Browsing Tag

Star Citizen

Moonshiners in Red Dead Redemption 2 will require swag.

Moonshine & Economy – Red Dead Redemption 2

Moonshining in Red Dead Redemption 2

Moonshiners Red Dead Redemption 2
Moonshiners Red Dead Redemption 2

It’s official! You will be Moonshining in Red Dead Redemption 2 Online very soon. Starting on the 13th of December with the new Frontier Pursuit update.

Moonshine? Owning a speakeasy?

Coming up with the new update, you will be able to own your very own moonshine production facility. You will require a place to do it. Soon after, patrons will start pouring in asking for your very spicy miracle tonics served in a glass.

Red Dead Redemption 2 Moonshine
Let the Moonshiner Operation begin!

Eventually, you will be able to upgrade your moonshine “facility” into a very dandy and customizable speakeasy. Afterward, you’ll surely want to add some entertainment – like a local band and a dance floor.

Moonshining in Red Dead Redemption 2 wouldn’t be complete without new gear to make you look like a proper booze king. You will also meet a new character, Maggie who will provide some missions to help you set up shop.

Strangely enough, this will require the player to be Trader rank 5. This might be kind of cumbersome to obtain. Alternatively, you are able to acquire it by completing a sale. Selling is ridiculously easy once you’ve obtained the Butcher’s table. I will eventually post a guide on how to progress your trade rank quickly! Subscribe to my blog via the sidebar on the left to be the first to know!

Moonshiners in Red Dead Redemption 2 will require swag.
Moonshiners in Red Dead Redemption 2 will require swag.

Now that I’ve given you the latest news, let’s delve deeper into what this effectively means but also how economy systems can add immersiveness to a game, or break it entirely – and why I feel like Rockstar’s fears are a missed opportunity (if at least they allowed us to mod it…).

The gaming dreams of a trader

Meet Maggie. She will pack your speakeasy and move it somewhere else when you’re not looking.

Trading and owning a store is one of the coolest things I love seeing in a videogame. Unfortunately, this ability doesn’t come along often.
Most games do not support this feature. The ones that do are usually limited in their nature to have it run at a very basic level.

In particular, I love the concept of buying and selling stuff online, to other players and NPCs.

I’m pretty sure I am not alone.

Star Citizen‘s most profitable month in 2019 just passed. It featured a concept sale of a ship (the Kraken Privateer – more like a mobile station) that allows other ships and players to dock and shop inside it. It also marks the detailing of the game’s economy system. This system is definitely of the juiciest and most complex ones I’ve seen in ages. I’ll detail this subject later on in another post.

A balancing act

The problem with most PTPE (player-to-player-economy) game mechanics will always be balancing supply and demand.

There’s only a limited variety of stocks – which everyone is getting all the time from actively farming the game. There’s also a need to have a surplus stock of every item to avoid absurd prices or unavailability of stock. This means that supply needs to exceed demand, which in turn lowers prices over time to a nil-value.

Most games that feature an economic system, have centralized market prices or, instead, player-driven shops. The first reduces your liberty to set the prices for your items but makes it easier (and boring) to buy/sell goods. The second one creates an anarchic price system where each player charges whatever he wants to charge for exotic seashells.

How much are exotic seashells worth right now? Oh well. I’ll just spend all of my money on this one right here sir, thank you.

Other games tackle this challenge more creatively.

I remember playing Pirates of the Burning Sea – almost 10 years ago now – and spending most of my gameplay time at the game’s player auction house. Until I realized… it was rigged!
Well, supposedly it wasn’t, at the start, but having a fully realized player-driven economy is no easy feat.
Commodity prices were skyrocketing and plummeting at such a quick rate that it became impossible to figure out the value of your items. Large trade guilds were able to sell silly amounts of supplies in an instant – thus selling their wares at a very steep price and forcing the price to plummet for everyone else in one server tick – just before they were affected by price updates. This made the auction house obsolete and the game’s economy was ruined.

As mentioned before, Star Citizen attempts to fix this imbalance caused by the players by introducing a majority of NPC-generated trades. However, these NPCs aren’t just averages and hidden calculations. They are actually real NPCs present within instances of the game world, hauling cargo, consuming and producing goods. Moreover, the developers devised a system in which the whole universe breathes economics. NPCs will become unemployed and wander aimlessly on the streets or, instead, the city booms with trade and becomes fancier and more crowded.
The minerals for every missile that players use need to extracted, transformed and sold as missiles. This will be a very interesting economics system to study.

One other big concern for online games with an economic system is cheating – and Rockstar haaaaaates cheating. They avoid the problems of failing economies by tackling this in a very smart, albeit slightly frustrating way.

