The Star Citizen Thread v5

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Not that I deny it is interesting and healthy approach - I would like to see ED to have more missions, things happening within system, like small transportation missions - this sounds like backtracking indeed. I don't say it's bad - it's ok, they have to start somewhere - but this will clash with some of most loudest backers.

It clashes with some of their own funding promises!
 
Interview with Chris Roberts http://gearpatrol.com/2016/10/06/interview-chris-roberts-star-citizen-creator/

"Normally you’d go to a star system and maybe there would be one or two locations you could land on, you buy or sell stuff, and then you’d go to another location. With Star Citizen just one star system should have enough content and enough things to do for players to play for hundreds, even thousands of hours. The density of experience is going to be much higher than what you’ve seen in other space games, including my own."

I think this could be laying the groundwork for a massive reduction in star system numbers (an MVP bonsai galaxy).

It kind of sounds like they'll be making a fairly ordinary area of game-play with the constant promise of it being 100 times bigger anytime soon(tm). Imagine if you had something like The Witcher except you could only go to a couple of villages and play a very small amount of quests and everyone said it's ok year after year because it'll be 100 times bigger one day. I very much doubt they will call it a release, as the funding is coming in already. But it's a neat way of pushing out some very fancy "high fidelity" scripted missions and "content" into a small slice of game without having to worry about all those nasty questions people keep asking like how's this thing going to scale. It'll be cheaper to run too.

The MVP approach is a good one, but what about the 4-5 years of telling us this grand game of 100 high fidelity star systems was "coming together"? What if they have to rebuild a significant amount of it by the time they do start scaling it up, that won't happen right? Roberts said he's building his castle so that it didn't need rebuilding unlike other games.
 
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Let's call what it is - Chris Roberts realizing he can't build it all at once and that way he tried to do things doesn't scale much. That he will drive himself bankrupt if he will try to deliver 100 unique systems at launch. What's sad thing he doesn't admit being wrong openly, just twist words for backers that he have done no wrong. But that's Chris for you.

Anyway, I will guess this means that SC Alpha 3.0/4.0 could lead to MVP. Still 2 years to go.
 
It allows them to maintain the ongoing funding narrative.

Just over the next hill guys!

As long as enough whales keeping buying into it it could go on for some time.

If it all goes Pete Tong it'll be;

"Well we don't really know what happened - everyone was all like yayyy but now they're all like naaaahh - still we tried - thanks for all the fish!!
 
It kind of sounds like they'll be making a fairly ordinary area of game-play with the constant promise of it being 100 times bigger anytime soon(tm). Imagine if you had something like The Witcher except you could only go to a couple of villages and play a very small amount of quests and everyone said it's ok year after year because it'll be 100 times bigger one day. I very much doubt they will call it a release, as the funding is coming in already. But it's a neat way of pushing out some very fancy "high fidelity" scripted missions and "content" into a small slice of game without having to worry about all those nasty questions people keep asking like how's this thing going to scale. It'll be cheaper to run too.

The MVP approach is a good one, but what about the 4-5 years of telling us this grand game of 100 high fidelity star systems was "coming together"? What if they have to rebuild a significant amount of it by the time they do start scaling it up, that won't happen right? Roberts said he's building his castle so that it didn't need rebuilding unlike other games.

I still don't think the problem is the content, the assets in others words.

We already know they had in the game a ton of assets unused for months or even years, from cities to ships(and probably they already had a big pool of missions, audio and text conversations between npcs, etc etc). The problem is the tech(the core tech), that's what the game and internally surely has been lacking. That's what they aim for in 3.0 (not all the tech but the core tech), to have the tech needed to make the game finally take form(I would not call this even MVP).

Missions, places, stations, entire systems may very well had been working on for months... but without the tech for having hundreds of players or the mission system, roles, party system, grabby hands,FPS, reputations, AI... [hotas]:S


If they get to put the right tech in place in the following months(or they give great news in CitizenCon or 3.0 will barely be possible this year), the content will not be a issue. If not... well... they'd better hurry.
 
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Missions, places, stations, entire systems may very well had been working on for months... but without the tech for having hundreds of players or the mission system, roles, party system, grabby hands,FPS, reputations, AI... [hotas]:S

The problem is that all of those assets are probably not (directly) compatible with the game today. I think in the Kotaku article they mentioned that character size had changed, leading to all the assets needing to be modified. It looks like the lighting has also changed, PBR, 64-bit, corridor sizes etc.

I assume some of the assets are 'good', but a lot of it may be little better than a 'visual guide' for a designer to redesign/implement.
 
