Headed up by the designer of classic sci-fi space sim "Wing Commander," the "Star Citizen" project is the biggest crowd-funded video game, well on its way to a $21m final target.
Star Citizen aims to create a realistic, immersive space sim
Its crowdfunding drive was initially conceived as a way of proving to investors that there was still a hunger for the "Wing Commander" style of game, two decades on from the original's 1990 debut.
But it was met with such enthusiasm that Chris Roberts, having returned to video games after a stint as movie producer ("Lord of War," "Lucky Number Slevin"), bet on the public route for the entirety of "Star Citizen" financing.
As part of the latest drive, which saw "Star Citizen" accumulate an extra $2 million in the past week, Roberts explained how the game's own finance systems will keep players playing.
The game's set up to generate a sophisticated trade and mission system for players and AI-controlled traders.
Part of that means that space hijacks have an impact on supply and demand for factories; mercenaries are then called in to control highway piracy.
But the more mercenaries are called in, the greater demand there is for weaponry to fight the pirate cause -- here, comparisons could be made with the space MMO "EVE Online."
"From that you can see how the economy, and the fact that it's dynamic, is generating missions for other players and generating missions for AI."
"Star Citizen" is currently expected towards the end of 2014 on Windows PCs.
The Star Citizen Economy video: youtu.be/r0qXEAqYIH8
Keep up with Star Citizen's development at robertsspaceindustries.com/comm-link
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