Star Citizen will limit its roadmap, as players are getting upset over delays
eurogamer.net
eurogamer.net
The moment Star Citizen releases I know for a fact I will lose all interest, so keep up the current pace CIG!
If I believe "I'm lucky" the expected value is positive.
It's like the Mormons in the Expanse with all the Star Citizen players going on a generation ship
https://twinfinite.net/2022/01/star-citizen-crowdfunding-rec...
I am not going to touch StarCitizen unless its a positively reviewed 1.0.
(I love both games, but yes).
The way your ship warns you if you're doing something foolish, and you need to plot your route in advance and filter through mountains of data in order to park your ship, is extremely neat to me. It's a perfect "tinkering with toys I don't fully understand" game.
Space travel should be similar, with the appropriate help of computers.
I shouldn't have to minmax some community derived mining plan just to get a ship worth playing in.
It seems like they developed the grindyness of the economy back when there was very little content in the game in order to artificially increase playtime, and haven't fixed it now that there is a lot more content.
https://robertsspaceindustries.com/comm-link/transmission/18...
It's not realistic to handle an arbitrary number of players interacting within a small space, sure. That limit is probably in the hundreds. But a zillion players all within the same game world? Yeah, why not? That's really easy if you're talking about a big universe that doesn't have the entire population congregating in the same place.
The real world has capacity limits, both physical and rule-based (fire-codes). Implementing these shouldn't be very hard and wouldn't necessarily break immersion.
Lots of ships congregating at a random point in space could be a bigger issue though.
This was not efficient software, l2j had so many issues I recognize now that I've worked a decade in the software industry, but it worked!
These days I played "Everspace 2" and it felt great, controls-wise, the physics are not that good though. And I wanted a more simulator thing.
I then tired up all space simulators I could, played a little, tried to see if any scratch a specific itch, and found out the only ones that DOES scratch that itch, are ancient games, some that had Roberts involved.
The reason people is plunking money in Star Citizen is that people want a game that basically doesn't exist, and Star Citizen promises to be that game. (if it will actually pull that off is another story...).
Elite could have done it, but they didn't, their controls aren't that interesting and the entire series has the same repeating issues (of course, open source clones have the same issues).
X series are basically an RTS with first person controls, another genre entirely.
Evochron I didn't tried, but heard the controls are batshit insane and the interface is bizarre, the game is good but hard to understand.
Among open source stuff, the one that came closest to what I want is clones of Chris Roberts games (for example games using Vega Strike engine).
Freespace could work, but the contols of that game is really wonky, I couldn't get used to it or make it work with my mouse, and I don't own a joystick.
Now if you are willing to go 2D there are more options, sadly some of them are trying to screw themselves too (looking at you "Celestial Command" that started as a 2D realistic physics game and is now a 3D game with crap physics because they couldn't make the AI work properly).
Don't expect Elite Dangerous or Star Citizen... but it's made by just one developer.
For that it's amazing, and honestly, for me it's come closest to capturing what I want out of an Elite-style game, even though it's still got a long way to go to meeting its potential.
It eventually made the game unplayable for me, as I found myself in a savegame where no matter which direction I went, there simply wasn't a single station closeby enough that provided air, so I was essentially stuck and had to start a new campaign.
That's not been my experience at all.
Just invest in buying life support equipment upgrades whenever you find them and you won't have any problem surviving your trips from station to station, even in the most hazardous star systems.
Also, don't go in to hazardous star systems unless you're sure you have the necessary life support equipment to survive there and get back.
There is a timer at the bottom of the screen (if I remember right), which tells you how long your life support will last inside the star system you're in, and if you see it very low when you enter a new system just go right back out.
To me it sounds like you either ignored that warning, didn't notice it, or thought you could get away with surviving in a very hazardous system without enough life support, but turned out to be wrong. Just don't do that and buy life support upgrades whenever you can and you'll be fine.
Now the game has not just life support, but four different life support systems. You will need one or the other of them when you're doing different things.
I just get all four of them upgraded as much as possible whenever I can, and don't really worry about which one is for which as I pretty much always have enough no matter what I am doing.
Though, whether you actually have to worry about a particular life support system will depend on how you play. For example, if you wanted to go mining for fuel from a star early on, or you happened to go in to particularly hazardous star systems early on, then you'd definitely feel your lack of a particular type (or multiple types) of life support.
