Greetings fellow Citizens! Today I will discuss my thoughts on today’s Kotaku article and Star Citizen development as a whole.
First off I would like to take a moment to be clear about something. I am a fan of Star Citizen and I believe in the project. You might think that is obvious but it’s also relevant.
Today, September 23rd, Kotaku published an article titled, “Inside the Troubled Development of Star Citizen“.
First off I would like to express some irritation with Kotaku’s continued insistence on clickbait titles. A much better, more accurate title would have been “Star Citizen: Inside the Development of the World’s Most Ambitious Game” or simply “A View Inside the Development of Star Citizen”.
Personal opinion, let the author call it whatever he wants.
Regardless, I am much more interested in discussing the content of the article.
The Kotaku article is long, well researched, and balanced. It certainly has a skeptical spin but not in a way that was unfair. They had plenty of comments from Chris Roberts, Erin Roberts, Tony Zurovec, Paul Jones, and others.
When you drill down through the article you find some key, condensed, conclusions that can be drawn:
CIG took time to become properly formed as a global group of well-operating studios since the company had to be built from scratch. But it's not well-operating unless you gloss over everything being said about the brainless decisions, over reach of Chris, and his unyielding "PROVE TO ME YOU CAN'T WAHHHH" style
CryEngine has taken a lot of work to take it from FPS engine to an engine that can actually work for Star Citizen.
Chris Roberts is a demanding leader who expects the best from the people working with him.
CIG has assembled an incredibly talented and driven group of developers. And alienated just as many
Star Citizen’s development has been full of fits and starts but appears to be going consistently in the right direction now.
Building Star Citizen is hard and things haven’t always gone to plan.
Some comments I would like to make about the article’s content:
I give Kotaku a lot of credit for taking what could have been a biased article and balancing it with quotes from the leadership at CIG and current CIG employees.
Using former employees as sources leads to getting a very specific type of answer. Those employees are no longer working for the company and are very likely to be negative on it, often in unfair or undeserved ways, because of the circumstances of their departure.
Your opinion. "likely to be negative" is a given. They left or were fired, that's it. The article spells out that many people were overmanaged and overworked, the tech was too monumentally flawed to allow them to do their jobs, or they felt imposed upon by the CEO and couldn't get accurate information from their own managers.
A lot of effort is expended in the Kotaku article to go through things that are pretty well understood by the majority of the Star Citizen community:
CryEngine is not ideal but no other suitable engine existed at the time Star Citizen was born. Incorrect, they said they would have had to do the same work no matter what existing engine they chose. Thus, they should have MADE THEIR OWN. Like, something Chris had done in the past.
Global production and the formation of a new gaming studio are difficult things that have taken time to get into a good state.
Star Citizen is not other games. Elite: Dangerous is mentioned as a success in the article and it is suggested that Star Citizen should have followed its development route.
Elite: Dangerous has been criticized by its player base and some in the gaming media for its lack of content and gameplay. I believe that this deficiency resulted from the development process that Kotaku praises. Lol, SC has been criticized in the gaming media and its own player base for lack of content and gameplay. ED has 1000 times more gameplay than SC.
Kotaku also praised Frontier for getting a game out and for patching and improving it as time went on. However, it should be noted that the base game for Elite was expensive, as were the betas, and the ongoing expansions are each expensive as well. Often this patching and expansion is to add features that the game should have had in the beginning, and many players are upset that they are being charged an exorbitant cost to get what they should have had in the beginning. Lol again, THIS IS EXACTLY WHAT CHRIS ADMITTED HE WAS GOING TO DO. release a beta and add to it over time.
Star Citizen is constantly criticized for its business model but at the heart of it, it’s still just $45 USD for the game.
A lot of criticism is leveled at CIG in the article for trying to build a singleplayer game, a massive online universe, and operate a live product demoing the project all at once.
The fact is that Star Citizen couldn’t be built any other way. Untrue, the "new" road map is not what Chris had proposed. The money changed everything, and it shouldn't have. At all.
There are suggestions in the article that the singleplayer part should have been built first, released, and then used to build the online universe. This would have created a game that was built very specifically and narrowly for singleplayer and would have led to its own set of massive headaches trying to fix everything that was specifically built to work in singleplayer but would never work in multiplayer, and would likely have limited the long term scope of the online universe. How is this true at all? This is most certainly what should have happened because S42 would be out, in players hands, and the PU could have been made without all the extra problems and non sense. Did you even read the article? Doing them both at the same time wasted so much more time and money, they borrowed people and stretched everyone too thin, making both games suffer and neither are even close to being ready.
