Star Citizen: It's CIG's World and we're just living in it

“It has been a very Busy week in Star Citizen. I review the highlights and then use the Inside Star Citizen Video on in-game branding to delve into the kind of game world CIG is, and is not, Creating.”

In the latest episode of Inside Star Citizen, there were two ship sales happening simultaneously, one for Chore and the other for the Red Festival. These sales offered fancy skins, unique armors, and rare ships, with a few exceptions that were available for war bond upgrades. Additionally, there was a free fly event where players could invite their friends to explore the game for free. The highlight of the episode was the release of the 3.23 road map update, which showcased a plethora of new features and improvements. These included a new character customizer, distribution centers, reworked Mobi glass, new missions, and much more. The list of features is likely to grow, and it is expected that the development branch may be divided into multiple releases.

The episode also delved into the elaborate branding efforts of Star Citizen, highlighting the attention to detail in creating fictional corporations within the game. This emphasizes the institutional power present in the game, with governments, corporations, and alien counterparts playing significant roles. While some players may wish to become major players in the game like in EVE Online, Star Citizen’s vast and complex world means that even the largest organizations are relatively small in comparison to the overall scope. The episode further explored the identity and power structure of the gangs in the Pyro system, reminding players that they will be playing within this intricate criminal power structure.

The discussion then shifted to the dynamics of base building and the different security levels of planets in the Pyro system. The lowest security category planets offer high risk and high rewards, while the middle category requires players to purchase land and pay protection fees. The episode also touched upon the topic of a dynamic economy, highlighting that players, even in large groups, do not possess the economic ability to manipulate markets. This was the reason behind the 9:1 ratio mentioned by Chris Roberts in the past. The episode concluded with an update on ongoing giveaways and encouraged players to participate.

Overall, the episode covered various aspects of Star Citizen, including ship sales, the 3.23 road map update, branding efforts, the power structure of gangs in Pyro, base building dynamics, and the limitations of player-driven economies. It provided insights into the game’s development progress and shed light on the complexity and depth of the Star Citizen universe.