The way I played last time (where I got far enough that the game basically stopped being a challenge to me) was that I'd stayed within safe star systems and just upgraded my ship as much as possible, focusing on mining at first, then combat and that let me upgrade pretty much everything to max and buy the most expensive star ships.
I didn't get in to having multiple ships and mercs, nor in building structures or manufacturing or refining, so there was still a lot more to do when I got bored, but that was after dozens of hours and lots of fun up to that point... and by the time I got done I could go in to the most hazardous star systems (or even up to stars to mine their fuel) without worry about my life support.
If anything, survival is a little too easy and mechanical in this game.
You be with 5 people on ship in star citizen and do different things.
There is no game like this...
None
Also seeing `None` in the last line, on its own, my Rust mind went on and decided your comment must be a function that returns None.
Outer Wilds has fun scaled down space flight.
To each his own, but I would kill for a modern expansion remake of Privateer with FreeSpace controls and physics.
And you don't really need a joystick for it, but finding a comfortable configuration scheme... takes time.
Easiest would be to have the ship movement on the /keypad/ cursor keys for a coarse directioning and mouse for a fine targeting.
That would give you 13 additional keys for the most often used functions:
target next
target in the reticle
target next missile
target subsystem in the reticle
afterburner (KP_INS)
countermeasures (KP_DEL)
match speed (KP_STAR)
full speed (KP_SLASH)
have a power management nearby (INS through PgDown block) and shield management on the regular cursors./Not that hard after all.../
Also FreeSpace is a space /fighter/ sim, it is somewhat another subgenre of spacesims with it's own peculiarities.
Speaking about Roberts - take a look at Rebel Galaxy Outlaw [0], even by the video you will see what it is clearly a modern Privateer in everything except setting/license.
^[1] For a game that has been in development for a decade and blown past every planned release date by a comical margin.
Don't be generous to Cloud Imperium Games (CIG).
If I had to present but a single slide:
https://en.wikipedia.org/wiki/List_of_most_expensive_video_g...
They've spent more time & money than any other game development studio for a single project, broken promises, and delivered nothing that resembles what most people would qualify as a playable game. They've only given evidence that they will continue wasting resources.
For some really entertaining coverage, I'd highly recommend:
"Sunk Cost Galaxy", an amateur YouTube series made by former fan/investor/associate/!?: https://youtu.be/gU3uEBUBIEA
And LTT's more recent feature, which definitely pokes fun but is still overly generous IMO: https://youtu.be/bYs_zn2pTZo
However, even if you just adjusted all the other dev costs in that list by a factor of two or three - Star Citizen would still easily remain in the top five.
My point was mainly- Compare CIG's efforts to other studios that have spent hundreds, or even just tens of millions!
Are voice acting costs that huge?
It's not like video games have to shell out millions to get name-brand actors to star in their cut scenes. It's usually unknowns or has-beens who stoop to doing video game work. How expensive can that be?
[1]: https://youtu.be/cTejdjnf-jI with Mike Bithel dev of "Thomas was Alone", Troy Baker celebrity video game voice actor, Austin Wintory composer (Journey), Alanah Pearce writer
The Wikipedia page states:
"Most game budgets are not disclosed, so this list is not indicative of industry trends."
I would expect ongoing major MMOs to easily exceed that number. For example WoW, but probably even games like EVE online.
Star Citizen hasn't even released the base game, and the fact that they haven't segmented off any of their feature creep into future expansions is itself a story of project mismanagement. Part of a successful project is knowing how to divide it into multiple sequential projects.
4 years of post-launch support ran up costs of $200M.[1]
[0] https://web.archive.org/web/20060619205201/http://www.digita...
Star Citizen, by contrast, was announced over a decade later in 2012, and has gone through its hundreds of million dollars without shipping a release version, or even a beta version (they dub what's currently shipping an alpha). So it seems reasonable to hold them to a different standard.
(Granted, it's not impossible Star Citizen is also profitable, all things considered, but that just raises more questions.)
There is a clearly a giant wad of latent demand-money sitting around waiting for someone to deliver on the concept, would be interesting if some studio with more traditional funding makes a go of it.
Cyberpunk is not that far away and it launched probably 2 years too early
It really feels like cashing in on nostalgia, put something barely playable together and keep cashing in. The fact that a lot of the development was outsourced.....
