The Star Citizen Thread v5

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They've mentioned several times that they share information on a daily basis between studios, they often send stuff to other studios to work on before leaving, so while they sleep other devs across the world are looking into it, and vice versa.

To me it looks like marketing offices don't sleep at all...
 
To me it looks like marketing offices don't sleep at all...

Yeah they are a hard working bunch alright, again building a campaign that raises 120$million dollars (and counting) is no easy feet by any stretch of the imagination. But I think marketing is located mostly in LA and not in Europe so I doubt they do the same interconnectivity that the developers do, they did give kudos to some German staff for organising the Gamescom Event so that might have changed.
 
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Ain't the whole "game" like that? Many things were added just because of rule of cool. Actually the whole SC universe is nothing new or different than what we've already seen in another games or movies. They just copied lots of stuff "that works" from other movies and games and put it into SC. Went with the "proven formula" route.
The problem is that the formula he's going with is the one he knows, which is a “movie formula”. Unfortunately, in the long time he was out of the industry, it was thoroughly proven that those formulas don't work for games. Especially not in mutiplayer games. Especially especially not in sandbox multiplayer games. He has yet to learn or understand this and instead keep thinking of it as a movie (even slipping up every now and then and calling it one) rather than as a modern game.

Hence why we have all these grand ideas and visuals, but no clear or cohesive gameplay loop to tie it together. Hence why they're spewing out graphical assets and dazzle reals, but with no concession to game mechanics or dynamics, or to how to tie it all together into a sensible… well, game. Hence why, 5 years in, they're still producing (and reproducing) even more assets, but there are no design documents to be seen to explain what purpose any of it will actually serve — documents that rather have to exist from the very start to make any of the other elements possible or worth-while to produce.

And then there's the problem that, while they keep focusing on the facade rather than the foundation, that facade is slowly withering away too. The art direction is horribly bland, and Chris' polygon obsession cannot hide the fact that other games are already creeping up on them — even surpassing them — before they're even done… and those games use more intelligent techniques than just overloading the hardware with silly-res 3D and 2D assets, so they've got a lot more headroom to play with to make the actual game run properly. Sure, this latest bit of PR offers better character models than the disastrous Morrow tour, but they're still behind the curve, and with all the actual game CIG still has to make, there's a distinct chance that they simply won't catch up.

You do have a point because not because "SC has a lot of offices" but because they have offices in different time zones.
They have 2 main studios in the US (LA & Texas) and another 2 in Europe (UK & GER). So that allows them for an almost 24h ongoing development cycle, yes there are/were surely a lot of communication hurdles that they have/had to overcome, but with that oiled up and with the experience they keep getting it only gets better with time.
That doesn't matter, you know. It's still only 8h/day/dev, and them working at different hours does not mean that there are suddenly more hours. Your logic doesn't work — in fact, the whole point of Brook's Law is that it doesn't work. The development stops when the developer goes home, and he can't offload the task to another one because there are discrete and largely untransferrable chunks of work that need to be done (ok, technically, Brook states that the task switching itself is what eats up any perceived benefit and then some, but the result is the same).

Oh, and even if it worked that way, they still only get 16 or 17 hours between those locales… even less in practice since the bulk of it is done at the UK and GE offices.
 
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Non Believers? Really? Are we Heretics now? The Goy? Lol! That language is telling.

Touche! Maybe it would make more sense if you took into consideration what he was replying to. Because I find this language equally telling. ;)

Whew.
Now I really see what is meant by the "Cult of Roberts."
This thread was funny but now it's a little creepy. Amazing are the True Believers!
 
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I played 2.4 a little because of the free weekend. I liked the FPS stuff. It was definitely early access but the that isn't something I hold against it, I thought it was fun and the fps stuff will be a fun game. someone said there was a mission where you act as a detective for a distraught widow and that sounded great... Wish I could have found where to get it.

The flight model however may push me permanently away from that game. Am I just spoiled because of Elites flight model? There was no sense that I was flying a large craft. Maybe bigger ships feel different, but I flew 2 and I was disappointed. I'm not even an elite fanboy, I'm on a break from elite for a while, but it feels like you're at the controls of a powerful machine that is affected by far more powerful forces. SC doesn't feel like you're fighting gravity and momentum. That really disappointed me.

I'll keep checking in whenever I hear about a free flight weekend, and maybe one of these times they'll win me over. It certainly feels more like a game this time than the last time, just still not the game I'm hoping for.