Rockstar’s economy system isn’t frustrating because of what it is, but because of what it could be and isn’t.

In reality, they only give you the illusion of an economy system.
All the money you own only exists in the bubble that is you.

In Grand Theft Auto V and Red Dead Redemption 2, you may be incredibly rich and feel like a boss (no, I mean, literally) by owning several companies and employing NPCs that generate revenue on their own – but you will never ever exchange money with another player. One example is buying drinks at your friend’s bar in Grand Theft Auto V which earns him 0$, yet your wallet shrinks a little.

In Red Dead Redemption 2 Your hunting sales aren’t affected by the price of fur in a particular area and all the money you make can only be used to buy cosmetics or other means of making money. You can’t buy a horse for your girlfriend. You can’t even gift her a hat or buy her a drink.

No sugar daddies allowed in RDR2.

Ah… Taxes. Can’t live with them. Can’t live without.

One other issue with Grand Theft Auto V – that I predict will be coming to Red Dead Redemption 2 soon enough – is the time and money cost of maintaining these establishments. Grand Theft Auto businesses follow the same logic as the Trader role in RDR2. They only generate revenue when you constantly supply them with tools or stock. The butcher table in RDR2 does give you revenue semi-passively, but it consumes time. A lot of it.

Moonshine Red Dead Redemption 2

What happens with GTA V is that, when you own many different businesses, you will have to pay regular fees to keep them running. To a point where it will eventually become too expensive to keep them running without supplies. This is only an issue if you’re running around trolling other players or role-playing with your friends or if you just want to have fun without having to worry about sustaining your businesses.

With the incoming moonshiner trader role update, which adds a speakeasy with a band, I’m prrrreety sure these recurring fees will be applied.

These fees act as an economy-balancing mechanism or money-sink. Even if the economic system is just an illusion and individually-set, they keep adding new content to the game and they charge prices according to the global value of money. You will notice that the average price for new cars in GTA has been increasing proportionally to the global amount of money available to purchase them.

In Red Dead Redemption 2 you will likely see this price climb more significantly in most items.

To slightly counter the effects of having too much money in-game, they charge the wealthiest players, who actually own several money-making establishments, with these unavoidable regular fees.

Riding into the sunset…

Don’t get me wrong. Their system works really well. It makes players focus on the fun aspects of the game instead of turning this into a spreadsheet simulator like EVE Online. However, there’s a layer of economic strategy that is missing as well.

As I said before, I feel like It’s a shame for what it isn’t – an immersive, real player-driven economy, where your money is made and lost by the effects of other players around you and where your actions affect others. However, it is really good for what it is – a simple game that entices players to keep playing it for arcadey fun.

There’s room for modding – if only Rockstar would allow us to do so…

I’ll be honest, I was a bit disappointed when I realized that I had gotten the wrong impression before buying the game. I thought that being able to open up shops was already a feature present in the game. It wasn’t. My bad.

Moonshining in Red Dead Redemption 2 makes things more interesting and I’m really looking forward to it. I can’t wait for December 13th and all the missions and assets that the new update brings. These updates are free content that we all get to enjoy piece by piece.

Do you think the economy could be improved in RDR 2? Variety of content to spend your money on seems to be a common request. What are your thoughts on this?

Leave me a comment below this post!

Meanwhile, check out my recent posts on fixing CPU, Lag and widescreen fixes for Red Dead Redemption 2, or my latest one on whether to avoid or embrace Star Citizen!

I’ll find you at sunset,
-ViLa4480

Star Citizen Black Hole

Star Citizen – One game to avoid or one to embrace?

…and will Star Citizen ever be delivered?

Ah. Star Citizen.
I avoided posting anything about Star Citizen on my blog for years now.

I’m an original backer since when it first was announced way back in 2012.

I wanted to distance myself from the game before posting on my blog since Star Citizen is (still) in development.
Thoughts about the game’s development tend to be polarized and I did not want my fan enthusiasm to compromise my perception of the game.

I used to stream Star Citizen all the time on Twitch (you will make me smile if you go follow my channel right now!).

Maybe now’s the time to clarify some misconceptions and point some concerns regarding Chris Robert’s massively crowdfunded project.

I won’t hide it.

I am biased in favor of Star Citizen.
The skepticism of some people is understandable, and the wait isn’t for everyone. -Are you one of these people?

Hopefully, you’ll find out after reading this article.

I will try to analyze some of the frustrations, doubts, and expectations that the fans and the haters are experiencing or discussing – hopefully enlightening newcomers to the game.

The aim of this article is to clarify and avoid buyer regrets.

Should you avoid Star Citizen?

