CONTENTSPrologueThe Insomnia Best Game of All Time Award: Star CitizenThank you God"There has never been anything like it"How I Learned to Stop Worrying and Love the WipeThe Chow Hall DramaToo Good to be TrueThe Most Released Game of All TimeThe Year of Chris RobertsThe Coolest Thing You'll Ever OwnStar Race, or The Whitest Game Ever
Go On, Play Some More SteamCitizen AnnihilationThe Birth of Quantum GamingThe Project Game In Your GarageThe Greatest Screenshot EverThe Sum of All GenresStar Race, or The Whitest Game EverFair warning: what you’re about to read is the most racist art criticism essay that will ever be written. I offer no excuses or apologies: this is reality, and it’s not for everyone.So I believe that pretty much every gamer ever would be able to appreciate the insane level of complexity and detail in
Star Citizen’s vehicles, if we took them in the game and showed it to them. We had one guy for example—who plays singleplayer campaign games almost exclusively—join us for a couple of sessions, and when we took him to see the Hercules in the Crusader showroom on Orison, you could hear his amazement at the scale and detail of it all coming through our headsets. These are vehicles that get an entire team of developers to work on them for one or more years before they are released—so each vehicle receives more work than
entire other games—and our friend and long-time dedicated
Insomnia reader, being an experienced hardcore gamer, could see this immediately when we took him there—but we never saw him in the game again after that session. The trailers looked amazing to him, the screenshots I’d been posting looked incredible enough to compel him to join us in the game—even though he’s not a fan of multiplayer—and even the environments and vehicles took his breath away when he encountered them “in the flesh”—and yet he still dropped the game like a wet towel after the introductory sessions. And the question now is why?
In fact
Star Citizen has a horrendous bounce rate, in my estimation. I would say fewer than 1/10 people who try it, stick with it even for the medium-term, let alone the long-term. Even more interestingly, many of those who bounce (and as aforesaid, ALMOST EVERYONE bounces) are ECSTATIC about the game in their first sessions. But then... something happens a couple sessions in, and they bounce harder than an overinflated basketball, never to be seen in the game again, or anywhere near it. And, as aforesaid, these aren’t generally casual, clueless gamers;
Star Citizen isn’t on Steam and game journlolists hardly ever mention it, and almost never in a good light. Almost everyone who enters their card details on the RSI website is some kind of long-time dedicated gamer, and even
they bounce at my anecdotally-derived rate of 90%. So what gives?
There’s no delicate, diplomatic way to put this, so I’ll come straight out with it: What gives is that
Star Citizen isn’t a game for normal people, it’s a game for
supermen: for humanity’s
cream, which basically means for the
White race’s cream, because that’s what “humanity” means at the end of the day: it doesn’t mean africans or arabs or latinos, and past a certain point it doesn’t mean asians either—which is why all these races are virtually non-existent in the game, and REALLY non-existent in its development teams (it being 100x harder to work on the game than to play it).
Star Citizen is a game for straight White males, and not even for all of them, as even THEY get filtered at a 90% rate (non-Whites get filtered at a 99.9% rate, meaning not one but TWO orders of magnitude worse). All this by the way conforms perfectly to the normal distribution graph of genres and races in my essay on
The Popularity vs. Quality Equation.
So what is it about the game that filters practically everyone?
Creativity. It’s the game’s demand that the player create his experience. And since only about 10% of Whites are creative (and practically no non-Whites), that is why the game’s bounce rate is so horrific.
Let us zoom in on and understand exactly what I mean by creativity. I don’t mean autistic “sandbox” garbage like
Minecraft which REALLY ARE sandboxes, and therefore stupidly boring (only thing sandboxes are good for in reality is cats pissing and shitting in them, and it’s the same in gaming ones; I hate that fucking term, and I hate that fucking “game”). What I mean by creativity here has two components: 1) Insane mechanical complexity that allows for a bewildering possibility space, and 2) Complete lack of handholding in the usual, tired forms: cutscenes, plotlines, scripted campaigns and invisible walls to bounce off when you TRY to be creative and FAIL because the mechanical complexity for creativity simply isn’t there (which brings us back to point 1).
A better comparison than
Minecraft is games like Grand Theft Auto, and
Star Citizen is next-level Grand Theft Auto. What is the difference between them that makes
Star Citizen next-level? Precisely the two factors I just enumerated. Other than those two, the two games play exactly the same in the sense that you do the same things in them: whatever you want to do—at least to the degree allowed by the mechanics.
Let us understand this more deeply, because this is the whole point of this essay. What do you do in Grand Theft Auto? You drive around—or ride around, or fly around, or walk, run or swim, etc.—and you explore, adventure, fight, manipulate characters and objects. That’s the MECHANICAL part of what you do in a Grand Theft Auto, or any open-world game. And that’s exactly what you do in
Star Citizen—only at an insanely higher level of complexity, and without handholding. That’s why it filters almost everyone.
