I think there's two facets to this. On one hand you have rabid fanboys who take anything said or even hinted at as gospel, and are equally eager to reject anything that doesn't come from the source of their reverence. They are of course a minority, but a very annoying one. On the other hand you have the guys working on SC with a very transparent development process - which I think is an interesting and bold thing to have - but my beef with how they're doing things is that it was readily apparent to anyone with a bit of experience that their schedule was incredibly optimistic, to use a positive term.
Does that mean they're incompetent? No! But like any big software project it's a question of who's making the technical decisions, and I don't get the feeling that they've fully understood the gravity of all the things ahead of them. That's just a feeling, I might be wrong, but eh...
The press statements are another thing entirely. So to take them at their word, when they announced the last DFM timeline they were talking about stuff like "warming up the caches" - which is just mumbo-jumbo, it doesn't mean a thing. Oh you mean the web cache for when the released binary is to be distributed? First of all, use varnish, second of all, no need to "warm up" anything, and even if you did, you'd need the finished binary which you don't have yet. Of course, it all sounds a lot better than "We'll work in crunch mode for a week and hope that at the last day we can produce something that's release-worthy".
Crunch mode is sometimes not avoidable due to outside influence. But it is not "good", nor should it be expected.
tl;dr version: I think the technical capabilities of CIG/RSI are not so much in question as the tone and content of their announcements with relations to the actual output. From a management perspective it would've been a lot more sensible to not try and one-up Elite Dangerous at all costs and have a release the very day before, and instead release when it's ready.
Fairly well put, I share the sentiment.
RSI set themselves up with a hard job - I think they underestimated many things, from backer expectations to the technical roadmap they were forcing upon themselves by offering so many "ideas" as stretch goals.
When you go on Kickstarter asking for money, and it starts flowing in beyond your wildest dreams, it's difficult to keep your feet on the ground.
There are no shortage of great ideas in game development, but a lot of them - usually the coolest - never make into the game, because they're just so time consuming, and you have so many other things to do. And you can't solve it by throwing more people at the problem, because (this should be a well known fact by now), more bodies makes things worse, not better.
The post-kickstarter success has only made things worse. Not content with taking what they already have, they had to set up the most expensive looking website they could (suffers the same problem of excess - it's difficult to navigate), fill it with even more ways people can invest in the game (up to $15,000 !? and there are people complaining about Premium Beta prices!), provide all the episodic stories, and stage round-table "update" discussions with the developers. Honestly, I really felt for the artists - they have that haunted "leave me alone, I'm busy" air about them.
I don't know Chris Roberts, I've never met him or worked with anyone who has, but his public approach to problems - assuring everyone that the team will give daily updates, for example - is another alarm bell, a management approach which is hard to escape because it was set up as a promise "to our backers" right at the beginning (complete transparency). Is there anyone here working in games, that relishes having to make daily reports - not just to the boss, but joe public as well? It gets in the way.
Making games is hard. Thinking you can do it (with a middleware you didn't write, no less) and keep everyone informed every step of the way, while meeting deadlines for things that you haven't really considered, is dangerous.
I look forward to playing Star Citizen, and I've not got any interest in knocking it - I'm purely observing here - but, as an artist myself, I feel for the guys that are having to actually make this stuff. They're not the ones that made all the promises, but they sure as heck are the ones who're taking the beating and long hours over it.
I guess I should leave a cynical note after all:
300,000 triangles per player ship. What!?