A little bit of context first.

What is Star Citizen?

Star Citizen Cockpit

Star Citizen is hard to define, but let’s start by saying that it is one gigantic sandbox for many different types of emergent gameplay. Composed of two parts, it will feature a single-player campaign (Squadron 42) and an online Persistent Universe (MMOG-like).

They create the universe, you make the rules.

As with most 4X space games, FREEDOM is the keyword for the universe. Star Citizen allows you to become a space farmer, a miner, a bounty hunter, an explorer, a smuggler, a racer, a law enforcer and anything in-between.

The Star Citizen team is looking to develop a sandbox universe that provides a fertile ground for emergent gameplay. They are creating the tools for you to become whatever you want to be.
As an example, for a while, I had fancy a ship called Constellation Phoenix, which I planned to rent out to factions interested in using it for important meetings. During their stay, I would provide them with drinks, entertainment, and security.

I eventually traded the Connie for the Endeavour – a sprawling modular ship that will allow me to cultivate plants and make drugs on the same ship (legal …or otherwise) – it even stars a hangar to allow willing traders to dock with my ship!

The game will feature unprecedented sci-fi realism and a ton of complex missions and mini-games that will require learning and skill to master.

Nothing is dull or simple in Star Citizen.

Star Citizen FPS Mining

As an example, mining requires foreplanning and skill – unlike most space games, you actually have to learn how to mine and be very careful when doing it in order to avoid damage to your ship or even loss of life.
Selling your minerals won’t be linear either. Prices fluctuate according to supply and demand in different parts of the Universe, influenced by real-time player and NPC interaction. This was also analyzed in my other post that discusses economics.

This sandbox gameplay leads to many venues of gameplay exploration. This freedom to do whatever you want is the core focus of Star Citizen.

I also expect this game to become a major social hub for me and my friends.

COMPLAINT #1 – The game has no objective.

Objective – Achieve fun (0/100)

There’s no denying it. It’s true.
Is that REALLY a problem though?

Just like Grand Theft Auto online, or Red Dead Redemption 2 online. Star Citizen’s Persistent Universe won’t hold your hand or set you on a campaign path. You get to choose what to do, where to go, what to see and who to meet.

If you really think you need guidance, then why not set YOUR OWN goals?
Why not set a personal goal to explore every single system?
…or instead to amass wealth and spend it all on a luxury liner like the 890 Jump?

890 Jump
890 Jump

The ghost cruise ship of enjoyment

A long time ago, I used to play a game that had very much the same essence of Star CitizenFreelancer, a game by the same head developer (Chris Roberts) that I mentioned in my previous post.
When playing Freelancer online, you would find yourself cruising the star lanes for long periods of time on your way to make a trade.
One day I was crossing a remote part of the game’s universe when I spotted a massive player ship that was constantly communicating in system chat. Oblivious to my presence, this was his message to his own imaginary crew of tourists:

“Ladies and gentlemen, we have now arrived at the Tau-31 system. To our left, you will be able to spot the beautiful semi-desertic landscape of Planet Harris, one of the first terraforming efforts by Planetform, Inc.
Please return to your seats.
We will dock at the Holman Outpost in 5 minutes.”

To think that this player was investing his time roleplaying as a tourist cruise ship really blew my mind. That route was probably not even profitable – but he didn’t care – because having fun was his objective. And whatever he was doing was fun for him.

Oh, by the way, there’s no “endgame” in Star Citizen either. Sandbox.

If you can’t understand the concept of setting your own goals, then please stop reading now. This is NOT the game for you – Abandon ship!

COMPLAINT #2 – The game is pay-to-win.

As I discussed in one of my previous Youtube videos, the concept of Pay-to-Win is that you get an edge in a competitive environment by injecting real money into the game.
Whoever pays the most has the most chances of “winning“.

Star Citizen Pay to Win Youtube Video

Although it is true that you are able, through various means, to buy in-game credits or ships with real money, the real question is WHY would you do it when the game has no end-goal…

Star Citizen is not about genital length comparisons. There’s no point in spending money in this game except for two very honorable reasons:

  1. To support the game development process if you believe in it
  2. To unlock new gameplay layers without having to grind to get there

However, if grinding is made fun (which seems like it will be with so many different things to do), you will actually be LOSING content by skipping gameplay aspects that you would otherwise have to explore and experience to achieve your final objective.

That sense of progression

This is exactly the reason why I’ve considered giving away all my ships – so I could start with the smallest, cheapest one ever and see my own game story grow from there.

If you believe SC is still pay-to-win then embrace it this way – or Abandon ship!

