Rori's got it down pretty well.
Another way to look at it is in comparison with other games, to compare and contrast the way it will work with those.
EverQuest, pre-whatever expansion it was that added instanced dungeon runs or whatever, didn't instance the world. There was one North Karana per shard (to use the UO term). If you were in North Karana, and somebody else was in North Karana, you could simply go find each other and attack/group/trade/whatever. Star Citizen's Persistent Universe won't do that, in part because they need more tightly controlled player caps to manage real time piloting combat, and in part because they're not going to have shards at all -- it's all one big shard.
EverQuest II (or City of Heroes, if you prefer) instanced everything, creating multiple running copies of a given zone, and allowed you to be aware of what instance you were in, so you could consciously change instances to meet up with somebody to group/trade/whatever. Star Citizen wants to minimize the circumstances in which you're even aware you're in an instance, because being cognizant of that and manipulating it breaks immersion.
StarCraft, or MechWarrior Online, or what have you, consists of a lobby/match finding system where you say "I want a multiplayer match" and it connects you with a bunch of other players searching for a game, too. This is actually very close to what Star Citizen will do to create random encounters while autopiloting, except it makes the process invisible to the player. Instead of hanging around in a chat lobby, and then hitting a "Find Game" button, you'll be flying your spaceship, preparing to go to your next destination a long ways aways. So you set your autopilot with a destination to fast travel across the vast systems (note, this isn't jumping from system to system, but might be travelling from the exit of one jump point to the entrance of another jump point). The server will then randomly decide whether or not to search for an encounter along the way -- think of random encounter tables in old tabletop RPGs, "while you're travelling, you happen across X, what do you do?" -- and then it searches for other players (or NPCs, because remember the system simulates a lot of NPC traffic as part of the economy) in a similar region of space who have also hit autopilot, or recently dropped into a random instance, and creates and instance for them to encounter each other. Now, you can either sail right by each other until you've put sufficient range between yourselves to re-engage autopilot, or you can stop and hail each other, maybe strike up some trade, or perhaps one or the other of you will attempt to fall upon the other and take his stuff. Maybe you come out of autopilot to discover a group of other ships already engaged in combat -- do you try to figure out what's going on and help one side out, or do you keep to yourself and hope that the aggressor leaves you alone? Etc.
In addition to the random assignment of these, there are things you can do to tilt the scales towards being placed in a random instance with a given other player. If they're part of your organization, that will make it slightly more likely. If you're grouped with them, it becomes much more likely if not certain. If you have a mission that involves them (or perhaps some other conditions we don't know), you can tag them as a Person of Interest, which also increases the odds of "randomly" encountering them while travelling through space. All of this is meant to make it unnecessary to know what instance you're in, so it can happen in the background.
Now there are some things that haven't been explained in as much detail, perhaps because their not as solidly designed yet and are still having different options weighed. Namely, things like how persistent locations like capital ships, planets, and space stations factor into this scheme.
_________________ "Aaaah! Emotions are weird!" - Amdee "... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades
|