It was so curious to me back then. I need to ask them about this as I can’t believe people still pay any attention to this as I think it will never happen.
Someone monetarily buying into an idea + in communication with a large community who has also bought in + future promises = cult
It may be a productive cult, but it's still a cult. And has all of a cult's reality distortion effects on its members.
What you can do is impressive. I'm not going into a detailed depiction, but people who've played the SC persistent universe know what I mean. It's somewhat mind blowing in scope. It's also heartbreaking because it's utterly broken in so many ways that no AAA studio that actually needed to sell new copies to new people would ever tolerate. I keep a list of the most egregious/humorous things that have happened to me from spawning in the middle of the sun for no reason, to having my ship blow away on the surface of a planet.
I think there are a lot of possible explanations for this, but I suspect the main ones combine scope creep, constant tech stack changes over a really long dev cycle, and not having to make a playable game to be rewarded financially. I hope some day it becomes playable, because it's really a neat platform, but I sort of doubt it ever will.
I learned my lesson years ago with Chris Roberts games. Do not bother thinking about them until they ship. Strike Commander was my antidote for him. Overpromised, under delivered. He has been trying to make 'privateer' for 2+ decades at this point. He has shipped several iterations at this point 2 priv games and 2 others. This is number 5. That is what is kind of frustrating about it. He can ship games, and has many under his belt. But this one looks like a death march. Drags on much longer and they will have to do yet another engine switch out to keep the 'look' modern and not dated. Which would probably necessitate touching all the assets again.
Yes I know about the beta, but it still seems like an extreme opposite version of the "no pre-order" movements.
edit: Well, I could have just checked the site, so I did. In case others are wondering the same thing,
While Star Citizen is currently in the Alpha stage
of development, it is playable now. New content,
features, and fixes are consistently added as
development continues, with a major patch released
each quarter.
https://robertsspaceindustries.com/star-citizen/play-nowAs somebody waaaaaaay on the outside, I kind of get it. I would hope that most people buying in in the last N years fully understand that this thing is going to be in more or less perpetual alpha for any forseeable future.
When I funded the original Kickstarter, there was a pretty clear delineation between "released" and not-"released". And not-"released" generally meant that only a limited pool of outsiders (i.e., beta-testers) could even use the software.
I get the impression that "StarCitizen" is benefiting from the modern fuzziness of this concept. I don't know if they're intentionally equivocating to give themselves the best of both worlds, or if they're just a happy beneficiary of a customer base that thinks in these terms.
From my own personal perspective, Chris Roberts defrauded me by taking my money but not even trying to deliver the product in the timeframe we Kickfunders reasonably assumed.
And in a world with NFTs and crypto being shilled to sports fans, it seems quaint to berate someone for building virtual dollhouses and overpromising to their buyers. It's a lie, but it's not nothing, and is less egregious than other modern lies.
I admit there's a subjective aspect regarding what's worth calling out.
Personally, I judge Chris's actions to be worth calling out.
I am not sure there is a lot of difference besides the certain expectation of polish.
There are parts of Star Citizen which, if released standalone, would be indistinguishable from release-grade games. Arena Commander is excellent, and plenty of full games are comparable to this sub-feature of Star Citizen, and Star Marine, the built-in FPS probably only really lacks in terms of playerbase: It's excellent and the touches in it's game mechanics are amazing.
Also Elite is built in a way where they have a lot of parallell systems that _do not interact_. This makes the game very shallow with a few gameplay loops, but they are really more akin to mini-games with the universe as background, than real proper games. And I don't see how they could ever make the universe more realistic without having interactions that was never foreseen, and prboably cant be fixed. For example the economy is all fake, its not based (much at all) on what users do. "Powerplay" is a totally separate game system that I at first thought was connected in some way to the rest of the game, but no. You can rank up inside separate factions, and sure it does affect some things such as which ships you can buy, but its all still very shallow. A lot of things is not interchangeable using money, which in reality almost everything is. You can't transfer wealth between players etc.
The sad thing about Elite Dangerous is that its still a totally fun game with other players providing some content, but the netcode is just not made for "massive" multiplayer but instead sort of randomly caps out at a few players interacting at the same time, with no fix likely ever coming.
But then you also have moments like these when the game is pretty cool: https://reddit.com/r/starcitizen/comments/s7y1wk/last_night_...