Instead, think of the guy cruising his tourists for fun.
-Does it really matter how he bought his ship?
-How does his enjoyment affect you?
-What are his goals?

Star Citizen Cockpit

COMPLAINT #3 – The game is too expensive!

You’ll often see news titles like “Player X has spent over 15.000$ to play Star Citizen“, or “Star Citizen’s new ship pack costs an absurd amount of money

Today, the cheapest game package costs 50$.

A few years ago you could buy one for 26$…

Sure, there are ships that cost over 400$ and there are ship packages which include a ton of ships (which are actually at a bargain price when you consider each ship’s individual price). But those ships and packages are NOT intended for just one person or a newcomer. They require several people to play.

Think of the Banu Merchantman which has a crew capacity for 8 people and costs 430$. Divide 430$ by 8 people and you get the price of the cheapest game package. Go gather your friends and buy one!

Banu Merchantman

These massive ships are NOT intended for solo play.

People who buy large ships now are simply trying to support the game’s development.

Also: every ship will be available to purchase with in-game money.
GTA V does this well. It gives people a reason to try to make in-game money. Something to strive for. An objective.

COMPLAINT #4 – The game will never be finished

Star Citizen has been in development for 8 years now.
The same amount of time as the sci-fi single-player game Cyberpunk 2077 by CD Projekt Red studios – which is expected to be delivered in 2020.

However, unlike Cyberpunk, Star Citizen is nowhere near completion.
At the same time, and unlike Cyberpunk, it shares its progress with the community regularly, instead of working behind the scenes and ultimately presenting a finished game. The complexity of developing each game is also radically different.

Some claim that the game will never be finished because of the feature-creep-Cthulhu. Others say their plan is actually to never even deliver a finished game. Even more skeptic ones say that Chris Roberts has run away with the crowdfunded money to a tropical island in the Pacific.

Feature Creep

Star Citizen Drake Dragonfly
Drake Dragonfly – hover bike

If you’re one of the investors (a.k.a. players) who feels frustrated by the way that they seem to keep adding new features and delaying the final delivery – then consider accepting it as a requirement or, instead, by blaming it on the idealistic dreams of the community.

A couple of years into development Chris Roberts suggested he could deliver a simplified game in two or three years.
One day a poll showed up on the Star Citizen website. The developer wanted to figure out whether the community would prefer to see a simplified version of Star Citizen within their initially planned timeframe or instead to deliver a more in-depth experience, one which would require a longer development stage.

As I somewhat expected, the community overwhelmingly (I believe almost 70%) asked for the later without knowing exactly what the real timeframe would be.

This meant that Chris Roberts could freely deliver his dream game. One he had been preparing for most of his career as a film director and game developer (Wing Commander, Privateer, Freelancer). Now he had big plans for Star Citizen and hiring the feature expansionist Tony Zuroveck (Ultima series) would only reinforce his interest in developing very in-depth and detailed game mechanics.

Innovation and delay

Even though many of these features or minigames are a gameplay delight, they take time to develop. A very long time for some. They also exponentially increase the number of bugs to tackle and problems to solve.

One of these features is the planetary tech they’ve developed. To render such massive planets and avoid loading screens sure was impressive – but it was also one of the reasons why the so-difficult 64-bit precision had to be accomplished in the engine.

Ships, in order to support the newly added features or concepts also have to be redesigned from scratch, like the Cutlass Red which serves as an ambulance and integrates with the health system, or the Carrack for the exploratory aspects of the game.

As a result, yes, feature creep is real and a real concern. It does divide the community between those who just want to play the game as is but in a more polished state and those who instead want the game to become better, with more content, features, and professions to explore.

star citizen medical

Star Citizen will never be released!

We should consider that the initial team for Star Citizen was rather small (50 employees) and the company had to slowly grow. Now they employ approximately 500 people in 5 studios across the world. This meant that more people had to be introduced, and teams still had to learn to work together on core aspects of the game, which ultimately lead to a slow start.

To support the growing number of employees, the initial record sales of the game wouldn’t suffice.

Looking at their latest financial report, one would quickly realize that what’s keeping this game in active development aren’t the initial sales anymore, but rather the on-going ship purchases, upgrades and merchandising. These sales sustain the whole team throughout the year.

Some people claim that they’re only making ships and concepts for ships to make money.

Well… this is… true.
They need to do so, in order to keep the project alive and proceed with development.

The reality is that the players are frequently buying paper ideas that aren’t yet realized in-game and are likely to change. Understandably, spending a lot of money on something that doesn’t yet exist seems difficult to accept for many outsiders.

