ichtyander
Member
The sleeping part kind of confused me. Don't see how the game can be a shared universe. What would an observer watching that planet have seen when Sean took his nap?
Hyped as fuck though.
Hahah, didn't occur to me but it's a very good point.
An observer (i.e. another player) would most probably need to go through a similar transition screen, skipping time just as you did while sleeping, but only if he's inside the same star system and is thrown inside the same "lobby" you're in.
I think it's safe to guess that star systems are like hubs, specific pocket universes where the passage of time is only important to you and, in the very rare case, a few other players that happened to be in the same lobby as you.
This might create problems for, say, NPC trading ships that are actually traveling between star systems, because that would create a discrepancy between what is happening in the neighboring star system (in terms of economy, if an NPC trader ship has delivered its cargo or not etc.). It might not have to though, if the game does simulations in the entire neighboring sector of star systems based specifically on your own "internal clock". In other words, the game might not have a "galactic standard time" but more like an illogical local time based on the player's actions, like every star system or at least a cluster of star systems share exist in a special time bubble.
It's an interesting thing to see how they've gone about doing this, and it kind of reinforces what they've been saying all along, that it really isn't a multiplayer game. The multiplayer interactions with a few other players that might end up in your "nearby space" lobby would be like phantoms from other dimensions, peering into your own, very much like the phantoms in Dark Souls, but with even less agency.