s dry, barren, and rocky terrain is constantly being blasted from the massive mining spheres that float above this dig site. The environment team built out makeshift work sites constructed from modified cargo containers and tents. Scaffolding was placed to support massive rocks and the stone spires that dotted the landscape. The shattered rock and cracked mud textures in this mesa greatly contrast the lush grasses and moss found in the city mesas.


The damaging effects of the Hutt’s aggressive mining practices caused frequent and devastating quakes all over the planet. To visually communicate this, the environment team created a number of destroyed areas that had fallen victim to these seismic events.


On top of creating all new assets for Makeb, the art team also needed to create damaged and destroyed versions of many of these assets. While the planet of Makeb crumbles, the citizens have taken up arms against the oppressive occupation of the Hutt Cartel. The Hutt’s corrupt control over the Makeb Militia can be seen in the propping and check points that have been built over the entire planet. Our environment artists built out battlefields and war torn cityscapes using destroyed buildings, props, shattered tiled streets, fire and smoke effects. Every detail was hand placed and helps tell the greater story of this planet. The look of Makeb was driven by the story and crafted for game play. Many artists put long hours into creating Makeb and we hope you love this planet as much as we do.

Friday, March 08, 2013

Developer Update: Overview of the Planet Makeb


Hello everyone! I’m Charles Boyd, Lead Writer on Star Wars™: The Old Republic™, here to shed a bit of light on how the BioWare Austin team initially conceived of the planet in the Digital Expansion: Rise of the Hutt Cartel. Known as Makeb, this world is an entirely new addition to the Star Wars™ galaxy, and we’re very excited for you to experience it in the Digital Expansion!

When our team sets out to add a new planet to The Old Republic, we always start by examining things from the player perspective. What sort of environment can we create that will feel new and unique? How can we give players a new or different view of the conflict between the Galactic Republic and the Sith Empire and its effects on the galaxy? What kind of themes can we explore that we haven’t seen before?

Disaster World

Early on, we seized on the idea of a beautiful planet that’s being ravaged by ecological disasters. A place that would normally seem serene and welcoming, transformed into an environment that feels like it could fall out from under you at any second. With that goal in mind, we designed the entire planet to support the “disaster world” experience.

All of Makeb’s livable space is located on top of massive, towering stone mesas. This gives it a unique geography compared to our existing planets and provides for some breathtaking views, but it also begins to feel very precarious when a series of devastating “groundquakes” begin to strike. These beautiful stone mesas start to feel like death traps, constantly on the verge of collapsing into the seemingly-bottomless mists below. Entire cities are split in half, with massive fault lines torn directly across streets and through buildings.
But of course, having an entire world that seems bent on destroying the player isn’t nearly enough of a challenge…

Hutt Hostilities


When the writers discussed who the Players’ direct opposition should be on Makeb, the choice was unanimous: we all wanted to fight the Hutts. The increasing aggression of the Hutt Cartel was introduced in our Game Update (Operation: Karagga’s Palace Part II), and we wanted to bring that looming conflict to the forefront on Makeb and give players a chance to face-off with the Cartel once and for all.

The Hutts give us an opportunity to reinforce just how fragile the balance of power has become due to the ongoing war between the Republic and the Empire. The entire galaxy seems like it’s up for grabs at this point, and it was only a matter of time before a wealthy and powerful entity like the Hutts decided to make their own bid for control.

So, why has the Cartel decided to start their rise to power by seizing control of Makeb? That’d be giving too much away…

Ascendance and Resurgence


The situation on Makeb sees the Republic and the Empire exploring some new ground as well. For the first time in decades, the Republic is in a position of superiority. Their forces are finally pushing the Empire back. The writing team was eager to explore how this newly advantageous position might affect the Republic’s decision-making. Their leaders would obviously be eager to keep the momentum going and drive toward ultimate victory, so Makeb’s request for aid presents a quandary. While it’s obviously important to stop the Hutts before they can become more of a threat than they already are, it’s also important not to lose sight of the big picture. Can the people of Makeb make up for the risk that their rescue presents to the outcome of the entire war? How are the Republic’s values tested when they’re the ones in the lead?

Obviously, this leaves the Empire in the opposite position. There are very few living Imperials who are accustomed to failure, and exploring how this society might adjust in order to survive their embattled situation was something the writers really enjoyed. But while things certainly aren’t easy in Imperial space, they shouldn’t be counted out yet. The Imperials have learned exactly why the Hutts are making their play on Makeb, and if their forces can move with enough speed and guile, the Empire may be able to seize that same opportunity for themselves.