I hope they finish it, and I feel like I’ve gotten my relatively small amount of money’s worth out of it. But if I were one of the people who’s bought in for thousands of dollars I’d definitely be worried.
I hope they finish it
At that point, would it even be fun to play for folks that have messed around with it in its extremely unfinished state for so long?I can't imagine in-house beta testers really have fun playing the games they've helped to shepherd to release once they finally ship...
Other parts you’ve done before but still enjoy because it’s a part of the game that you like. Box delivery missions are relaxing sci-fi sightseeing to me, and that’s only going to get better as the universe expands. The places we already have in the game are pretty amazing and a lot more is planned. I’m not into truck simulator games, but put it in space and heck yeah I’ll fly boxes around.
And then the third category is stuff that we’re not playing at all yet because it keeps getting delayed. So that’ll be a new experience even if I’ve been playing Star Citizen on and off since it hit alpha. Salvaging is the running joke here, but even that is kind of an ongoing distraction from the many professions that are supposed to come after it. https://reddit.com/r/starcitizen/comments/ngke3m/salvage_soo...
Board games are easier to understand the whole system from early design docs. Video games are more like “wouldn’t it be cool if you could do X”? And sometimes the answer turns out to be “no” when it’s actually implemented, or the actual implementation is just way watered down from your imagination. Backing something like star citizen seems like it’s begging for disappointment.
That doesn't make them any more reliable. Check the disaster it was the crowdfunding of "HeroQuest 25 anniversary".
I think the worst I've seen is people realizing it was never all that good to begin with, and being disappointed a reprint of a 35 year old game doesn't really stack up in the modern era.
[0]https://www.reddit.com/r/Heroquest/comments/ixwdog/comment/g...
[1]https://www.xataka.com/literatura-comics-y-juegos/heroquest-...
As far as I'm aware, the official Hasbro one went quite well: https://hasbropulse.com/products/heroquest-game-system
Since it’s so little, I get no equity and I just get one unit of product. Fair deal to me.
Disappointment isn’t that they tried and it sucked. It’s only if they don’t try. But to be honest, I don’t even feel disappointed then because I usually make a satisfactory judgment as to the likelihood of success so if it fails, that’s just a failed bet. And nothing wrong with failing on a bet.
Its like the people who get in that early feel like they are part of the development team and make it their mission to support the game at all costs. Any dissension among the ranks (delays, scope changes, cost increases) are violently shouted down as ITS BETTER FOR THE GAME!!!!!. Organized brigading is really common as well, even before there's an alpha release but they go around trying to force it into every "Best Of" type list out there.
I've gotten some great games out of it but avoid the comment sections at all costs.
Someone once said "I was wrong about this. I've been wrong before. I just try not to dwell on it..". I'm wrong often too.
[0]https://web.archive.org/web/20060703160929/http://archive.ga...
But its still kind of scummy imo.
And they haven't had as much time!
It came about at the same time as the revival of a beloved franchise Elite in the form of Elite Dangerous. ED didn't have the budget SC does but it stuck to quite narrow development goals and shipped years ago. It's progressively added updates, patches and expansions since.
No Man's Sky is vaguely in the same vein and had a terrible launch (I highly recommend this video [1]) but, to their credit, Hello Games has plugged away at NMS adding more content and updates to the point where it's an enjoyable experience now and has a loyal fan base.
But SC? By God. It's like a progenitor for NFT scams. Constantly raising even more money by selling limited run ships (for a game that still basically doesn't exist). I'd occasionally see a presentation on some new system under development (eg the prison system) and I always thought "why on Earth are they talking about this before they even have a core game?"
It's an object lesson that too much money can be a bad thing. It's so easy for an embarrassment of riches to lead to hopeless feature creep and not really delivering anything.
I'm honestly surprised so many still drink the Kool-Aid on SC. I really wonder where all the money has gone (and how much is actually gone).
Totally agree. I think they're addicted to keeping people engaged through upcoming features rather than an actual game. Fascinating.
I sense a major opportunity for a motivated, well-managed team of developers to do "Star Citizen, but like actually this time". I imagine a project where an MVP is shipped as a number one priority, and the project is incrementally expanded from there, instead of what's happened with SC and CIG's obsessive perfectionism.
Is there anyone doing this?
