That's not an office, it is a Mitsubishi Lancer with a bad body kit!
It's pretty embarrassing stuff, I don't blame her for disengaging for a bit. A struggling actress can often end up doing things like that when answering dodgy casting notices to help pay the bills, but man -- the internet's long memory can be a bit mortifying. I'm just grateful that googling my name and digging deep only reveals shameful posts to Usenet in the early 90s about cheat codes!
I suspect her plea for support would've had more resonance and some media coverage if at any point in her entire career she expressed an interest or helped causes and organizations that promoted women in game development, or people that aren't herself in general. Also if the tickling stuff wasn't involved, probably.
Back to Star Citizen! Tho it's obvious these things will get personal quite often considering how personal Chris Roberts has made Star Citizen. From the first moment it's all about him, his family, the drama, the vision. But the tickles are besides the point! Let's argue about the flight model again.
That is actually a very good point. They have no USP. They are USP less.
But - JM has pointed out the following;
Like the great Tony Zurovec said:
[FONT="][SIZE=3][FONT="]"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."[/SIZE][/FONT]
[/FONT]
Maybe that's the USP - pushing envelopes - it's an homage to Costner's The Postman!
Star Citizen: Pushing envelopes!
The article then goes on to state that development started in 2011/2012.Some examples:
DOOM 4 - Start of development: 2008 » Release date: 2016
http://kotaku.com/five-years-and-nothing-to-show-how-doom-4-got-off-trac-468097062
The article then goes on to state that the game took three and a half years to develop.The Witcher 3 - Culmination of a 10 year work by Project Red
http://www.develop-online.net/interview/the-wild-road-to-the-witcher-3/0207553
Where do you get that 10-year number from? None of the articles seem to support it other than a off-hand mention of a “decade”, even though the consistent starting date is quoted as 2007. And how does this prove anything other than even Blizzard productions aren't allowed to go on forever?Blizzard MMO Titan Canceled after 10 years of development, then refactored to Overwatch:
http://www.gamespot.com/articles/bli.../1100-6439068/
…which again goes to show that more years is not the same thing as better. Quite the opposite — more time = more likely to not even come out.
Frontier Developments: The Outsider : https://www.frontier.co.uk/games/outsider/
Development time: 6 years - On Hold/Not Canceled/Canceled:
In other words, development stared — at worst — in 2009, with the cancellation of Outsider. But it started in that “figuring out what the game should be and how to get it made” way that Citizens think do not count as development. It would take almost 3 years of project planning before any actual development started.Elite 4 (now Dangerous): Announced in 2001 http://wiki.alioth.net/index.php/Elite_4_rumour_mill
2008: Frontier founder confirms that sequel to famed space game will land after The Outsider
There is nothing to suggest any real correlation between groundbreaking:ness and development time or delays. There is even less to suggest that SC will in any way be groundbreaking, so its 23-year road to not-even-close-to-release wouldn't even be a factor in any of that.TLDR: Video-Games suffer delays, the more groundbreaking a game is the more delayed it gets.
It could not be in other way, crowdfunding was the only way to get Squadron42/Star Citizen rolling. The increase of money allowed for an increase of scope and the delivery of more and higher quality amount of features faster. Instead of iterating slowly they decided (wisely) to make the ground works for future benefit of the game and it's players. The amount of money actually allowed them to do more things at the same time and with a higher degree of fidelity.
The article then goes on to state that development started in 2011/2012.
The article then goes on to state that the game took three and a half years to develop.
Where do you get that 10-year number from? None of the articles seem to support it other than a off-hand mention of a “decade”, even though the consistent starting date is quoted as 2007. And how does this prove anything other than even Blizzard productions aren't allowed to go on forever?
…which again goes to show that more years is not the same thing as better. Quite the opposite — more time = more likely to not even come out.
In other words, development stared — at worst — in 2009, with the cancellation of Outsider. But it started in that “figuring out what the game should be and how to get it made” way that Citizens think do not count as development. It would take almost 3 years of project planning before any actual development started.
