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by JeremyReimer 1362 days ago
I had even less luck than this with the elevator. I couldn't open the door! Apparently it's unlike every other video game in existence, where door opening is a matter of a) walking up to the door, or at worst b) walking up to the door and hitting a button. But in Star Citizen, someone apparently coded an elaborate "door opening simulator" that requires you to switch modes and active your arm and do something complicated. I tried reading all the button prompts, and hit all the buttons, and I was able to open the door once, but then I was sent to another lobby with another elevator door and that one I couldn't open.

I was an original backer. Years ago I was able to get to the hangar and fly my basic ship around and shoot aliens and asteroids. Today I'm confounded by doors. I expect that when I try the game again in a few years, I'll probably have to read tutorials about how to make my character breathe and blink his eyelids.

2 comments

Haha wouldn't put it beyond them to get to that level of detail.

The minute details don't bother me much, just that they're focused on so many of these (at times ridiculous) details, yet in my case and others, the elevator doesn't even appear.

At the least they should focus on making a playable/accessible game, then drill down

This is fake right? You enter a minigame to move your digital index finger around on the keypad sim and punch in the right opening code for the class of ship you're on and its commanding officer? And people paid 500 million bucks for this?
EDIT: It looks so easy in that video! I'm not sure why I had so many problems opening the door, but I did. Maybe I'll try it again. Maybe I'll just wait a few more years to see if the game gets better first, though.

I suspect that the rationale for adding more and more complicated systems is to increase the sunk cost fallacy for existing players, who will have invested increasing amounts of time into learning how they all work. (And perhaps, to make everything seem less like a video game and more like a "real life simulation").

There is no way that a new player would do anything but bounce right off this game, but perhaps that is by design.

Just tap F, instead of holding it. Holding it brings up the equivalent of a context menu, like right clicking in a 2D application. Some items have more than one action, rather than make you open up a dialog to pick from a list of actions, they tried to simplify it into the context menu. For what it's worth, the actual design goal is that most things are in-world buttons or screens, and that the context menu is less necessary.