The other main topic being the live product. Yes, it is difficult having a live product and full scale development simultaneously. However, that $124 million doesn’t exist without it. This is a massive crowdfunded project but Kotaku seems to gloss over this. The money, this huge amount of money that no publisher would ever have given for this project, is contingent on a community that needs to be kept in the loop – just like a publisher would be. The benefits to this being a constant income that supports development without needing to take on significant debt, a large group of fans who will thoroughly play test for you allowing your QA resources to go further, a group of people who act somewhat as a publisher but also actually understand what you are trying to do and want to help.
A lot of criticism is leveled at Chris Roberts in this article for being overbearing, difficult to work with, and stubborn. Remember when I mentioned the issues with using former employees as sources?
My view of Chris Roberts is that of a visionary. Not a saint. You could call any developer a visionary, it doesn't make them a good visionary able to deliver anything. You have a vision? Guess what, you are a visionary! He is an incredibly talented game developer and director with a clear and unwavering vision of the universe he wants to create. His insistence on high quality, pushing the boundaries, and getting the most from people has led to groups of people, such as former employees, who view him as a tyrant. Then he is a tyrant. His insistence is on DOING THE IMPOSSIBLE or wasting everyone's time doing things the most inefficient way possible. Prove me wrong is ridiculous. It can only engender animosity when you tell your team they are wrong over and over when you haven't been in the industry for the last 10+ years.
I would much prefer someone who pushes people to do their best work, and often to try to accomplish things no one else has, over someone who gets along well with everyone but also accepts a lower standard of work. That is a good boss and not what Chris does... he directly addresses interns and low level artists directly, going over their managers heads. Can you imagine Steve Jobs calling Larry the night janitor and telling him he needs to vacuum his office better?
This is addressed in the article but it needs to be reiterated: Star Citizen is a project being done not because it is easy but because it is hard. Star Citizen is attempting to do things other games have never done, or never all in the same game. This is difficult, it causes tension and stress among the people doing the work. It leads to a long process of weeding out those people who can not or will not strive to consistently raise the bar for the quality of their work, or will not work with others effectively. This is utter . It creates a toxic environment, fear, uncertainty, blame shifting, and second guessing... Chirs tells you to do something impossible... you fail and work really hard to find someone else to blame when he starts yelling at you.
As an aside, I have noticed a lot of parallels between Chris Roberts and Elon Musk. lol
For the uninitiated, Elon Musk is the founder of Tesla Motors and SpaceX. He is often criticized by those in the industries his companies serve (automobiles and rockets) for trying to do things in ways that are new/foreign or difficult. His companies tend to have an atmosphere of incredibly talented people working incredibly hard to do amazing things that no one else has done. There are also lots of former employees who complain that Tesla or SpaceX are too high pressure, too demanding. Seem familiar?
I can already hear people telling me, “But SpaceX and Tesla have actually done things! They have launched rockets, landed rockets, and produced incredible electric cars.” SpaceX formed in 2002 and Tesla in 2003. Both companies nearly collapsed entirely in the interim.
Elon Musk is involved in basically every design and engineering decision for Tesla’s vehicles and SpaceX’s rockets and spacecraft. Again, seem familiar?
Amazing things are hard and take time. And amazing leaders trust their leadership. THAT IS WHY THEY WERE HIRED LET THEM DO THEIR JOB OR FIRE THEM AND DO IT FOR THEM AND SAVE THE MONEY.
I would like to say, to sort of cap off my ramblings, that I am 100% confident that Star Citizen is possible to build. Wow, I am glad you think so, I guess it can be then. Will it be easy? Will it be done quickly? Will things always go smoothly? No, no, and no. Will they continues to follow Chris' fife music to the edge of the cliff and when he tells them to jump it's ok you can fly will they believe him? I guess so!
What Star Citizen promises to be, if it even comes somewhat close to its goals, is a universe whose like has never before been seen in gaming. Nice, reset those expectations guy! How much is somewhat? 30%? 50%? The really cool thing is that we get to watch it happen. We, too like watching this happen.