Game Discussions Star Citizen Discussion Thread v12

In buying a new-to-me Disco 3 from somewhere in deepest east Yorkshire today (Hull) I mentioned to the guy selling it that it would be a culture shock for me hitting the mainland UK and seeing more than 2 cars on the same road all at once when I managed to arrange ferries and stuff to get down and pick it up...I had to explain that he had more people living on his street than we had living on the entire island :whistle:

disco3.jpg
 
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Fun thread: https://robertsspaceindustries.com/...would-it-take-to-bring-you-back-to-star-citiz

The game will be 90% AI and high security zones will be safer than lawless, but that's no different to Elite Dangerous' model - and they've got 1038238473843249384 bajillion systems rather than, what, maybe four at launch? And there's a colossal amount of non-consented PvP there too.

"The game will be 90% AI" - ah, leaning into the old 10 to 1 NPC ratio and NPCs that are indistiguishable from players there.

"but that's no different to Elite Dangerous' model" - except ED also has solo/PG modes, meaning you can be safe from players regardless of the security zone you're flying in.
 
A bigger Austin face announces their departure:

Jake Ross
Lead Producer at Cloud Imperium Games


After 10 years, my time at Cloud Imperium Games is coming to a close. I wouldn't trade the experience I've had here at CIG for anything. The challenges were great, but the rewards and opportunities even greater. I directly contributed to and/or was an active driver for over 25 major live releases for Star Citizen, and that experience has been invaluable and will forever shape my career.

People have periodically asked me why I stayed at CIG as long as I did in an industry where you typically don't see the type of longevity I was fortunate to have, and the answer, while cliche in some ways, was always the same: the people and the project. I stayed because of the truly exceptional people (many of which I now call dear friends) that I got to work and interact with on a daily basis, and I stayed to be a part of a project that was truly remarkable. We weren't (and still aren't) afraid to swing for the fences, and I swung with all my might for ten years with some awesome folks.

There are so many people that helped me get to where I am today, too many to list. But I'd like to give special shout-outs to Eric Kieron Davis and Sarah T. Kearney for your amazing advice and mentorship over the years, and also Tom Solaru and Milan Pejcic for the support system and springboard you provided me that propelled me to greater heights. I also want to thank the people I had the privilege of serving as their manager over the years that entrusted me with their growth and career opportunities. I hope I was able to do right by y'all and help set y'all up for the success I know you'll have in your careers. I'll forever be grateful for these people and many more for the support and wisdom I received over the years.

While this moment is bittersweet, I'm looking forward to the future and whatever new challenges that await me in my next role.

You may know them from such video updates as: 'Sataball going great!'

Definite downsizing in Austin all told I'd imagine.

(And someone else will have to align their live products with the global marketing strategy...)

My current role as a Lead Producer at CIG includes but is not limited to:
-Accountable along with our Game Directors for the successful planning and execution of project goals for Star Citizen.
-Accountable for communicating and visualizing when deliverables can be expected to be completed via project schedules.
-Managing the Star Citizen Production Team, a team of 20+ producers spread across our Austin, LA, Manchester, and Frankfurt studios, focusing on individual career growth, adherance to best practices, and training & development of team members.
-Focusing on global production initiatives, bringing order and organization to processes that are in need of it in order to make production on Star Citizen as smooth as possible.
-Acting as a bridge between Development and other departments such as Marketing and Publishing, ensuring process of delivery and review of our live products is successful and aligned with global marketing strategy.

---

So recently we've seen the exits of:

  • Live Game Director
  • Lead Producer

And the probable exit of:

  • Assistant Design Director

---

EDIT: Oh wow, never clocked that he was a student hire. Graduated Dec 2013. Joined CIG Jan 2014. Zoomed up the ranks. (Never shipped a game ;))
 
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Viajero

Volunteer Moderator
There has been already a worryingly growing number of seemingly non voluntary departures in the last year or so. I suspect this is probably the tip of the iceberg that CIG tries to hide. Anyone that still thinks this is totally normal in the company that claims to have had is best funding record ever last year should think twice.
 
There has been already a worryingly growing number of seemingly non voluntary departures in the last year or so. I suspect this is probably the tip of the iceberg that CIG tries to hide. Anyone that still thinks this is totally normal in the company that claims to have had is best funding record ever last year should think twice.

On the one hand, big new shiny offices in Manchester/Frankfurt that they probably desperately need to fill with bodies might mean they are willing to sacrifice anyone who isn't willing or can't move to the UK/Germany. On the other hand, maybe they are now going down the same part the Shroud of the Avatar devs went down, downsizing while saying all is ok, no we're not having any problems, until it became totally apparent to even the blindest they were having problems.

Investing in 2 new offices during covid and at a time when WfH was gaining traction was a damn dumb idea anyway, but Chris can't walk about and look over people's shoulders if everyone is WfH. Then all sorts of unwanted blue pixels might make it into the game!
 
I liked the Copium of Mike & Croncy discussing why SC doesn't need orbital mechanics yesterday (around 1:05:24, vid should start there)

Source: https://youtu.be/D4ZosELdvcw?t=3938



Apparently orbits would be difficult in SC because planets move so fast during trips (umm, nope - I think they were considering the planet rotations, but even they are not going to be an issue even with SCs smaller planets). They also think no other game has 'real time' travel between planets (<cough> Apex taxi, SC Assist etc)

And this only a day after Mike accepted that he was going to be injecting himself with jetpack fuel to top up his jetpack for 'immersion' :sneaky:

Source: https://youtu.be/gVZ4_2Q6c1M?t=857
 
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I liked the Copium of Mike & Croncy discussing why SC doesn't need orbital mechanics yesterday (around 1:05:24, vid should start there)

Source: https://youtu.be/D4ZosELdvcw?t=3938



Apparently orbits would be difficult in SC because planets move so fast during trips (umm, nope - I think they were considering the planet rotations, but even they are not going to be an issue even with SCs smaller planets). They also think no other game has 'real time' travel between planets (<cough> Apex taxi, SC Assist etc)

And this only a day after Mike accepted that he was going to be injecting himself with jetpack fuel to top up his jetpack for 'immersion' :sneaky:

Source: https://youtu.be/gVZ4_2Q6c1M?t=857
So not only doors are difficult, but orbits, too? They could just make the planets stationary. Might help against the jank, too. Then send a couple janitors to the core to collect all the items that fell through the ground.
 
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