What baffles me most about the whole thing is how much value SC fans are placing on the ideas versus the execution of those ideas. It's almost as if people think that other game studios just aren't as creative or haven't thought beyond the scope of what they've delivered in shipped games. Like the only reason Assassin's Creed doesn't allow players to start their own splinter group of assassins to operate within a robust, period-correct world economy and political system is because no one ever thought of it. What gamer hasn't sat down to make a list of features for her dream game and eventually realized what she was describing was just an 'entire universe where everything is possible' sim?
As with most artistic and technological achievements, the greatness comes from actually producing a game that manages to satisfactorily offer some portion of that dream list, not from coming up with the list itself.
That said, it's clearly well out of proportion to their funding. Some of the feature creep implies such horrible judgement by experienced game designers it would have been hard to predict.
EDIT: Also it says a lot that my account got deactivated for inactivity while I was waiting for them to release something playable...
"Alpha 3.16.1" should never have been a thing for any software project.
Do I think its a scam? Not strictly. I don't think they went in to this with the goal of taking people's money and not delivering. But I do think its horribly mismanaged.
Loading the game takes 10 min at best, and to wait that long only to see the one and only elevator out not rendering (requiring reloading the game) is beyond frustrating. I can deal with lag here and there, but this literally makes the game unplayable.
*yes, my primary residence is in New Babbage
The team itself needs to ruthlessly cut features and develop a MVP game concept and execute it. At this point Star Citizen is already the next Duke Nuke'em forever, and it is now well on it's way to creating a class of it's own in the over-hyped gaming vapor-wear category.
Frankly, this type of conflict with and blaming of their own fans is a portent of the beginning of the end.
“After a time, you may find that ‘having’ is not so pleasing a thing after all as ‘wanting.’ It is not logical, but it is often true.”
https://massivelyop.com/2021/10/17/star-citizen-financial-re...
The arrogance. Said as if they've delivered what was advertised to anyone except said contingent.
The developers have shown their word counts for nothing, and so the same goes for these statements. They've accepted people's money, which obliges them to provide a reasonable quality return in a reasonable time scale.
Otherwise all that’s left is the drivel, and you better like eating it.
This Star Citizen 2021 video looks nice though: https://www.youtube.com/watch?v=BNrU27WMr4E
Why make a game when you can just be a virtual spaceship trading platform.
The scam IMO is continuing to work on anything other than fixing the bugs.
Delayed doesn't really cover it.
- star citizen roadmap used to be: "improved fps, 3 new ships, new inventory system"
- star citizen roadmap became: "these 50 things are being worked on"
- star citizen roadmap is now: "improved fps, 3 new ships, new inventory system"
The reality is that literally ZERO features of star citizen have been delivered on time. Everything that is announced might as well add 3 years to.
AND THE BEST PART: They can't stop raising record breaking profits. Last year alone was 80MM USD, and that's I believe 10MM more than previous year.
Since then I heard nothing for a long time and had more or less forgotten about it. Then I stumbled into a rabbit hole on Instagram as I clicked some scify artwork. The algorithm picked up on that and from there on forward I saw post after post from people promising credit if one joined through their recommendation code.
For me it felt like a pyramid scheme, like people trying to get me hocked on NFTs or Amway or any one of these rip some sucker schemes. At least with Amway one would have physical products albeit massively overpriced.
With Star Citizen one would have some unplayable (at least from my POV) pixels on a screen.
“Good is the enemy of terrible.”
For some reason, I get irked when people bring up the “Perfect is the enemy of good” for why something can’t get done. Like there’s only perfect and good. There’s also bad, terrible, non-functional and lots of other stuff.
I don’t think reductionist arguments are terribly useful for real things.
"Minimally viable is the enemy of class action."
It sounds like you just don't understand the statement. It's not a binary assessment, it's an observation: if you set your bar too high, you simply may never get there and have nothing to show for it, thus by "lowering the bar" you may actually deliver a better product (you know, because it actually got delivered, and not canceled).
Its not binary but by setting the bar too low, you never get their either.
My irk is that the premise is that anything not chosen is too “perfect.” Also annoying is having “minimum viable products” that aren’t actually viable.
It in no way implies that.
I'm not too invested in the game but it would be nice if there was an at least somewhat playable version (mostly interested in ship to ship combat - don't care about the FPS parts).
