During our chat Chris Roberts expresses no desire to clamp down on the Star Citizen grey market ("That's amazing to me"). In fact, the way he talks, it sounds like it'll only get bigger once Star Citizen launches proper.
Here's his vision, as he explains it to me: When the persistent universe is up and running, ships will be manufactured from shipyards, then sold and traded to other players in universe. Some of these ships will be highly coveted because they are rare, or expensive, or take a lot of time and effort to produce, such as a cruiser. There will be players who simply have to have that cruiser right now, but there won't be one coming out of the shipyard for, let's say, a month. Those players may want to do a deal with a player who owns that cruiser - for the right price. "But that would be cool," Roberts says. "That's what happens in the real world.
"The whole goal is to be able to have a lot of trading and e-commerce inside the game. We have a dynamic economy. If you have tools in there for the players to buy, sell, create jobs, work for other people and build their own empires, it's better for you. Otherwise you always have to provide the content. But if the players are doing half of this stuff for you you can focus on things that matter.
"Eve Online does a pretty good job of having a lot of player generated content drive the drama of the universe. I'd like to have the tools to be able to allow the players to do a lot of that; create missions for each other, take over a part of the galaxy or build up a trading empire, and then we focus on expanding the universe, creating more locations for people to explore or trade, more ships to fly around in. And then occasionally some narrative stories in there. That would be the best balance and that's the model we're going for."
Roberts' vision for all of this is that it occurs inside the game - on in-universe. But really we shouldn't be surprised that Star Citizen trading has already established itself outside of it. By manufacturing the rarity of these ships CIG has inflated their perceived value.
Perceived is the operative word here. Unlike say, CCP's Eve Online, which has a working, well-established universe in which players invest a huge amount of time gathering resources in order to manufacture ships that can be used, right now, in huge space battles or to fuel a complex game of virtual politics, Star Citizen currently trades off of pie in the sky economics. Until the persistent universe is up and running, there are no game mechanics involved in determining the rarity of ships. They're rare because CIG says they are.
"It's kind of cool in the fact it's real-world economics at work," Roberts says of Star Citizen's grey market.
"But it wasn't intentional. It fell out of something we did as a creative design decision to make sure the persistent universe isn't unbalanced."
For now, then, Star Citizen's grey market rumbles on, services such as Kane's Megastore continue to thrive, and the money keeps on flooding into CIG's coffers. The Roberts Space Industries website tracker shows how much money is being made on an hourly basis. I'm looking at it now and in the last hour players spent $6836. On 27th September 2014 $451,701 was made. For the whole of September just over $2.7m boosted the bank balance. Roberts tells me Star Citizen will be finished - in that it'll be feature complete and stuck together to form a cohesive whole - at some point in 2016. I remember a video game developer once telling me it may be in Roberts' best interest never to release Star Citizen, the way things are going.
"The party has to end sometime," Nigel says. "But the game seems a long way off, so I expect things to last."