I won’t get into the astonishing amount of trouble brown people have with merely flying the ships in this game. I don’t want to get that cruel. Even yellow people ultimately have the same problem because, though they can mentally grasp the systems and controls just fine, they lack the ENERGY to care enough about bothering with them, which is exactly the White female (and homosexual) response. Many White females and homosexuals can grasp
Star Citizen’s systems and controls just fine, but they just can’t be bothered to. It’s the same reason they play with dolls as children instead of remote-controlled cars, trains and Legos. So ALL these demographics FAR prefer pushing “forward” to drive a car in Grand Theft Auto instead of memorizing TWO KEYBOARDS’ worth of keybinds in
Star Citizen lol so as to get off a hangar—only to get
impounded top kek because they didn’t do it fast enough and be saddled with a fine before they’ve even properly got off the ground lmao.
This level of complexity and punishment only White supermen can deal with, let alone PREFER it as ENTERTAINMENT CHOICE—as their RELAXATION from their REAL LIVES and JOBS.
So the insane complexity is half of the filtering process. The other half is the complete lack of handholding. Because even the few non-straight-White-male-supermen who manage to get off a landing pad... freeze at that point. They freeze because... there’s no cutscene telling them where to go and what to do next. They have an ENTIRE SOLAR SYSTEM rendered in stunning millimeter detail in front of them—the greatest real-time “level” and play environment in all of gaming!—... but they have no direction. And the uncreative NEED direction. So they log off, and never log back in again. They head back to traditional games to command them what to do because “He who cannot command himself will be commanded”—thus spoke Zarathustra. So they go elsewhere to receive their commands.
In fact, a resounding confirmation of my thesis is that, when Global Events like
Jumptown,
Siege of Orison and the like are running... many of the uncreative come back! They come back because... cutscenes! Clear commands and directions! Unambiguous win/lose states! During scripted Global Events, tiny parts of the majestic
Star Citizen metaverse function somewhat like traditional midwit games (all traditional games are midwit games), and that’s why, while these events are running, the uncreative midwits (all midwits are uncreative) flock back to the game to take their orders. But the events last only a few hours, and once they expire the midwits are off again, seeking another game to command them. And only the straight White male supermen are left behind, to chart a path through this ever-growing space of mind-bewildering possibilities, and play with them.
The “ever-growing” part by the way is the crucial part. When
Star Citizen first launched back in 2013, the only thing you could do was walk around your ship in your hangar. This was the so-called “Hangar Module”, and at that point the game was laughably simpler than a Grand Theft Auto. But then came the first space stations and suddenly you were playing
Shattered Horizon with 50 players and mini-
Freelancer on top of that. And then came the first walkable moons and planets, and then you really
were playing Grand Theft Auto on a solar-system scale (whereas to this day you can barely even drive out of a GTA city). We are now at a point of complexity where a new player can take a simple box delivery mission, and in the middle of it encounter an entire FLEET of player-controlled ships and ground vehicles that’s bigger than almost anything you’d see in a sci-fi movie. Just one newbie player carrying his delivery box... suddenly up against capital ships and bombs that flatten kilometers. Right out of the game’s starting gate—all the while you STILL can’t play GTA in co-op because midwit heads would explode if you could.
This is the other main difference between
Star Citizen and open-world games. The open-world games never add anything beyond the initial release, while
Star Citizen has been adding new mechanics EVERY THREE MONTHS for TWELVE YEARS NOW. The game is now literally TEN TIMES as complex as it was a mere 16 months ago when my clan and I got into it. One of the latest examples is a tractor beam rifle that can move entire vehicles. We are talking a Battlefield scenario where someone lifts A WHOLE TANK or SPACESHIP and uses it as a SHIELD. Or you can block exit and entry points with it, or simply park it on a landing pad so other players can’t use it: the possibilities are endless, which is why even the developers themselves don’t know all of them, so with every new mechanic they add they anxiously monitor the playerbase to see how we will abuse it in order for them to fine-tune everything to limit the abuse (it being as impossible to completely eliminate it as for God to make every lifeform in the universe behave “good”, whatever that might mean).
Midwit games, meanwhile, have been going the other way for some years now, perhaps the most infamous example of which is what happened with the Far Cry series, where the latest installments have been shown to have had simpler physics engines than the celebrated high point of the series, which was
Far Cry 2 all the way back in 2008. Midwit developers often REMOVE features rather than add them in order for their games to remain at the sales sweet-spot of my popularity/quality graph, so a ceiling of complexity has now been established for the majority of the industry that corresponds roughly to the average White IQ of about 100. And the industry as a whole will never move past this point until mankind does, through widespread eugenics practices. (In fact the current drop in White birth rates combined with the sudden mass influx of brown and yellow DNA—with the yellow DNA underperforming its nominal IQ levels due to catastrophically-low T—means that the immediate future, at any rate, will likely be even worse.)
