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{{Infobox commlink
|title = Death of a Spaceman
|image = Comm-Link-Death.jpg
|url = https://robertsspaceindustries.com/comm-link/engineering/12879-Death-Of-A-Spaceman
|type = Engineering
|publicationdate = 2013-02-05
|series = Design
}}

My goal with [[Star Citizen]] is to build a universe that I want to play in day after day, one that fully immerses me in the environment and stories that happen around me.

In Star Citizen’s [[Persistent Universe|persistent universe]] I want events to happen, governments to fall, wars fought and players becoming legends. I want to see a Galactapedia that grows from week to week, reflecting not just the ongoing content Cloud Imperium plans to continually generate, but also the great deeds achieved by players.

[[File:CommLink_Privateer_Save.gif|thumb|right|Pilots in the original Privateer had to return to base before they could save their games.]]
To achieve this sense of a living history, there needs to be a universe where time progresses, characters die, and new ones come to the front. Beyond this, I want people to have a sense of accomplishment when they complete a really difficult trading run or kill an especially infamous pirate. I hate the current game trend in single player games where the game auto-saves every 2 seconds and if you die you just start a few steps earlier. This makes you a lazy and sloppy player. I bullied my way through games like Mass Effect or Gears of War, running in guns blazing, knowing if I died I would always just re-spawn a few steps earlier. In [[Wing Commander (series)|Wing Commander]] or [[Wing Commander: Privateer|Privateer]], you had to complete the mission to move on. There were no mid mission saves. This created a sense of anxiety towards the end of the mission if you were badly damaged and your shields were low, but if you managed to limp home successfully, you felt a sense of accomplishment. Without the risk of losing something you’ve worked hard towards, the sense of achievement is cheap.

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