Tic Tac Tic Tac

Adding to all this, as time goes by, age takes a toll on the game’s engine and assets, which has to be updated from time to time. Physics-Based Rendering (PBR) wasn’t a common feature in games back in 2012, but as time passes and technology evolves, it had to be introduced to avoid the pitfall of ending up with an already outdated game on release.
This meant refactoring all ships once again.

The same happened when the components feature was introduced. Ship components are parts of the ship that can be handled, fixed or replaced. The ships weren’t prepared for that and had to be refactored one more time.

Due to the live development approach, CIG prefers to deliver functional updates to allow the players to access other features or content.
These features are developed iteratively, being later on optimized, improved or further developed to add new innovations. The fact that they keep revamping the same features over and over is not a pre-planning issue but instead a requirement of the live development process.

Star Citizen Tumbril Ranger Bike
Tumbril Ranger Bike

Drinking Mojitos

I don’t think Chris Roberts is on an island in the Pacific.

This is his dream work. His unique chance to build his masterpiece.

His previous games have revolved around this theme and now he’s finally got a chance to make his vision truly come to fruition on his terms without any form of corporate pressure. Why waste the opportunity?

This is what led me to back this project. I’m a huge fan of his sadly incomplete Freelancer and I really want to see Star Citizen succeed.
I’m usually relaxed and I don’t excited about a game easily. Well maybe except for Red Dead Redemption 2 and Microsoft’s Flight Simulator 2020!

My concern

The fact that the game development costs are just as high as their regular revenue is a concern as there’s a point when players stop investing in new ships and merchandise. They will constantly need to reach out to new players in order to keep development going.
This could also be seen as financially and strategically sound to work as fast as they can with the assets they have access to.

Apparently, last month was one of the most profitable ones for Star Citizen with many new citizens joining the ranks.

I’m convinced by my peer’s attitudes towards this game that there is a significant amount of people who are actually interested in the game but still patiently waiting for it to release before buying it. Maybe still afraid of it being vaporware.
If true, this should act as a life-saving device as they can “release” the game whenever they want and get a large influx of fresh new money to sustain development for a few more months or years. The truth is that the game is more than playable right now, even if it still lacks content.

Eclipsing thoughts

Star Citizen is said to be being developed to achieve a 10-year longevity goal. This is the main reason why they wish to build a solid core game engine that allows for improvements and extra content over time.

Game development tends to become faster and faster as more of the foundational game mechanics are set in place.
We should see a LOT more content coming in 2020.

What are your thoughts on Star Citizen and this article?
Do you share my view? What are your concerns?

Leave me a comment below, or check one of my other posts!
If you liked this one, you might also like THIS one.

You should also check out my Star Citizen Ship Comparison Tool which is currently on standby waiting for some support from the community. Leave me a comment if you would like to see it shine again!

I just made a new post on the economy of Red Dead Redemption 2 that analyzes Star Citizen’s economy layout. Go check it out!

See you in the ‘verse!
-ViLa4480

Microsoft Flight Simulator Screenshot

Microsoft Flight Simulator and how Flight Sims landed on me

It flew under the radar – Microsoft Flight Simulator was “quietly” announced at E3 this year to be released in 2020.
It reminded me of how I forced myself to learn to enjoy flight sims.
Here’s a story for you:

In the beginning…

I didn’t enjoy flight sims until very recently.
In fact, I couldn’t figure out why people would spend hundreds or thousands of dollars on hardware to be able to fly virtually.

This topic first came to me quite a few years ago. An old gentleman at the local electronics store prompted my colleague about his newly-bought computer hardware. He was unsure whether his graphics card was good enough when compared to whatever was out there on the market.

Now, I don’t really keep up to date with hardware parts and their specs – but my friend does – and he was baffled.

Apparently, he had bought THE most expensive graphics card at the time. That graphics card wasn’t even being sold in my country yet.
He was asking my friend on how to “assemble” it. He clearly had no idea what he was doing.
-But something drove that old man to spend that much money on a piece of hardware. We talked for a little longer and eventually found out he was a flight sim enthusiast.
It all sounded very alien – and outrageous to us – poor Medal of Honor (1999) players. To spend that much and waste it on a flight sim? Pffft!

It hurts to look at… Microsoft Flight Simulator 2004

He certainly did not look like a gamer… But flight sims aren’t games… are they? How can you enjoy spending time on them?
I’ll admit it, I had a certain prejudice and naivety towards flight sims. Back then flight sims looked ugly, boring, complex and geeky.
I was young and unprepared.

But that encounter really stuck with me for quite a few more years and it gently brewed questions in my mind.

It triggered my need to understand flight sims and their appeal.

It took me on the most unexpected voyage in my whole gaming life. One that would consume a few thousand hours and a few hundred bucks.

