The Star Citizen Thread v5

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Yeah except its not black and white like you are trying to make it or for that matter, a lot of people here. I do know that at end of 2012, they had no studios and 11 people working on the project and I do know that now in 2016, they have 350+ people and 4 studios. Hey I would totally be sympathetic with you on this, if they actually had the 350 people working on this thing from day one, but they did not. How big of an impact it took on development is probably huge, they had to hire for every single position.

No amount of retrospective refactoring alters the speed at which Earth orbits the sun, which it has done 5 times since the start of development.
 
Not going to dent you on that. It's an accurate statement of the main forums, especially if you are trying to give some good critical feedback, but the reddit section for the game is much better regarding that.
The SC subreddit and the DS hate subreddit is under control of those "grey market" traders. Any opinion harming their financial interests is deleted immediately.
 
No amount of retrospective refactoring alters the speed at which Earth orbits the sun, which it has done 5 times since the start of development.

Yeah, not sure what your comment has to do with actually looking into the games development other than the "5 years of development" you seem to be stuck on.

I actually find it hilarious that so many people here are bashing CR/CIG for their development of Star Citizen and talking about mismanagement/incompetence by backing up Derek Smart. Do any of you know the games he has created and actually played them? Let alone the mans reputation in the industry. I think that is seriously ironic.
 
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Yeah, not sure what your comment has to do with actually looking into the games development other than the "5 years of development" you seem to be stuck on.

I'm stuck on it because it's factual and I'm sick of seeing people try to argue down the amount of time Star Citizen's been in development. Which as I may have mentioned is 5 years.
 
So a child born tomorrow, could be given the finished game as a gift on their 21st birthday. They could play it on the way to Mars in a real spaceship.
You couldn't make it up.

Careful, Roberts will get an idea for a "new" movie, with a "groundbreaking" script with a Hollywood cast. "Total Refactor".

I'll let myself out.
 
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I'm stuck on it because it's factual and I'm sick of seeing people try to argue down the amount of time Star Citizen's been in development. Which as I may have mentioned is 5 years.

If you are so stuck on the 5 years of development that is behind Star Citizen, then why do you not actually dig a little bit deeper past that arbitrary number? You know actually doing some research past the surface and going in a bit deeper, to you know get some more facts of the actual development and its timeline.
 
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Well, this was 1999 when they were showing off their tech demo rather than an actual game so personally I wouldn't use that as a claim to greatness. We saw the same thing happen recently with NMS.
What's funny is that he thinks some awards Freelancer's tech demos won 17 years ago are worth a big red text post, but when SC doesn't pick any up at Gamescom then suddenly awards don't mean anything.
 
If you are so stuck on the 5 years of development that is behind Star Citizen, then why do you not actually dig a little bit deeper past that arbitrary number? You know actually doing some research past the surface and going in a bit deeper, to you know get some more facts of the actual development and its timeline.

Research isn't required when you have the facts at hand.

Wiki quote : "The development of the game started in 2011"

https://en.wikipedia.org/wiki/Star_Citizen#Development

Chris Roberts quotes from 20th October 2012 :


"I’ve been working with a small team over the course of the past year to get the early prototyping and production done" minus one year from the day he said that is 19th October 2011.


"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."

Source : https://www.themittani.com/features/exclusive-interview-star-citizens-chris-roberts
 
Well yes, they bought them out because MS was getting into the gaming world and Digital Anvil was a good studio was some decent games under their belt. Well, I am not going to speculate on what the buyout deal entailed, it could also mean that CR was not interested in staying after the buyout or he wanted to do something else, he has been directing since the early 90's and enjoyed it a lot, he did go into the movie industry after that buy out. It's not something that is humiliating, a lot of the times when companies buy others out there will be some leadership changes.
Actually, Digital Anvil had one game under their belt. That was Starlancer, and it was mostly developed by Erin Roberts and Warthog Games. But Chris Roberts successfully pitched his ideas for Freelancer to Microsoft, which was why they signed up as a publisher for it. Later, they bought out DA when the studio would have otherwise gone under.

A quick timeline of events:
- 1997: development of Freelancer starts, originally scheduled to last three years.
- 1999: Microsoft announces Freelancer at Gamestock.
- 2000: with Digital Anvil having run out of funds, Microsoft agrees to buy the studio out. Chris Roberts leaves the company, as well as gaming, focusing on filmmaking entirely
- 2002: by October, beta testing of Freelancer begins.
- 2003: the game is released in March.
 
Research isn't required when you have the facts at hand.

Wiki quote : "The development of the game started in 2011"

https://en.wikipedia.org/wiki/Star_Citizen#Development

Chris Roberts quotes from 20th October 2012 :


"I’ve been working with a small team over the course of the past year to get the early prototyping and production done" minus one year from the day he said that is 19th October 2011.


[FONT=&]"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."

Source : https://www.themittani.com/features/exclusive-interview-star-citizens-chris-roberts[/FONT]

Again, you are only grasping at the surface, why will you not dig deeper?

Actually, Digital Anvil had one game under their belt. That was Starlancer, and it was mostly developed by Erin Roberts and Warthog Games. But Chris Roberts successfully pitched his ideas for Freelancer to Microsoft, which was why they signed up as a publisher for it. Later, they bought out DA when the studio would have otherwise gone under.