More to Come!

We’ll be pulling back the curtains on Makeb even more in the weeks ahead, so stay tuned, and thanks for reading! On behalf of everyone involved in developing this strange new world, we hope you all enjoy exploring it as much as we enjoyed creating it!

Charles Boyd

Star Wars: The Old Republic Lead Writer

Tuesday, March 05, 2013

Base Head Model

Greetings Citizens,

"Bring me the head of John Q. Citizen! We’re starting off a busy week here at Cloud Imperium Games with a little teaser: the first shot of one of Star Citizen’s character models, currently being developed by artist Mark Skelton. This is our base head for the male character, which will be used as the starting point for our avatar customization system. We will use it to determine the base proportions for the character skeleton and rigging for animation.

It currently does not have any of the additional hair or facial customization options applied that will be in the available in the final customization system, and may be modified as production continues on the characters. 

This is the model you’ll see in the finished game, although it isn’t being rendered through the CryEngine yet. From here, we will build out a more robust and diverse set of character customization features. In the final version, you will be able to customize your character’s appearance, from facial features and gender to clothing and gear – this is only a very small taste of what’s to come! Check back later in the week, where you’ll see more of this man, including his textured body!"


WoW's 5.2 Thunder King goes Live!


Patch 5.2: The Thunder King is now live! Lei Shen has consolidated his power on the Isle of Thunder, and if he’s not dislodged, his reborn army will threaten all of Pandaria. But the return of the Thunder King is good news for you, because it means that new challenges and triumphs await in our latest major content update. A massive new zone, a new raid, server-wide events surrounding the siege on the Isle of Thunder, new factions, world bosses . . . and more. Brace yourself for the storm.

The Thunder King

It has been written that when the great Lei Shen first looked upon the lands of the mantid, he did not feel fear, but inspiration.

As he began to unify his people under a single banner and subjugate the other races of Pandaria, he knew that the mantid would never succumb to his authority. They spoke his language, the language of strength. He commanded his slaves to construct the Serpent's Spine, a magnificent wall that spanned the length of the empire.

It would take many generations to build. But Lei Shen knew how to motivate his subjects. Fear. Fear of the mantid moved mountains, raised armies, secured his empire, and built his wall.

Read all the Patch notes here.

Sunday, March 03, 2013

Crafting Interdependence

One of the major aspects of the game we often espouse is a heavily player driven economy to fuel and drive the game versus a heavy emphasis on end-game raiding. Our team is working diligently to create the recipes for the many skill lines, and today we wanted to take a closer look at the interdependence created from the many recipes, skills, and ingredients that will be available. What is interdependence exactly or how do we define it? In many other MMOs you might have some reliance on gathering for crafting, but the design is simple; you either collect the raw materials or purchase them, and then you craft everything yourself. We have a system in place that at times goes 4-5 layers deep with a wide variety of recipes and skills used to create the components that would go into what we call an “end product” such as a Fitting.

This might sound a little excessive at first, and when you see our flowchart for a single fitting it certainly seems like a lot, but crafting is one of the core components of our system and building interdependence will ensure that players have to work together to create the best products in the game. It can be as a solo crafter working through the auction system, shops, or work order system (reverse auction) to purchase the ingredients and agents needed. Alternatively, it can also be with a few friends or new online friends to work together as a group or as a large group feeding the needs of their nation who in return supply them materials and other resources. Materials are gathered through harvesting; whether it is from an ore mine or a defeated creature all the raw materials harvested are useful to one trade or another.

This gives all crafters a specific role to fill since, although crafting an end product like fittings might be a lucrative business, crafting the subcomponents required to make those end products can be equally lucrative. The interdependence of the crafting skills ensures that each skill can be a great source of income. We also have crafting options available for the gatherers in the system as most of the “raw” collected resources will need to be refined before they can be used by crafters. In the case of fittings, this is a very important step of the process as the refined materials determine the available attributes for the fitting to utilize.