Surprisingly, the real turning point was Star Citizen.
And Freelancer (2003).
And Freespace (1999).

X-Plane Orbx
When you can’t afford a passenger seat – X-Plane 11 + Orbx

I’ve talked about Freespace in this blog before. A space fighter game which truly opened my eyes to the beauty of sci-fi themes. Then Freelancer, another space sim, came along and it blew my mind with its unprecedented freedom of exploration and trading.
One day I was casually going through Kickstarter titles and I noticed Star Citizen a space sim from the creator of Freelancer.
That description was all it took to get me hooked.

Star Citizen was the game that Chris Roberts dreamed of making all along. With the massive support from the fans, he now had the chance to make the “Best Damn Space Sim Ever“. His vision was so expansive and focused so much on immersion that it triggered in me a need to become one with the game.
So… I bought a joystick!
…A HOTAS actually (it has the thrust control)!

One day I was casually setting up my joystick to try out the WW2 flight sim War Thunder, (in “Realistic” mode). I was having some trouble figuring out how to take off from the runway… and then it clicked.

The large hunk of scrap slowly started to move. It made a lot of noise, the plane jiggled, the aluminum frame clanked… and then… I was flying.

War Thunder – Those trees are moving way too fast!

Fighting was awful with a joystick in War Thunder

…But the views were absurdly beautiful. The sunlight bouncing off the wings and the cockpit. The dials, knobs, and buttons begging to be read and squeezed.
That’s when flight Simming started to make sense to me.

Sure, I had flown planes in the past: Grand Theft Auto, Battlefield, Arma. None had the unavoidable and demanding level of detail you’d find in War Thunder.

I accepted the challenge.
If I was able to appreciate the non-combat aspects of War Thunder or World of Warplanes, maybe I was now able to put prejudice aside and try a real flight sim.

DCS
DCS

It was the 25th of January of 2015 and I had just bought the oldie Microsoft’s Flight Simulator: X (FSX, 2006).

That horrible AND EXTREMELY LOUD music played.
The dark omen for all the pain and pleasure I would endure in the upcoming months.

It took me hours of reading tutorials on how to start a plane. You need to check the levels, man the radios, get the injectors flowing, magnetos, batteries, fuel, parking brakes… -> or instead just press Ctrl+E and it does all of that for you – and off you go!

WEEEEEEE!
In a couple of minutes,
I was flying over my small town.
-It looked terrible.

But there was potential there!

So I decided to install a couple of free HD textures mods to update the old graphics engine.

I live in a very dense, steep-mountainous wine region.
The birds-eye view of the Douro valley near Porto, in Portugal, was absurd.

A photo of the Douro Valley – I’ll take a screenie later on!

It felt great to be able to go anywhere in the world and see the landmarks, the rivers, the cities, and the mountain tops. Feeling the old C172 (small plane) engine growling to my command was awesome.
Preparing to land is surprisingly tense – your attention levels skyrocket!

My perception of what flight simming was had changed dramatically.

Some people care about all the engineering parts of a plane or the technical aspects of flight – I don’t.
What I love is that each trip feels like a long cargo run in Freelancer, where, if you’re not careful, you might lose your cargo, your plane, your life! I also only do low-altitude flights as I love watching the views in my tiny paper planes.

Over time I realized that flight simming represents freedom. Freedom to go anywhere and to decide what to do next.

X-Plane Photorealistic
X-Plane + Orbx

Flight simming is made of layers.

If you truly enjoy flight simulators, then you’ll be spending quite a lot of money on hardware and software. Here’s some of the stuff I bought (I get no commission!):

  • If you follow this blog or my Twitch stream, I’m sure you’ve noticed how I love management games.
    I found out that by using AirHauler you can turn flight sims into an amazing online management game. You’re able to build airports, buy planes, do cargo runs, manage other pilots, build a fleet!
  • By using Flyinside to add Virtual Reality to the simulation, you’ll be blown away by the realism you get – and the real fear of heights when you open the plane’s door mid-flight (I almost fell off my chair…).
  • If immersion is your thing, the Buttkicker bass shaker makes your chair rumble to the plane’s engine and the wind and rain effects on your plane! Hands-down the most surprising piece of hardware I ever bought!
  • Also check out the really cool custom button boxes out there!

Add to that the mandatory joystick and the processor and graphics card upgrades – and now your wallet cries.

BBJSimRacing Buttonbox

It took me years to understand the hobby.

Flight Sims truly push the limits of your hardware in exchange for immersion and fun.

I can FINALLY relate to that old man, who spent that much money on a graphics card that he wasn’t even sure how to install.