A quick timeline of events:
- 1997: development of Freelancer starts, originally scheduled to last three years.
- 1999: Microsoft announces Freelancer at Gamestock.
- 2000: with Digital Anvil having run out of funds, Microsoft agrees to buy the studio out. Chris Roberts leaves the company, as well as gaming, focusing on filmmaking entirely
- 2002: by October, beta testing of Freelancer begins.
- 2003: the game is released in March.

Thanks for that, its been ages honestly since all this history. Starlancer was a very fun game and its what got me into Freelancer, which then got me into EvE back in 06 :)...
 
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What if Roberts did spend about 30 million backer dollars on Squadron 42 motion-capture alone?

What if they can't even use most of it?

Unusable motion capture? No problem! They have Famous Actor Ben Lenslock - if he can find any spare time from game development.

Is the script really on it's third re-write? That's, that's, that's just amazing.
 
Yeah, not sure what your comment has to do with actually looking into the games development other than the "5 years of development" you seem to be stuck on.

I actually find it hilarious that so many people here are bashing CR/CIG for their development of Star Citizen and talking about mismanagement/incompetence by backing up Derek Smart. Do any of you know the games he has created and actually played them? Let alone the mans reputation in the industry. I think that is seriously ironic.

Yeah, he's an authority on feature-overloaded space sims of dubious quality, and I don't remember him criticizing any good games (though I'm happy to be disproven on that front). Have you read the Kotaku UK article on the development of Star Citizen? Entire Star Marine work by Illfonic had to be thrown out because of miscommunication resulting in their models being a wrong scale with the rest? About wasted development time, about Roberts' atrocious treatment of his subordinates?
 
Again, you are only grasping at the surface, why will you not dig deeper?


Hmm, because digging deeper will reveal even more incompetence, mismanagement, nepotism, zealotry, etc. Which is common knowledge about Star Citizen's development.

Why don't *you* try digging a little deeper?

*Edit* It also appears that actually, I was more or less correct about the relationship between Digital Anvil and Micro$oft, as several posters have pointed out that DA was working under the auspices of M$ before the latter moved in to completely buy out the company as Freelancer's development stalled.

Care to reflect on that? And how that seems to be an on-going theme with projects that Chris Roberts is involved in, including Star Citizen?
 
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Again, you are only grasping at the surface, why will you not dig deeper?

It's a simple chronological fact, in just under a month (19/10/2016) Star Citizen enters the sixth year of development.

That's bad, which is why you want to do damage control and play it down.
 
Yeah, he's an authority on feature-overloaded space sims of dubious quality, and I don't remember him criticizing any good games (though I'm happy to be disproven on that front). Have you read the Kotaku UK article on the development of Star Citizen? Entire Star Marine work by Illfonic had to be thrown out because of miscommunication resulting in their models being a wrong scale with the rest? About wasted development time, about Roberts' atrocious treatment of his subordinates?

I would never taken anything from Derek Smart, I've played his games and I've played CR's games. I can clearly tell you and the entire gaming community, let alone the industry on who is actually the better developer by countless miles/levels/or whatever scales you choose.. As for the Star Marine, yeah that is another big fiasco, not sure on what happened behind the scenes, but either way, if what you stated regarding models etc. that falls under CIG fault, its their responsibility to keep contractors in scope and feature set and what needs to be done. Actually that also reminds me of my earlier comment regarding expectations and communication. I remember back over 1.5 yrs ago when Star Marine was promised to come out within "2-3 weeks" only for it to be indefinitely delayed. Thanks for that reminder.

It's a simple chronological fact, in just under a month (19/10/2016) Star Citizen enters the sixth year of development.

That's bad, which is why you want to do damage control and play it down.

Except the part where I am not doing any damage control or downplaying of anything.

Hmm, because digging deeper will reveal even more incompetence, mismanagement, nepotism, zealotry, etc. Which is common knowledge about Star Citizen's development.

Why don't *you* try digging a little deeper?

*Edit* It also appears that actually, I was more or less correct about the relationship between Digital Anvil and Micro$oft, as several posters have pointed out that DA was working under the auspices of M$ before the latter moved in to completely buy out the company as Freelancer's development stalled.

Care to reflect on that? And how that seems to be an on-going theme with projects that Chris Roberts is involved in, including Star Citizen?

To your other comment, you do realize this was over 17 years ago right? Not like we all have perfect memory, but I definitely don't remember MS being involved with the studio until the buy out. Also what other projects are we talking about here?
 
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Chris roberts explaining freelancer, how technology just wasnt there to do it.
he also explains that he left game industry because 6 year development cycle for freelancer was just too long
https://youtu.be/c-J2Ejl1gLI?t=351 <---freelancer explanation
https://youtu.be/c-J2Ejl1gLI?t=1431 <---bengal capital ship functionality showcased ingame
https://youtu.be/c-J2Ejl1gLI?t=2647 <--- Q&A about the project. Theres great questions about rendering bengal on screen and networking.
chris answers that it will be easy to do.
Networking will be done world of tanks style.Also demon sould style summoning.
and then he describes how bengal will be easy because you just have part of bengal on screen at close ranges.
and mmo endgame explanation.

At some point chris mentioned that he had team working on 2011 prototype. But i forgot the timestamp for it
 
What's funny is that he thinks some awards Freelancer's tech demos won 17 years ago are worth a big red text post, but when SC doesn't pick any up at Gamescom then suddenly awards don't mean anything.

I don't really need to defend myself there but that "big red text post" is just how the text was in the site it copy paste made it that way. [big grin]
 
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