It's like watching a pair of kids excitedly explain their make-believe games to one another, but in this instance, the kids are veteran developers and the games are real. We managed to get Richard Garriott (SOTA) and Chris Roberts (Star Citizen) in a room together to discuss the early days of the industry, and during camera setup, the two talked space.

We always manage to include the site's technology-driven coverage spectrum in conversations with Star Citizen visionary Chris Roberts. This has been true since the very beginning of our Star Citizen coverage, which heavily [focused on the technology] of the colossal space sim. Our hardware content greatly benefits from these conversations with game systems engineers, too: Such discussions lend a basic understanding of engine architecture, assisting in the development of GPU, I/O, and CPU test methodology as it pertains to real-world gaming use cases.

In this case, the CIG CEO joined us for an extensive discussion on Star Citizen's great engineering challenges, to include the recently-discussed zone system and instancing mechanics.

Multiplayer titles have become so complex and content-packed that gamers can no longer expect a perfect multiplayer without intensive user testing, alphas & betas, patches, and downloadable content. Perhaps that’s one reason why many multiplayer-only titles have gone free-to-play: they’re always a work in progress, no matter how enjoyable they are at a given point. British studio Edge Case Games is coming off its space combat game, Strike Suit Zero, and is now venturing into 5v5 multiplayer with Fractured Space. Players take control of one of several ship classes and work together to secure resources and ultimately destroy the opponents’ base.

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