Microsoft Flight Simulator

We’ll celebrate 14 years between Microsoft’s Flight Simulator: X (2006) and Microsoft Flight Simulator (2020).
I will be reviewing this on my following post – next week!
Subscribe to the blog and stay tuned!

Clear skies!
-ViLa4480

Thank you DCS, X-Plane, War Thunder, Prepar3D, FSX, Microsoft Flight Simulator – and the amazing Pickinthatbanjo!

The Best Upcoming Games – 2019

Which games are you most looking forward to play in 2019?

This list will always be under construction!
Let’s build The Best Upcoming Games 2019 list together!

Check it out below and share your suggestions!

Please note that this is an ever-evolving and ever-incomplete list of games based mostly on my own personal taste – but if you guys have any cool suggestions please drop a comment here or via Twitter!
-ViLa4480

[cool-timeline layout=”default” designs=”design-2″ skin=”default” category=”upcoming-games-2019″ show-posts=”10″ order=”ASC” icons=”NO” animations=”none” date-format=”default” story-content=”full” based=”custom” compact-ele-pos=”main-date” pagination=”ajax_load_more” filters=”yes”]

Do you have other games you’d like to see highlighted?

Maybe even a full review? Leave a comment below or via Twitter!

Curious to know what the Best Co-op Game of 2018 was? Check out the extensive reviews here!

Would you like to buy games at a discount? Follow this referral link for discounted games at Kinguin. Go check it out if you would like to support this blog!

I’ll see you in-game!
-ViLa4480

Chewbacca

How Sci-fi & Fantasy changed my life

I’m not exactly sure how I came to discover Star Citizen.
I guess it was a long, long time ago, in a galaxy far, far away…

In the beginning…

I have to admit. I didn’t grow up with Star Wars, Star Trek, Conan or LOTR. My parents never really enjoyed sci-fi or anything that felt out of this world, unrealistic or fantastic. This meant there were no chewbaccas, elves, action men, or superhero comics during my childhood.
I vividly remember getting two action figures for my birthday and I couldn’t figure out how to play with them.

It is understandable that you might feel an altruistic frustration when reading these lines… Don’t worry, I had a happy childhood. Instead, I turned to legos, puzzles, videogames, TV shows, history books and boardgames. It might sound strange but I honestly had a lot of fun reading dictionaries… Yeah… I guess I am weird that way.
I was never one to go out and play on the street either… even if growing up in Portugal, the land of football (soccer).

This affected the videogames I played during my childhood. Actively avoiding sports games, first person shooter games and any other games that were set in space or fantasy related.
I have to admit… I still do avoid some of these themes.

Something that I am now able to recognize is that the lack of high fiction themes actually made me crave those things.

Surviving childhood

I’m not exactly sure how I survived my fantasy-less childhood… I guess I was enlightened by certain events…

My parents would never buy games for me – they thought buying games was a waste of time and money when I should instead be reading books on Finance and the great classics of literature.

So I had to resort to other forms of getting to them games.

Back in the old cassette or diskette days, pirating games was easy… but not that easy when you don’t know someone who actually owns the game you want.

You have to understand that due to the fact that ads for videogames were pretty much non-existent here in Portugal, most of the times I didn’t even crave for a new game because I didn’t even know it existed in the first place.

One day my father started buying these computer magazines that often times brought diskettes or CDs with plenty of game demos. I would spend hours upon hours playing the same game demos over and over until the next diskette arrived…

I remember playing a demo version of Heroes of Might and Magic III which only allowed you to play for 16 turns! The amazing scenery was quite beautiful – and I often tried to speedrun as much as possible to reveal most of it before the 16 turns were over! …But I never got the chance to actually buy Heroes III.

16 turns to reveal the full map!

Demos make you smarter!

Thinking that I was playing all these game demos, now made me come to the conclusion that this did make me grow up not only as a player but also as a person.
I just realized that I was playing rather complex games and I didn’t even speak the language nor did I understand advanced game mechanics at all.

Since I had no access to other games I was forced to play whatever showed up – and in the process, I had to figure out how they were meant to be played without tips or instructions.
I was not just learning how to play many different game concepts, but also how to react to very different interface systems written in an unfamiliar language!

Kids need to exercise their brains as often as possible and, to be honest, I can’t think of a more intensive and multilayered activity than this.

The Age of the Internet

The Internet came to my door and it slowly became my world. I was too young and naïve back then to realize the impact it would have on everyone. My parents wouldn’t allow me to go online for a few years – and with that crazy modem screaming like it used to when connecting to the web, it really wasn’t easy going online without having other people noticing.

