The Star Citizen Thread v5

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Come on you're really close. I'll give you some more help:

Chris Roberts said it should take 3 years or less to make the game otherwise it becomes stale. You say trying to make a game in three years leads to bad games. So are you wrong or is Chris Roberts someone that makes bad games? It's not nitpicking, there's an inconsistency in your argument that needs answering.

AS a reference:

"It isn’t like the old days where you had to have everything and the kitchen sink in at launch because you weren’t going to come back to it for awhile. We’re already one year in - another two years puts us at 3 total which is ideal. Any more and things would begin to get stale."

https://www.themittani.com/features/exclusive-interview-star-citizens-chris-roberts

There's this thing called Google. You might want to look in to it.

I believe he also said that raising more money would not increase development time.
 
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Like if the higher sum of SC's features are, even clumsily stacked up on poorly designed foundations there more chances there are it will ultimately make a good game

That stacking thing is actually a not completely unappropriate analogy for getting the "base product's features" ready.

They're currently fighting to have the "walk around" brick lie still on the "have a space station" brick without falling off. Yet, they have already sold a scyscraper build from and on those bricks.
 
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As a follow-up, can someone explain what's with that huge jump cut in the early part of the gamescom video when the guy enters the globe room? I'm genuinely interested.

It's the game studdering for a sec. It happens all the time, at least it happens to me. There is no conspiracy.
 
That's the jump cut? That's a camera bug (I think it happen too inside of the freelancer one more time at least), there is no jump cut (same lighting, same spot, same direction) and makes no sense in that part.

Really? Doesn't look like it to me, he seems to shift position (backwards) and direction of travel.

e: I guess this is a benefit of the doubt thing, but that realllly doesn't look like a camera bug
 
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There are a lot of recent interviews from some of the "main" guys in CIG explaining more or less why it's hard doing the things they are doing.
…which still isn't admissible. But again, what devs were these and what exact features were they referring to?

David Braben really said something like that some time ago
Ok. So that's wholly useless as well.

You do realise we're talking flight simulator level of complexity and they would easily take 4 years to make.
Others have harped on it already, but I'll join the club. No, we really aren't. There is no simulation complexity in any of this, and funnily enough, even actual complex flight simulators are easily made in less than 4 years. But the point remains the same, I suppose: the stuff they suggested had no way in hell of ever fitting within the allotted timespan, even when they decided to go with very simplistic core systems. Of course, even then, and even with the vast majority of them not even designed, it's now year 5 and there's no end on the horizon, which makes it even more funny.

Yes he did.

What Braben said was "what we're all doing is hard". What Chris says is "what those other guys are doing is easy, what I'm doing is hard". There's an operative difference.
Ok. That actually makes sense, and doesn't really highlight SC as doing something it isn't doing (such as creating anything new or unprecedented).

Actually you can, the only thing you need is a VR headset. And it blow away everything away in term of immersion. But I admit this is not the same thing as what you said ^^. I am very dubious when I see the evolution of SC for his VR implementation. And VR is important if you want to feel the "fidelity".
Yeah, the problem there is that so much in SC is designed as the absolute antithesis of what should be going on in a VR game. All their immersion animations and shaky cam and graphical effects are complete no-nos as far as delivering a working VR experience.

A lot of this seems to stem from a fundamental misunderstanding on Chris' part on how you create immersion. He seems to think that you do it by reproducing the world in every last detail. In actuality, the way to create immersion is to reproduce the perception of the world. This means applying in software all those filters that the brain has to remove all detail from the world because it's simply not needed for the task at hand. Last year (I think), they had this highlight reel on sound design which was nothing short of laughably incompetent because of the scope of the mistake they made: every little sound had to be reproduced and played back to the player, when a fidelitous experience would mean that you wouldn't hear any of it — the brain would ignore it unless something very unusual was happening (and that's not even going into the atrocious recording techniques they were showing off). The same with nonsense like head-bob and motion blur: the brain edits that out to give you a working picture of the world around you. If you want to deliver fidelity, you get rid of those.

The only thing he gets close to getting right is when something should look (or sound) cinematic, but that's something quintessentially separate and far distant from something that's actually immersive or high-fidelity. And even then, it's only close…

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It's the game studdering for a sec. It happens all the time, at least it happens to me. There is no conspiracy.
But it doesn't stutter. It's a fluid motion forward, jump cut to a drastically different perspective with a cross-fade to blend the two together. Stutter doesn't look like that.
 