I doubt you’d have a case, since there is clearly a game being built, it’s just that the developers have done a terrible job finishing it.
“Never attribute to malice that which is adequately explained by stupidity.”
- Hanlon’s razor
Of course, that doesn’t absolve the developers of guilt here. They are at the very least guilty of failing to build a successful game with all the money they’ve raised, and nobody should ever trust them with their money again.
The only real risk is if people quit the game, but apparently not enough to actually change anything.
and also makes me believe that better estimation tools enable crowdfunding to vastly increase in scope (and have benefits within orgs as well)
Its funny how you guys are saying "Why isnt it released yet", without also acknowledging that every single game that has "released early" has been a massive dumpster fire. Not to even mention that, CIG have literally had to create new tech out of thin air to accomplish their goals. The feats of strength CIG have pulled off are already huge.
They have created an in-game solar system, with full size planets, that you can fly around, walk around, with no loading screens, anywhere. They have created tech that allows artists to procedurally create planets, at will. Their Quantum AI simulation aims to be the largest, and deepest AI simulation in gaming history.
Couple this, with that CIG is really making two games. Star Citizen, and Squadron 42. Granted, we havent seen a whole lot of SQ42, but it is there.
Anyone that claims Star Citizen is a scam is hoping for its destruction and is being disingenuous. CIG is extremely transparent that this is not a finished product, and that you are buying a PLEDGE. They call the people who buy their pledges BACKERS. They literally make you click the box saying you understand that. They also publish a Roadmap and a Release Tracker, which they regularly make good on. However, certain top of line features are pushed so the teams can work on other things, and the hugely invested player base just wants to play the game that they enjoy with new stuff because they know that CIG is creating something special.
Look at the progress, and content added to the Persistent Universe over the years. We went from having just Port Olisar (PO), to PO and surrounding POIs, to PO/POIs to nearby moons that we couldnt land on, to PO/POIs nearby moons that we could land on, and so on. They added mining, missions, trading, hauling, bounty hunting, hacking, fps combat, even illegal drug smuggling. They have added hundreds of ships, ship weapons, and handheld weapons combined. Currently, Star Citizen has a larger weapon variety than Battlefield 2042. They have added 4 entire planetary systems including 4 major new cities, 4 major ports, several moons, all with their own points of interest. All without any loading screens whatsoever.
They even have a fucking convention every year called CitizenCon where they unveil a bunch of stuff they have been working on. In one of the latest ones, they showed off jumping to a whole new system.
Also what about their YouTube channel which has literally thousands of videos showing their progress over the years? Does that count for anything?
But no, its def a scam. Or, and more likely, its a game that a lot of people believe in, like myself. I would rather give $1200 to CIG for a moonshot game, that has the potential to be genre defining, than give it to scumbags like EA, Activision/Blizz, Ubisoft, etc, who release broken cash-games.
If SC is a scam, its the worst run scam in history.
I don't know, it seems like Croberts and his buddies have managed to live pretty comfortably for over a decade by selling spaceship JPEGs and promises.
CIG later announced they'd be creating what is effectively a Battlefield clone called Theatres of War. Originally shown off at citizen con 2019, It's now been 2 years later and even that doesn't sound like it's coming any time soon.
CIG go beyond just giving bad estimates, they're persistently found to be outright lying about the state of the game and at the rate of progress they're making we'll probably be dead if it ever releases.
SC might not be an intentional scam, but if it isn't then the people running it are so incompetent that it might as well be.
Now, that's quite likely not what happened, but from the outside, the symptoms look the same. Here's what I imagine is most likely version:
I've got experience making space games. I want to make another space game. I take a guess at how much it might cost to make (say, $23 million and two years), but I'm not actually any good at estimating cost and development time. I'm in way over my head, but I've got a LOT more money than I've ever had to manage before, so at least I can hire a lot of people. The people I pick aren't any better at this than I am, or I'm not listening to their advice. We're two years out from launch. No Man's Sky comes and goes and the reaction to the release is existentially terrifying to me. Gotta keep adding stuff! Oh god we're running out of money somehow, gotta get more money so we can finish this. Hire more people! Oh god our staff is up to 600 and people think we're a scam just because we haven't released a game yet. Put the whole development calendar online, we're working hard here, please please make this work. We're two years out from launch. Oh god how are we out of money again. Raise more money, hire more people! The early graphics look stale now, gotta refresh them. We've been two years out from launch for almost a decade. I'm still confident that the game will be out in two years, but I'm smart enough to recognize that I've been confident about this for six years and that fact fills me with dread.