If you want to suggest that ED started its development in 2001, then SC started its development in 1993, and is now 20 years behind of the 3 years the developer said it would take…
There is nothing to suggest any real correlation between groundbreaking:ness and development time or delays. There is even less to suggest that SC will in any way be groundbreaking, so its 23-year road to not-even-close-to-release wouldn't even be a factor in any of that.
I personally would like to see a publisher step in and sort this mess out, but they won't touch it with a barge pole, and despite claims of "it'll sell millions" not a single one has shown any confidence in it's apparent and perceived future success, and publishers love to chase easy money.
Another thing to take not of in this particular context is how many of them could even be considered “groundbreaking”. Of the ones John listed, only Elite comes close, with its galaxy simulation, and even then it's somewhat debatable.That's because they are not here to actually *discuss* Star Citizen, they are here to obfuscate, deflect and then blatantly promote Star Citizen as being on a level platform with some of the great games of all time, even when it hasn't come out yet, nor has shown any ability to achieve even a fraction of the boastful claims made by the people both making the game and those backing.
Also that is a nice graph that you posted there, showing a far more realistic representation of what the development time scales of a lot of those games.
It also needs to be remembered that for some of those titles in that graph, like Elder Scrolls Online, they were also working on other titles during that development period (Skyrim anybody?).
What is Star Citizen?
Star Citizen is everything that's wrong with gaming under the guise of being everything that's right about gaming.
there are only really two games with properly long times and any kind of claim to having broken new ground: Spore and LA Noire. One ended up being an almost complete failure; the other killed the studio that made it. Hardly examples to aspire to.
The game was neat and sold like gangbusters. And after being very close to cancellation on multiple occasions, it ended up brutally murdering Team Bondi.Huh? Whats wrong with LA Noire? It got great reviews and shipped over five million copies within the first year alone...
Huh? Whats wrong with LA Noire? It got great reviews and shipped over five million copies within the first year alone...
Imagine just for a second (I'm making this up as I go) that they've blown most of the money on a Hollywood dream, and they want to keep whats left. They are a for profit company after all.
They use staff on zero-hours contracts and call in as many as they can comfortably pay for the month ahead based on ship sales of the preceding month, without cutting into their own salaries, basic running costs and a reasonable profit margin.
If people don't pledge enough development slows down as the first casualty of a bad month is next months staffing level, and CiG then complain about running costs and hawk subscriptions and have ship sales and blatantly tell the backers it's their fault for lacking faith and that they'll never get their game unless they stump up just a bit more cash.
This would work on a certain type of customer, who we all know are heavily into this already.
Enough of this... look, nobody cares. Hey if someone read this I'll make a free artistic illustratio
To emphasize.
Publishers can be ruthless. They will shutter projects after years of development if they decide that the income received from selling the game is outweighed by development costs.
Star Citizen has sold >$120m already.
Ironically the amount of sales so far generated by SC counts against a publisher rescue if the worst happens and CIG run out of cash.
Huh? Whats wrong with LA Noire? It got great reviews and shipped over five million copies within the first year alone...
Things like the planning of the crowdfunding campaign, the assembly of the studios and people from scratch should not be ignored when accounting for comparisons with other games.
…is straight from Chris' own mouth. Unlike similar graphs that citizens have invented to try to excuse the lethargic pace of SC's development, it not only uses official accounts from the developers themselves, but it also tries to accurately separate the different stages of development to make it clear exactly what happened when. This makes the whole “but development didn't start until…” argument bunk — it's already in the chart, and trying to use it means that the person doing so didn't actually look at what's in there.Oh and that graphic showing 2011 as the start of development...
So you're saying that Chris is trying to spread a charade about his own game? If not, then how is it disingenuous to use actual indisputable facts — ones provided by the developers themselves?So again, disingenuous "facts" from the same folks to try and spread a narrative that suits their charades.
But that's totally the norm in game development. Devs go from studio to studio and teams are assembled from scratch, expanded from a small core group. It's a volatile industry, not very well paid, high turnover, with most new companies failing HARD.