How does a camera bug cross-fade from one perspective to another? How does the game whip-pan that quickly when everything else is — hopefully — being run on a controller, going by the speed and smoothness of it, and yet not trigger the motion blur? Also, why is the shadow static?
How? When you go through the door is when it happens. Because is a bug, is not related to the controller is related to that spot(or with the door and the camera), what shadow? o_O
At any rate, “grabby hands” is basically just what we've seen in other games for decades, with some hands being IK:ed onto the object as the only real differentiator from what you did in Half-Life 2 in 2004.
Sure
Really? Doesn't look like it to me, he seems to shift position (backwards) and direction of travel.

e: I guess this is a benefit of the doubt thing, but that realllly doesn't look like a camera bug
I have seen the same moment over 20 times, I see a bug, not a proof of some kind of conspiracy.


The good thing, is that we can have different opinions ^_^

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[h=1]Post-Gamescom Interview with CIG's Brian Chambers
[video=youtube;uxmDMeE6_aU]https://www.youtube.com/watch?v=uxmDMeE6_aU[/video]
[/h]
 
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How? When you go through the door is when it happens. Because is a bug, is not related to the controller is related to that spot(or with the door and the camera), what shadow? o_O
How is exactly what I'm asking. Why (and how) would a bug alter the camera position like that? Why (and how) would it add a cross-fade? Why would (and how) it not trigger the movement effects that accompany all other fast camera motions? And the shadow is on the wall just before he goes in — it's static just like when you see the model from a second person perspective a little later, and it just rotates smoothly in place (in a way that doesn't really correspond to normal input, by the way) without any animation of the model.
 

JohnMice

Banned
Hello all, I'm back :) what a week for CIG that was. GAmescom show was a nice representation of what SC is aiming to.
Despite some errors here and there I think a lot of people got their hopes up again and that is nice to see.

I would like t highlight a precious gem that might have gone unnoticed from the Sandi speech in which she quoted Tony Zurovec:

"When you're building a solid technical foundation for a game that's pushing the envelope in so many ways, progress is exponential. Many of the visible dividends come in the later stages, after all the tools, systems and layers are in place."

That's why it's so important for them to take the time to implement those engine changes so that they can reap the benefits later on. Some of those could already be seen in their latest show.

Another good post here from the Askagamedev.guy: http://askagamedev.tumblr.com/post/149083318887/youve-mentioned-how-many-game-reviewers-dont
 
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Hello all, I'm back :) what a week for CIG that was. GAmescom show was a nice representation of what SC is aiming to.
Despite some errors here and there I think a lot of people got their hopes up again and that is nice to see.

They did the same as they do every year, show something visually impressive that no one has access to and then claim victory over everyone else without having anything done. Best pat them on the back for another year of hype and failed milestones eh? Honestly, how on earth do you get so exited about so little? I'm really curious.

I would like t highlight a precious gem that might have gone unnoticed from the Sandi speech in which she quoted Tony Zurovec:

"When you're building a solid technical foundation for a game that's pushing the envelope in so many ways, progress is exponential. Many of the visible dividends come in the later stages, after all the tools, systems and layers are in place."

Solid technical foundation? They are trolling the backers with that one, that's a good burn. Again, "everythings in place" or "the pipelines are faster" or "weeks not months", heard it all before and nothing comes of it. Also, everything went unnoticed in Sandi's leaving speech this year as the stream did not capture any sound, we all thought she was performing a silent mime act, or something equally actressy.
That's why it's so important for them to take the time to implement those engine changes so that they can reap the benefits later on. Some of those could already be seen in their latest show.

Another good post here from the Askagamedev.guy: http://askagamedev.tumblr.com/post/149083318887/youve-mentioned-how-many-game-reviewers-dont

Engine changes? An actual engine change about two years ago would have been a good idea, they can keep changing the oil in this one and adding aftermarket air filters as often as they like, it's still janky rubbish running on coal dust so far.
 
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After all that, I still didn't see any games that have what SC is aiming for in one inclusive package. Elite is disqualified simply because your avatar cannot run around and shoot people with guns. Space Engineers is disqualified because there is no curated quests. Without a real answer or list of games, gonna chalk this one up as point proven. Move the goalpost or reply all you want, fact remains no other studio is doing what CIG is trying to accomplish.