However, the first thing it allowed me to do was to read articles on newly released games and even to be able to order games online that I would otherwise never be able to get my hands on since there were no videogame shops or arcades near me.

I remember getting the game Descent: Freespace by Volition thinking it was a historical strategy game (how did that happen?!). Slightly disappointed since it was sci-fi themed, I reluctantly decided to play it.

I was hooked…
That game broke my ice towards sci-fi games.
For the sake of time I won’t go into too much detail but… It had such brilliant characters and story arc! It simply blew me away and I never saw that coming.

HOLY SHI…van

A couple of years later, with the dawn of DSL and unlimited timeplans, something else and something new was on the horizon.
I decided to try Wolfenstein: Enemy Territory – a brand new and FREE ONLINE GAME!
Reluctantly I decided to play it since it was an FPS game… but… well… at least it was free!

I was hooked…
…and I was GOOD at that game!

Friends mean fun.

One day, while playing Wolfenstein, a bunch of strangers that I was playing with, asked me to go and play with them… “to join a clan” they said via in-game text chat. I had no idea what that meant but I said “Uh… sure…”.
Butcher, Crisplover, Myrdraal were my teammates in that match – each from a different country.

I had a microphone and I installed Teamspeak to join them… but I was too scared to use my voice!
At one point Myrdraal stepped on a mine and I rushed to him unaware that I was screaming “Don’t moooove!!” with my voice comms active.

Everyone on Teamspeak was surprised to hear my voice.
…I was too.

They all laughed and greeted me and welcomed me to the clan.
Later on, I understood that my careless split-second decision to join them that day had turned into something much much greater than I anticipated. I had made new friends.

“IT SPEAKS!!!”

Chewbacca with a lightsaber

I was 18 and I had never ever watched a Star Wars movie before and Freespace was the only sci-fi game I had played until then. Some of my ET friends used to play Star Wars: Jedi Academy when they weren’t playing Wolfenstein: Enemy Territory.
I didn’t expect much from a sci-fi game from a franchise that I knew nothing about.
To validate my point, let me clarify that I picked a Sith Wookie as my character …I thought red sabers would go well with brown fur.

Needless to say that I was forced by my roleplaying clanmates to go and watch Star Wars before they allowed me to play with them. And grumpily I did. And it finally opened up my mental doors to sci-fi.

My brain still has trouble digesting weird space creatures or magic and I still don’t see the point in using most of that, but I finally understood… it’s not about the creatures… Sci-fi allows for greater-than-life characters and story arcs. In Stargate SG-1 you barely ever see alien-looking monsters – they’re most often humans with different clothing and earthly needs. But it is the setting that allows a great adventure to happen.

The exact same thing happens with fantasy-themed narratives. I don’t get thrilled by characters using magic… Mordor isn’t fun because of its architecture. It’s fun because it creates a problem that needs solving. The whole Lord of the Rings story is simply about Humanity fighting evil and racing against time – a theme harder to depict in a non-fiction environment.

Fantasy and Sci-fi are an escape from the predictable boring reality of everyday life. It took me some time to grow up and learn that …I dig that.

Growing up

Even if repressed during childhood, sci-fi and fantasy themes managed to crawl into my life and taught me an important lesson.

While writing this article I’m realizing that the stuff that I’m mostly drawn to… are actually sci-fi or fantasy themed! I really feel like I may have lost something during my childhood as I never got to experience those worlds when our imagination runs wild. But at the same time, I feel like this whole process has made me grow up to become a little bit more down-to-earth and pragmatic when it comes to learning and how to enjoy new things.

Today I feel that anything can be enjoyed or learned no matter how much of a lack of interest or mental or physical disadvantage you think you have.

You need to find the fun and motivation in all things.
In my case, it was friendship that dragged me in and the exploratory will to pursue themes that I did not fully understand by playing a game I did not expect to enjoy.
Then my own walls of reluctance caved in when I understood that learning is fun and that having fun while learning makes it easy and achievable.

A couple of years ago I just couldn’t understand why someone would enjoy flight simulators – they seem EXTREMELY boring.
I decided to figure it out – it was hard to understand it at first – but then… I was blown away. The same happened with games like Europa Universalis or Democracy.

For years I thought I wasn’t able to draw.
I lacked the mental ability and the physical coordination to do so.
Last week I was stunned at my very first decent drawings.

Today… I’m loving this brand new blogging adventure.

Keep learning!

Boot
My very first boot!

Next week I’ll post part 2 of this article… on how I got to Star Citizen.
Meanwhile, why not learn more on how I just turned into a blogger?
Not a magic trick. Promise!

I’ll see you in-game,
-ViLa4480

P.S.: If you’re more into historical fantasy… why not try Papers, Please?