Perhaps that’s what needs to be communicated better.
But the worst that happens is you never actually get your ship, versus getting incorrect results and falling ill
Don't care what the budget was or anything. The most AAA of games can be produced in less than that time. It's very obvious it's not coming. So sad.
What makes me still curious about star citizen is why? Money was obviously not the problem. You can't blame software development framework. Waterfall vs agile doesn't matter. The least efficient processes would have delivered now. Even deadly things like micromanagement cannot be the cause because eventually you would deliver. I also suspect it's not a scam, there are employees there.
So what exactly was the failure? What exactly would cause them to never deliver?
>We can't allow for individualism... what you want is people who are positive, can do, and want to work as a team, not always trying to go 'This won't work' or 'It's about me'. - Roberts
>The race isn't finished yet. Wait till the finish line is crossed and then I'll say people can make judgements about whether it was the right way or not. - Roberts
So let's make it clear here. We can make the judgement. It didn't work. Those devs were right.
Chris Roberts most likely pushed out or fired those people who said 'this wont work' and better yet created a toxic work environment where people who were left couldn't speak up and say it wouldn't work. His toxic culture creates incompetence. The blame obvious lay entirely at the feet of Chris Roberts.
concurrency issues, latency issues, poor database schemas, scaling issues, there's a lot of reasons internet scale things can grind to a halt.
With such a budget, you can solve these problems within 8 years.
I would bet my net worth that you(anonymous HN account 'newacc9') could have solved these problems in 8 years. You might even need to have gone to university and gotten a compsci degree to learn about all these things and still have had over 4 years to solve it.
I feel like it cant be a technical thing.
I feel that comes into the waterfall vs agile. Even with extreme levels of feature creep, it would have delivered already.
> The original pitch changed incredibly quickly due to how much money they got, and it seemed like that changing scope never really slowed down. Every time I would check in on it, it would seem like they were promising large new features every 6 months, or in some cases what seemed like entire games (their online multiplayer FPS).
When I consider Ludum Dare, people make working basic video games in a weekend. You can tack on features later, improve things here and there. You might have technical debt that needs repairing as you go but being 8 years past the deadline this can't explain it. It's too much time.
If I was alone and started building star citizen back in 2010. I would have delivered something...
But how many Lambos could you buy on the money from your 'something'?
/s
https://www.vice.com/en/article/pa959z/star-citizen-says-its...
The problem is that game scope blows up much faster than you expect because it's disproportionately based on how many contradictions appear in the initial design. That is, if you introduce overlapping systems like "can traverse spaceship interior and exterior on foot", "can open and close doors and airlocks", and "other players respond to physics", every way in which one system has been hacked into being (which is most of them, in games) will carry over to hacks in the others, with correspondingly more time spent on assets, testing, bugfixes, etc. Repeat that across an "everything" game and you automatically get an impossible project that could only be achieved with a much more intensive simulation everywhere(which would exceed any plausible computation budget). The design has to put its foot down somewhere and say "we aren't going there" to resolve whatever contradictions it can. For example, replacing fully traversable environments with cutscenes and UI, or replacing lengthy animations with iconography. The games that can justify going really deep into their simulation end up being pretty niche, like Dwarf Fortress.
But actually making the resolution to settle on a more streamlined focus that would cohere well also breaks the hype of "sheer possibility". As long as you keep adding more, more continues to seem possible. Both creators and fans like staying in that zone. Nobody likes cutting their sunk costs, so they will rush to justify keeping stuff that doesn't work in the game until the project is cancelled due to lack of progress.
at the very least I think the idea that star citizen is some kind of intentional scam where they intentionally don't want to get the game done because the can keep their current monetization running is extremely stupid to say the least.
even if chris roberts and the leadership are mustache twirling monocle wearing capitalist masterminds with no interest in actually making a game like this (they are not), they wouldn't be able to systematically control literally hundreds of engineers without anyone noticing what's going on.
Serious question, like what?
Of course this also causes lots of difficulties in dev since it's a ridiculous scale and being multiplayer, there's even more complexity. Plus the performance seems to be terrible sometimes
cough Theranos cough