Next topic
 
After all that, I still didn't see any games that have what SC is aiming for in one inclusive package. Elite is disqualified simply because your avatar cannot run around and shoot people with guns. Space Engineers is disqualified because there is no curated quests. Without a real answer or list of games, gonna chalk this one up as point proven. Move the goalpost or reply all you want, fact remains no other studio is doing what CIG is trying to accomplish.

Next topic

What do you like to dip in your hubris?
 

JohnMice

Banned
They did the same as they do every year, show something visually impressive that no one has access to and then claim victory over everyone else without having anything done. Best pat them on the back for another year of hype and failed milestones eh? Honestly, how on earth do you get so exited about so little? I'm really curious.

Solid technical foundation? They are trolling the backers with that one, that's a good burn. Again, "everythings in place" or "the pipelines are faster" or "weeks not months", heard it all before and nothing comes of it. Also, everything went unnoticed in Sandi's leaving speech this year as the stream did not capture any sound, we all thought she was performing a silent mime act, or something equally actressy.

Engine changes? An actual engine change about two years ago would have been a good idea, they can keep changing the oil in this one and adding aftermarket air filters as often as they like, it's still janky rubbish running on coal dust so far.

They showed a game-play live in the same way they did last year, asking for polished game-play is unreasonable as it only comes later when they enter the beta stage. It's simple game development iteration. There's no point in addressing the little bugs that come back after every other update.
 
"When you're building a solid technical foundation for a game that's pushing the envelope in so many ways, progress is exponential. Many of the visible dividends come in the later stages, after all the tools, systems and layers are in place."

Solid technical foundation ?

LcSPp1L.jpg
 
After all that, I still didn't see any games that have what SC is aiming for in one inclusive package. Elite is disqualified simply because your avatar cannot run around and shoot people with guns. Space Engineers is disqualified because there is no curated quests. Without a real answer or list of games, gonna chalk this one up as point proven. Move the goalpost or reply all you want, fact remains no other studio is doing what CIG is trying to accomplish.

Next topic

I don't see any games having what SC is aiming for. Including SC. As for goalposts, I'm not aware of any game where one team plays with real ones, and the other gets to use imaginary ones based on marketing hype. If you are really incapable of understanding what is wrong with comparing claims over future products with actual existing games, I suggest you stop making any comparisons at all. It is simply infantile.
 
They did the same as they do every year, show something visually impressive that no one has access to and then claim victory over everyone else without having anything done. Best pat them on the back for another year of hype and failed milestones eh? Honestly, how on earth do you get so exited about so little? I'm really curious.

Yeah like how the hangar wasn't what it was suppose to be (although a bit delayed); I guess AC wasn't what they showed us neither was 2.0. Actually the only two things that they completely dropped the ball on was Star Marine which, if you believe CIG, will be release next patch and delaying SQ42. Point being, they have mostly delivered what they have shown us so it would actually be illogical to expect they they wont deliver. The only think you can say is that 3.0 has the high possibility of being delayed.

Engine changes? An actual engine change about two years ago would have been a good idea, they can keep changing the oil in this one and adding aftermarket air filters as often as they like, it's still janky rubbish running on coal dust so far.

alpha....ALPHA!!! Don't know how many times it has to be said. Let's wait until it's fully released before calling it a janky mess, shall we? I mean I remember Elite being a janky mess in it's alpha. I remember the npc ai going hog wild with the engineers and power play being janky when it first released.

BTW, anyone calling SC a commercial release should get their head examined, IMHO.

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But it will! Or does that not count?

Citation needed because as far as I'm aware nothing is in the plans for you to run around a space station, planet or other ships and shoot people with small arm weapons (although I haven't read up on anything Frontier has released about the game during Gamescon yet)
 
Running around a space station shooting people (or things) with small arms has never been done before? It's hardly an innovative and exciting new gaming concept.
 
I mean I remember Elite being a janky mess in it's alpha.
You remember wrong. It was even remarked at the time how smooth and polished Elite's alpha was, for an alpha. Chris certainly noticed, he delayed his own release shortly after.

Elite's alpha also only lasted for months, Star Citizen's alpha has been going on for years now. It's Groundhog Alpha (hmm, can I get in some more sci-fi puns?).

Forever Alpha
Alpha Without End
Edge of Alpha
 
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