As mentioned a few times before, since we have no levels there is no artificial limit in place to stop brand new players from building up their crafting skill and recipes. If you can acquire the materials, through gathering them yourself or purchasing them, you can create anything you have enough skill to create. We have both a grading and a progression system with recipes. The grading system will allow crafters to learn higher quality recipes than other crafters who are just beginning a crafting skill, and the progression system will gradually increase the quality of frequently crafted items.This will help to build up demand for highly skilled crafters and the high grade materials that they will need to craft the best products in the game. Mix that with some special rare drops and a robust recipe system that easily changes the outcome with a simple ingredient change, and you have the ability to provide even more high quality and scarce results. Finally, the crafting attribute system wraps this process up by adding flexibility to stats for fittings and allowing us to wrap other systems around these attributes for other recipes not involving fittings.

Here is an example of a mostly finished recipe set out in a flowchart. This is one of the most complex items in the game, so it will serve as a premiere example of how interdependency works. Remember, recipe mastery, resource quality, sub-component quality, skill level and luck will all play into the quality of the end product. You will not be making '+3 iron dagger' just like the 47 thousand others just like it on the auction house. You will be making the best item you possibly can, using material that you, or other dedicated crafters, have gathered and created. In this example the “Dodge” stat would be the primary one and, depending on the attributes granted by the refined bar, will contain other stats that will be considered secondary and tertiary. We hope you enjoyed this look into crafting interdependence and encourage you to keep an eye out for a new crafting oriented video before PAX East showing how crafting is shaping up for Beta. Click to enlarge picture.

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Friday, February 22, 2013

Issue #6 - The Last Train to Cairo

Issue #6 Cover and Preview
The darkness in Egypt is ancient and its malevolent tendrils work tirelessly to spread their influence across the world. Issue #6; The Last Train to Cairo, will call upon you to contain this dire threat once again.

In this update you will play through a new, deep and revealing story within Egypt. Travel back in time to unearth powerful artifacts which can help you in the future, and see how the wondrous locations of The Scorched Desert looked in ages past.

Enjoy the Issue #6 cover here, and read more details about the upcoming content below.


The cultists and their dark prophet Abdel Daoud are working in the shadows under the influence of their god Aten. The Atenists seek to undermine and weaken the tireless Marya who bravely stand against them. You must come to their aid and free some of their captured warriors.

The enigmatic undead weapons dealer Said can also offer invaluable advice and guidance on how to best work against the cultists. Uncover the ultimate purpose of the Atenists and their prophet to see the true danger they present to the world.

Be sure not miss the climactic end fight on top of the train to Cairo, where you must stop its lethal cargo!

 

In addition to the many missions in the new story line, and their side missions which can be taken to gain powerful rewards, Issue #6; The Last Train to Cairo, also offers the new and unique Whip Auxilliary weapon.

The vicious Whip can be used for great area damage, but also for buffing your team or sneaky crowd control. Use the Whip to encourage your team mates to run faster or snare tricky opponents and pull them towards you.

A new presence will also make itself known in Issue #6. The veil between worlds is tearing from two sides. Both the adventurous players, ever searching for new challenges, and the ominous powers beyond our dimension, ever looking for access to our world, have long been spoiling for a fight.

The most rare and powerful patterns found in Lairs can now be utilized to instigate an epic confrontation with an immense foe. Gather in groups of ten to take on this devastating Raid size adversary in a titanic struggle in a shrouded location somewhere in the South Pacific. The battle is surely a trap, but will you bite with Jaws of Steel?


But that is not all you get in Issue #6; The Last Train to Cairo. A new Veteran and Recruitment system will become available. For each month you are or have been a member you receive points which can buy unique rewards. Every new person recruited also gives you an amount of points equal to a month of Membership.

A completely new ranking system will also be introduced to Player-versus-player combat. You gain PVP experience points and eventually ranks when you or your team kills other players. As you go up in ranks you are awarded with new tokens, which can be used to buy fresh PVP uniforms.

Check out the full size screenshots from the upcoming content in Issue #6 here.

Issue #6; The Last Train to Cairo is scheduled for release in the beginning of March. Members will get two days early access to the new content in Issue #6.

Wednesday, February 06, 2013

Death of a Spaceman

My goal with Star Citizen is to build a universe that I want to play in day after day, one that fully immerses me in the environment and stories that happen around me.

In Star Citizen’s persistent universe I want events to happen, governments to fall, wars fought and players becoming legends. I want to see a Galactapedia that grows from week to week, reflecting not just the ongoing content Cloud Imperium plans to continually generate, but also the great deeds achieved by players.