Off-topic: I'm playing No Man's Sky and I'm loving every minute. It's the parts of exploring that I love the in Elite brought down to the planet surface. Lots of things are not quite right.. There's maybe 20-25 plants and animals per planet to identify, not hundreds or thousands. Some animals got the short end of the random generator stick.. Worst I've seen was two legs with a head sitting on the pelvis, no torso at all. But it's so relaxing. I wander in that game. I spend an hour or two just walking around, looking at interesting things listing to chill music. I do the same in Elite, flying from one Interesting nebula to the next. SC will never have that and that is their loss. I think when we have atmospheric planets Elite WILL have that same sort of wander around until your lost but you're loving every minute of it feel.
 
That demo mission was a coop mission, although the main camera was on the FPS guy, his mate never left the ship (very good pilot that QA guy, Chris I think it's his name).
You could be that guy, I'll happily adventure with you and go fps while you do the flying, you will have to trust me I won't double-cross you though. ;)

If there's no instancing (or large instancing!), then anyone can join in, right? At the same time? How's that work?
 
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The problem is that the formula he's going with is the one he knows, which is a “movie formula”. Unfortunately, in the long time he was out of the industry, it was thoroughly proven that those formulas don't work for games. Especially not in mutiplayer games. Especially especially not in sandbox multiplayer games. He has yet to learn or understand this and instead keep thinking of it as a movie (even slipping up every now and then and calling it one) rather than as a modern game.

Hence why we have all these grand ideas and visuals, but no clear or cohesive gameplay loop to tie it together. Hence why they're spewing out graphical assets and dazzle reals, but with no concession to game mechanics or dynamics, or to how to tie it all together into a sensible… well, game. Hence why, 5 years in, they're still producing (and reproducing) even more assets, but there are no design documents to be seen to explain what purpose any of it will actually serve — documents that rather have to exist from the very start to make any of the other elements possible or worth-while to produce.

And then there's the problem that, while they keep focusing on the facade rather than the foundation, that facade is slowly withering away too. The art direction is horribly bland, and Chris' polygon obsession cannot hide the fact that other games are already creeping up on them — even surpassing them — before they're even done… and those games use more intelligent techniques than just overloading the hardware with silly-res 3D and 2D assets, so they've got a lot more headroom to play with to make the actual game run properly. Sure, this latest bit of PR offers better character models than the disastrous Morrow tour, but they're still behind the curve, and with all the actual game CIG still has to make, there's a distinct chance that they simply won't catch up.
This. Totally. Everything they show makes for an excellent cashgrab, but ultimately it will hardly end as expected in the final product. Many think Star Citizen innovates where everyone else never went, or is frightened to go, but the truth is many devs tried and hit the wall of reality. Everyone can dream like Croberts, most of Space fans already dreamt even beyond CR's vision long before SC. Dreaming is cheap and limitless. And it's not only about technical barriers, it's about gamedesign, gameplay, and coincidentally it's the least developed part of SC/SQ42. The warning bell is ringing since AC launch for me, and it keeps getting louder and louder, no matter how hard CIG is throwing eye candies on my screen.
 
The flight model however may push me permanently away from that game. Am I just spoiled because of Elites flight model? There was no sense that I was flying a large craft. Maybe bigger ships feel different, but I flew 2 and I was disappointed. I'm not even an elite fanboy, I'm on a break from elite for a while, but it feels like you're at the controls of a powerful machine that is affected by far more powerful forces. SC doesn't feel like you're fighting gravity and momentum. That really disappointed me.

Well in space there's no gravity to fight for hehe, I don agree with you that the ships are too nimble and that they should feel heavier and less "twitchy", we've seen some improvements in that area but from my research all Chris Roberts space games were like that.

If there's no instancing (or large instancing!), then anyone can join in, right? At the same time? How's that work?

I would assume that you would need to be in the same party to get the same ship location coordinates and so on, again that's CIG problem to "^ meldtown ^" about. [big grin]

What I'm really curious about is the network remodel, increasing both performance and player capacity. Let's see how that turns out. :p
 
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The article content is a lot less hyperbolic than the headline. Which makes me wonder whether they were written by the same person. Headlines are often written by copy editors more interested in snappy titles than accurately summarising an article:

We won’t know for sure if Star Citizen will live up to the hype until the game finally releases, and we’d be wise not to hype it too much. I may find myself drooling over the Gamescom footage, but it’s just pre-release footage. How the game actually performs, whether it’s actually fun in the end, all remains to be seen.
 
