What did the Stretch Goal of $6,000,000.00 promising "100 systems at launch" actually amount to?
Well, for starters, it didn't have planets you could land anywhere on, per
10FTC Episode 28 Question 6 planets to scale with an open and playable surface was never intended with the original release of Star Citizen that would have been comprised of 100 Star Systems.
That isn't to say there wouldn't have been planets and moons.. you just wouldn't have been able to interact with them in even a remotely realistic or meaningful way.
Get too close to one? Nifty vFX followed by death then respawn (probably).
What we would have had would have been something like how things were done in Freelancer (the game), specifically the concept of planetary entrance points/rings (possibly several per planet).
Arc Corp's Area 18 may have ended up being a concept for what some of the more heavily populated cities/planets might be implemented as but it is easy to see how this could have been how all landing sites were originally planned to be implemented.
So, to answer the first question:
We would have had a largish area to fly around in with planets some of which you can stop down to via a cut scene or maybe on-rails flight path to then probably interact with other players also on that planet via an instancing system.
We would probably also have been able to do things like buy and sell goods, ships, weapons and armor from both these "cities" and space stations.
What effect has the planetary tech that has been developed over the past year or two had on the scope of Star Citizen as a whole?
Don't get me wrong, Area 18 is neat and all, but it is not a very big place in terms of actual gaming real estate.
If variations of that is all we would have had available to us planet-side than it would have been fine, I guess, but nothing truly ground breaking.
That isn't to say the work on procedurally generated planets that CIG has done also is ground breaking - it isn't..
The scale at which they are building the planets, however, is what's ground breaking.
The first iteration of this that the backer's will see comes in the form of 3 moons and a planetoid - nothing approaching "big" in terms of celestial bodies, yet to circumnavigate Cellin on foot is said to take 12 and a half days.
We've read that tidbit. We've re-read that tidbit. It is not new news. Yet it still boggles the mind.
It is one thing, with the upgrade to 64bit, to be able to make a big space game filled with big.. open.. space.
But that, by itself, is neither all that impressive nor does it necessarily make for good game play: 100 systems full of empty black to play hide and seek in? woo.
To answer the second question:
I argue that the inclusion of the planetary tech ahead of release (contrary to what was originally planned) has increased the amount of engaging playable area that Star Citizen will have to offer by a magnitude that isn't easily comprehended.
Celestial bodies at 1/4th, 1/6th or even 1/10th the scale of real life that we can actually explore and play on (ground battles, base building, racing, etc) is such a departure from what was originally pitched in terms overall size that it is difficult to even make a comparison.
How does 5-10 systems at launch now compare, size wise, to 100 systems at launch then and does it constitute less game then we were originally pitched?
So, and I realize that this has gone a tad long (I fired my editor.. sorry), the conclusion/answer to the last question:
Yes, as the trolls of this sub will undoubtedly remind us repeatedly, 5-10 is absolutely smaller than 100.. when taken as simple numbers and nothing further.
But 5 - 10 or even 20 "Area 18's" in a given star system * 100 probably doesn't even amount to the playable surface area of one of the moons we're getting in 3.0.
Yes, yes.. I know, content density is a potential problem - and only time will tell whether or not CIG are able to populate these planets with enough engaging content to keep us coming back to see the sights..
But I think you'll agree that with the inclusion of the planetary tech and just how much that magnifies that amount of game that can be crammed into a given system, 5 - 10 systems at launch is both less "open space" and at the same time significantly more game.
Could CIG still hold to the 100 systems at launch with the planetary tech? sure.. but it will likely take years of content creation to flesh out that many systems.
Would you rather the game stay a perpetual Alpha/Beta during that time or would you rather be playing the live version as soon as possible and CIG can add to it as they go?
We really cannot have our cake and eat it too, but I posit that CIG's apparent current plan is a compromise that I can live with.
Thoughts?