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.

  • Is That Griefer Helping Test AI or Just Being a Jerk?

    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.

  • You’re Not Playing the Game — You’re Teaching It

    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?

  • When Helping the Dog Ends in a Massacre

    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?

  • Stormbreaker in Star Citizen: Exploration or Ethical Breakdown?

    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?

  • When Chaos Is the Point

    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.