Oh I'm just *loving* the heaps of smug-posts coming from those people who are most invested into Star Citizen since that "live" presentation at Gamescom on Friday and some of the press picking up on it and furthering the hype.

However these same folks seem to easily forget though that for the vast majority of their time at the event, CIG was streaming what Star Citizen's persistent universe is actually like right NOW, a horrible mess of broken code and an ever-increasingly laundry list of game breaking bugs, and a distinct lack of any content... despite the very best efforts of the four Twitch streamers they brought along with them to try and make it look fun to play whilst simultaneously trying to completely ignore the glaring bugs occurring on a regular basis throughout.

And let's remember that the current state of the PTU follows on from similar flashy demos run at other gaming events in the previous couple of years, which also received glowing headlines from some press outlets and the like... Yet folks are supposed to believe that after this latest demonstration that things will be magically "fixed" come the arrival of 3.0 (an arrival which has that very vague "at the end of the year" date attached to it), and to simply gloss over and forget that CIG's best efforts with their game have been stunningly short of those same showreels and "live" performances they've done previously?

*Edit* Further on my point about their time at Gamescom, another that has to be highlighted is just how *few* people actually attended their booth during the 5 days there. Even after the big Friday presentation, it was notable just how empty CIG's booth was during the livestreams the following two days.
 
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I remind people of the Star Marine demo which had me excited as well. It was the first time in a long while that I was optimistic about SC. We all know how that turned out.
I'd be very very VERY cautious about posting triumphant calls to throw money at the screen following the 3.0 demo.

Besides, as someone else said recently: The game is fully funded, according to CR himself. There's no need to convince anyone of anything, or purchase anything. Just wait and everything should turn out great.
 
The flight model however may push me permanently away from that game. Am I just spoiled because of Elites flight model? There was no sense that I was flying a large craft. Maybe bigger ships feel different, but I flew 2 and I was disappointed. I'm not even an elite fanboy, I'm on a break from elite for a while, but it feels like you're at the controls of a powerful machine that is affected by far more powerful forces. SC doesn't feel like you're fighting gravity and momentum. That really disappointed me.
You'll probably going to have to learn to live with that, not just in relation to SC but in relation to pretty much everything that is on the horizon. Elite absolutely nails its flight model as far as giving it the sensation of mass of the vehicle, both in open space and down the gravity well.

Off-topic: I'm playing No Man's Sky and I'm loving every minute. It's the parts of exploring that I love the in Elite brought down to the planet surface. Lots of things are not quite right.. There's maybe 20-25 plants and animals per planet to identify, not hundreds or thousands. Some animals got the short end of the random generator stick.. Worst I've seen was two legs with a head sitting on the pelvis, no torso at all. But it's so relaxing. I wander in that game.
Yup. Turns out that, if you ignore the squeelings of people who had filled in the gaps in the information with their own dreams and fantasies (wonder if that will come into play in regards to other games in the future… hrmm), it's a really good and really chill exploration game.
 
Oh I'm just *loving* the heaps of smug-posts coming from those people who are most invested into Star Citizen since that "live" presentation at Gamescom on Friday and some of the press picking up on it and furthering the hype.

However these same folks seem to easily forget though that for the vast majority of their time at the event, CIG was streaming what Star Citizen's persistent universe is actually like right NOW, a horrible mess of broken code and an ever-increasingly laundry list of game breaking bugs, and a distinct lack of any content... despite the very best efforts of the four Twitch streamers they brought along with them to try and make it look fun to play whilst simultaneously trying to completely ignore the glaring bugs occurring on a regular basis throughout.

And let's remember that the current state of the PTU follows on from similar flashy demos run at other gaming events in the previous couple of years, which also received glowing headlines from some press outlets and the like... Yet folks are supposed to believe that after this latest demonstration that things will be magically "fixed" come the arrival of 3.0 (an arrival which has that very vague "at the end of the year" date attached to it), and to simply gloss over and forget that CIG's best efforts with their game have been stunningly short of those same showreels and "live" performances they've done previously?

*Edit* Further on my point about their time at Gamescom, another that has to be highlighted is just how *few* people actually attended their booth during the 5 days there. Even after the big Friday presentation, it was notable just how empty CIG's booth was during the livestreams the following two days.

