Where system logic, emergent behaviour, and questionable elevators collide in Star Citizen.
A series of editorials examining the behavioural design, emergent mechanics, and unintended consequences shaping Star Citizen’s latest evolution.
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Is That Griefer Helping Test AI or Just Being a Jerk?
A cheeky look at whether griefers in Star Citizen are just trolls—or test subjects feeding CIG’s next-gen NPC design. Vote now and dive into the theory.
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You’re Not Playing the Game — You’re Teaching It
Clunky elevators and scattered inventory might not be gameplay flaws — they could be system tests for the future of base-building, org logistics, and persistence in Star Citizen. What if the game’s watching how you play to decide what kind of universe to build?
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When Helping the Dog Ends in a Massacre
Stormbreaker might be the biggest behavioural test in Star Citizen yet—and we’re too busy looting to notice. Is CIG using chaos to train AI for a truly dynamic future?
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Stormbreaker in Star Citizen: Exploration or Ethical Breakdown?
Stormbreaker frames itself as exploration, but Star Citizen players might be walking straight into a moral grey zone with their weapons drawn. If ASD is solving the regen crisis, why are we griefing their scientists for alien barter loot?
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When Chaos Is the Point
Griefers run wild in Star Citizen —but is it chaos by design? What looks like neglect from CIG might actually be the smartest test yet.