Throughout all this,
Star Citizen keeps piling on the mechanics because it’s headed by a White genius, and funded by the cream of wealthy White humanity. The result is an abyss of complexity inside which marvels and downright
miracles are possible that, not only are impossible in other games and game engines, but whose developers and players lack even the imagination to imagine them.
I am talking jumping out of a friend’s ship in atmo and then being tractor-beamed back before hitting the ground, or riding a buggy off a cliff to land inside a capital ship’s hangar. If this sounds like sci-fi extreme sports to you, it’s because they are: and remember which race (and sex, and sexual orientation) invented extreme sports (hint: it wasn’t congolese lesbians).
So when you explain to a high-IQ/high-T White all these mechanics, you can see their eyes grow wider as their brain starts to run through them, calculating all the possibilities and figuring out which they prefer to explore, and in what order. But when you explain the very same mechanics to a midwit... you see their eyes DIM instead. When a midwit hears of all this stuff, first of all he can’t even conceptualize it, because that’s what it means to be a midwit: that your brain don’t work very good. So before I’ve even gone through half of what I want to say, I’ve already lost their interest. They aren’t calculating possibilities at that point, they are just thinking “Won’t this comically overexcited guy shut up anytime soon?” Of course they won’t say this because they are polite, but they sure are thinking it and I can see it in their eyes as they dim more and more the more possibilities I explain to them. And even the few possibilities that they manage to grasp, feel like WORK to them. They aren’t excited by them at all. If anything, they are REPULSED by them. Or what? You think that when you explain to them complex multistage multigroup salvage-mining-cargo operations with rotating security and escort details, that the midwits will jump for joy and throw their credit cards at the screen? icycalm will, Elon Musk will—and Chris Roberts spent his entire professional life to engineer these possibilities for us—but if you expect your average White midwit (not to speak of the non-Whites) to feel any excitement, any enthusiasm, any joy for any of this, you don’t understand
homo sapiens at all. There would be negroes and homosexuals halfway to Alpha Centauri by now if anyone besides the smartest and most energetic straight White males cared about this stuff. The negro race is 60,000 years old, while it took Whites a mere 3,000 years to go from Athens to Mars. The negroes could have been anywhere by now if they felt any attraction at all for this stuff: for engineering, organization and logistics, for exploration, adventure and discovery. They never even went swimming lol. And if White females and effeminate males had been with them back in africa, they would have been standing right there with them on the beach.
The astonishing degree to which all this is true only dawned on me very recently precisely thanks to a negro, a random we met inside the game (the Area18 shuttle) who joined us for a while. First of all, the dude was clueless about everything. He didn’t even know what
Squadron 42 is. How can you play
Star Citizen and not know this? But otherwise he was a very nice, very friendly person—and surprisingly capable as a big ship pilot. I loved having him fly us around to our missions on his Carrack, I felt safe entrusting my team and all our ground vehicles and equipment in his hands, which I can’t say for most players who try piloting the big ships. So as you can see, exceptions exist, and I am by no means denying them. If anything I welcome them with open arms, as my complex organizational efforts require every bit of help they can get. But still, the dude wasn’t White, and he made it clear very quickly when the conversation turned to the upcoming base-building mechanics. Once again, everyone knows that these mechanics are the most hotly anticipated by the playerbase. During the recent CitizenCon, the base-building segment was reserved for the very LAST few minutes of a TWO-day convention, right before the new
Squadron 42 trailer that set the internet on fire. I have NEVER heard a
Star Citizen player look down on these mechanics, and in fact I know of plenty of people who are WAITING for these mechanics in order to get into the game at all.
But the negro went, “I am not interested in building at all”. And though the remark astonished me in the moment, it was of course the most natural thing in the world. Just google for some pictures of where he’s from, and you will see. Of course he isn’t interested in building. That’s why there are no buildings where he’s from.
AND THE WHITE MIDWITS AREN’T INTERESTED IN BUILDING EITHER, nor the White females or homosexuals or effeminate males. ARCHITECTS are interested in building. ENGINEERS. DESIGNERS. PROGRAMMERS. Which is to say, high-IQ straight White males:
Star Citizen's playerbase. But I am only repeating myself at this point.
This is why it gives me so much pleasure when I see a picture of a Bar Citizen—the frequent worldwide in-person social events that Cloud Imperium Games hosts. You know how non-Whites use the expression “my people” to refer—not to us, the Europeans and Americans who share the same passports with them—but to their foreign kin from the filthy shitholes that spawned them? Well, the guys attending the Bar Citizens are MY people: the hyperinquisitive, hyperintelligent cream of the White race for whom I am writing everything that I write, and for whom Chris Roberts and Cloud Imperium Games are developing all that they are developing.
The kind of people who build websites based on a game that are more conceptually complex than entire other games.
The kind of people who build hardware based on a game that’s more complex than other people’s entire consoles and gaming rigs.
For
them it is that Chris Roberts and I do everything.
For our brothers, the Star People.
For the Aryans.
1488 o7o/
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