Nice Meltdown.

I *love* that you seem to forget that most people understand SC is under development. ;)
 
The problem is that the formula he's going with is the one he knows, which is a “movie formula”. Unfortunately, in the long time he was out of the industry, it was thoroughly proven that those formulas don't work for games. Especially not in mutiplayer games. Especially especially not in sandbox multiplayer games. He has yet to learn or understand this and instead keep thinking of it as a movie (even slipping up every now and then and calling it one) rather than as a modern game.

Hence why we have all these grand ideas and visuals, but no clear or cohesive gameplay loop to tie it together. Hence why they're spewing out graphical assets and dazzle reals, but with no concession to game mechanics or dynamics, or to how to tie it all together into a sensible… well, game. Hence why, 5 years in, they're still producing (and reproducing) even more assets, but there are no design documents to be seen to explain what purpose any of it will actually serve — documents that rather have to exist from the very start to make any of the other elements possible or worth-while to produce.

And then there's the problem that, while they keep focusing on the facade rather than the foundation, that facade is slowly withering away too. The art direction is horribly bland, and Chris' polygon obsession cannot hide the fact that other games are already creeping up on them — even surpassing them — before they're even done… and those games use more intelligent techniques than just overloading the hardware with silly-res 3D and 2D assets, so they've got a lot more headroom to play with to make the actual game run properly. Sure, this latest bit of PR offers better character models than the disastrous Morrow tour, but they're still behind the curve, and with all the actual game CIG still has to make, there's a distinct chance that they simply won't catch up.

All of this is predicated on the assumption that they are creating the assets and not working on the engine. IMHO, this a completely erroneous deduction. Showcasing engine work is "boring" for people who aren't into that kind of thing, which most aren't; for the record, I am very interested. What most gamers care about is what can be done in the game and the art assets, and CIG mostly caters to those people while also giving them a vague window to see how it's made. I can 100% tell you right now that they are working on the engine and are building it for all the features that were announced; however, it's going to take time....just like Sandi's paraphrasing of Tony Zurovec. I suspect that once the engine is ready, everything you and everyone else wants will fall into place.

The reason why they are "focusing" on eye candy is three-fold. One being that they won't have to waste more time creating art assets once the engine is ready. Two, revenue (regardless of your personal opinions, extra money is always nice to have). Three, re-read the above about showing "engine" work.


As an aside, I suspect that the reason why those core careers haven't been implemented yet is because the engine couldn't handle them....just my .2¢
 
All of this is predicated on the assumption that they are creating the assets and not working on the engine. IMHO, this a completely erroneous deduction. Showcasing engine work is "boring" for people who aren't into that kind of thing, which most aren't; for the record, I am very interested. What most gamers care about is what can be done in the game and the art assets, and CIG mostly caters to those people while also giving them a vague window to see how it's made. I can 100% tell you right now that they are working on the engine and are building it for all the features that were announced; however, it's going to take time....just like Sandi's paraphrasing of Tony Zurovec. I suspect that once the engine is ready, everything you and everyone else wants will fall into place.

The reason why they are "focusing" on eye candy is three-fold. One being that they won't have to waste more time creating art assets once the engine is ready. Two, revenue (regardless of your personal opinions, extra money is always nice to have). Three, re-read the above about showing "engine" work.


As an aside, I suspect that the reason why those core careers haven't been implemented yet is because the engine couldn't handle them....just my .2¢

And building the engine last is a sensible way to develop a game? Yeah, right...
 
Most people do not understand what is 'weeks not months' (April 2015 - Aug 2016), same ETA, same module, different year. Most people aren't that forgetful
Another Nice Meltdown.

Yes, it's delayed. You can choose to meltdown about that, or get over it.

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And building the engine last is a sensible way to develop a game? Yeah, right...
Wow...... that is just..... fantastic reading comprehension right there........ :eek:

No. But building it simultaneously is.
 
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Yup. Turns out that, if you ignore the squeelings of people who had filled in the gaps in the information with their own dreams and fantasies (wonder if that will come into play in regards to other games in the future… hrmm), it's a really good and really chill exploration game.

Actually that's not true. Watch the Angry Joe review of NMS, he links all the things that were stated by Sean to be in the game but that were never actually added to the game. It was not players that hyped it up, it was Sean.
 
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