Pilots in the original Privateer had to return to base before they could save their games.
To achieve this sense of a living history, there needs to be a universe where time progresses, characters die, and new ones come to the front. Beyond this, I want people to have a sense of accomplishment when they complete a really difficult trading run or kill an especially infamous pirate. I hate the current game trend in single player games where the game auto-saves every 2 seconds and if you die you just start a few steps earlier. This makes you a lazy and sloppy player. I bullied my way through games like Mass Effect or Gears of War, running in guns blazing, knowing if I died I would always just re-spawn a few steps earlier. In Wing Commander or Privateer, you had to complete the mission to move on. There were no mid mission saves. This created a sense of anxiety towards the end of the mission if you were badly damaged and your shields were low, but if you managed to limp home successfully, you felt a sense of accomplishment.  Without the risk of losing something you’ve worked hard towards, the sense of achievement is cheap.

The last single player game I played that give me an extreme sense of accomplishment in beating it was Demon’s Souls. How they handled death and re-incarnation of your ghost / body was consistent with their world and fiction and because I couldn’t save mid-level, clearing a level, especially after a difficult Boss fight was immensely satisfying. It was also one of the most frustrating games I’ve played! I think Demon’s Souls was too much on the “punishing” end of the difficulty spectrum, but it really did remind me of the value of having something to lose when playing. You can’t have light with dark and you can’t have reward without risk.

Demon’s Souls offered difficult, deadly boss battles which lead to a uniquely rewarding gameplay experience.
In Squadron 42, this is pretty easy to achieve. You need to complete the mission to move forward and you can’t save while in space. You die you just go back to the previous save point, normally before you launched on the mission.

The tricky part is really how failure is handled in the persistent universe of Star Citizen, as you can’t just set back the game to an earlier point.

The simple solution is that when your ship is destroyed, you manage to eject and drift in space, where you are picked up and returned to the last planet / landing location to claim your new ship sans any cargo and upgrades you had (unless you had bought additional insurance) and head out into space again.

This is the mechanic EVE Online uses, with the extra wrinkle that if another player blows up your escape pod, a stored clone of your character is activated, re-spawning your character and effectively making him/her immortal. In EVE, death is allowed for in the fiction and is balanced out by the cloning mechanism, which allows for loss of property but not your character’s skills (as unlike Star Citizen, your character in EVE has RPG skills that you learn)

The death mechanic in EVE is clever and well woven into their fiction.

But I’m not interested in making EVE 2.0 with cockpits.

One of my goals with Star Citizen is to make it feel very visceral and real. I want to feel the effects of physical damage on my character, loss of limb or other mishaps that can happen in the danger of space. If my character has been through several wars, I want to see the scars on him/her – perhaps a cybernetic arm because one was lost in firefight or the wrong side of a dogfight. I want to be able to walk up to another player in a bar and SEE that he or she is a grizzled veteran with the battle scars to prove it. This is the kind of detail, texture, and immersion that I want to achieve with Star Citizen.

I also feel that if everyone can be cloned easily, it fundamentally changes the structure of the universe. You now have a universe of immortal gods that can’t be killed.  Death is just a financial and time inconvenience that has no further consequences. The life and death cycle of humanity is what has brought us our history, our need to “make a mark” in our time, to push forward. If I want a living, breathing universe that has a lot of the dynamics of a real world and is inspired by the decline and fall of the Roman Empire, immortality for all is problematic.

The flip side is that while perma-death is realistic, it is not a lot of fun if the first time you’re on the wrong side of a dogfight you lose everything and have to start again.
I want Star Citizen to be immersive AND fun.
The death mechanics that I have in mind keep a feeling of mortality and history without making it frustrating or killing (pun intended) the fun.

The life and death of a Spaceman. 


The Character creation screen will be done “in-fiction”. You’ll start the game in 1st person view looking at two bathroom doors – one with a male sign and one with a female sign. Which door you walk through will determine what sex you are when you walk into the washroom. Walking up to the mirror, you’ll see your reflection. Wiping the condensation off of the mirror with your hand (or some similar mechanic) will change / reveal your facial appearance. When you’re happy with how you look, you will exit and return to the UEE recruitment office and officer. You’ll fill in your name on the MobiGlas form and also specify your beneficiary in case of death: this could be a family member, son, daughter, uncle, aunt or someone entirely new (although not another player character).

Read more here!