The problem is that all of those assets are probably not (directly) compatible with the game today. I think in the Kotaku article they mentioned that character size had changed, leading to all the assets needing to be modified. It looks like the lighting has also changed, PBR, 64-bit, corridor sizes etc.

I assume some of the assets are 'good', but a lot of it may be little better than a 'visual guide' for a designer to redesign/implement.
Reading that article feels like no one at CIG has worked on serious design prototyping before. Amount of stuff actually put into code and models just to be scrapped is staggering, expensive and feels useless.

I suspect majority of content most likely will require retouching, and refitted for de facto system which will they have now.
 
I still don't think the problem is the content, the assets in others words.

We already know they had in the game a ton of assets unused for months or even years, from cities to ships(and probably they already had a big pool of missions, audio and text conversations between npcs, etc etc). The problem is the tech(the core tech), that's what the game and internally surely has been lacking. That's what they aim for in 3.0 (not all the tech but the core tech), to have the tech needed to make the game finally take form(I would not call this even MVP).

Missions, places, stations, entire systems may very well had been working on for months... but without the tech for having hundreds of players or the mission system, roles, party system, grabby hands,FPS, reputations, AI... [hotas]:S


If they get to put the right tech in place in the following months(or they give great news in CitizenCon or 3.0 will barely be possible this year), the content will not be a issue. If not... well... they'd better hurry.

The thing is that building assets without having the core engine ready means that you will need to rework it to fit, and we've seen in CR's Kotaku interview that this has already happened multiple times which is a massive waste of resources (and, more importantly, backers' money). There are also a lot of fundamental gameplay aspects in that missing tech that you listed - their AI demos have been pretty depressing, the Gamescom demo mission seemed pretty annoying (far too much faffing about required, it will get old quickly and I say that as someone who tries to 100% BioWare games! [where is it] ), and I'm pretty sure that getting "hundreds" of users in an instance for FPS is basically impossible without sacrificing the "fidelity" that CR seems obsessed with.

I'm sure that folks at CIG have been doing a lot of good work, that isn't the issue!

- - - - - Additional Content Posted / Auto Merge - - - - -

Reading that article feels like no one at CIG has worked on serious design prototyping before. Amount of stuff actually put into code and models just to be scrapped is staggering, expensive and feels useless.

I suspect majority of content most likely will require retouching, and refitted for de facto system which will they have now.

TBH The way that I read the articles was that every major design decision went through CR, and he regularly changed his mind after things has already been produced. I have a feeling that stuff was prototyped, design leads OKed it (fitted whatever brief they had) but when punted to the top it was pushed back.

There's a word for this in advertising: re-briefing. If you want to actually lose money on client work it's a great way to go.
 
According to the Jennison letter I think. CR had an unapproval process for things that he had previously approved.

It's pretty much the same thing. Concept gets initial approval, a lot of work put into it by relevant creative/tech/etc teams, gets to the final sign-off and senior person x says "can we just change these parts as I and/or client have had another idea?".

Rinse.

Repeat.

Unless your workflow says that this ain't going to happen you're screwed. And it has to be the senior folks in the process who enforce. If said senior folks are the ones causing the problems then game over.
 
It's pretty much the same thing. Concept gets initial approval, a lot of work put into it by relevant creative/tech/etc teams, gets to the final sign-off and senior person x says "can we just change these parts as I and/or client have had another idea?".

Rinse.

Repeat.

Unless your workflow says that this ain't going to happen you're screwed. And it has to be the senior folks in the process who enforce. If said senior folks are the ones causing the problems then game over.

Yes - when you already have significant technical changes you really do need Mr Obssesive attention to detail that most people won't even notice in charge of knocking everything backwards periodically..

I don't care how many times you have to do it - do it till you prove me wrong!

ETA - so is this dog and pony show going on for three days?
 
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It's pretty much the same thing. Concept gets initial approval, a lot of work put into it by relevant creative/tech/etc teams, gets to the final sign-off and senior person x says "can we just change these parts as I and/or client have had another idea?".

Rinse.

Repeat.

Unless your workflow says that this ain't going to happen you're screwed. And it has to be the senior folks in the process who enforce. If said senior folks are the ones causing the problems then game over.
Repeated because it's been a feature of every horrible production process I've been involved in - and this whole project honks of it.

Gotta be worth mentioning how rough this is on devs too leaving projects feeling inescapable and removing all pride in anything you produce as your expertise and opinion is rendered completely irrelevant, null and void. Then the run-on into the next project under a different lead whose just getting more irate as you should be done now etc - and always the pressure from mgmt that if you were good enough and listened enough and were a proper team player right with the program you would have gotten it right first time.
 

Again with the 1.5 million backers crap, don't these people fact check anything?

The only worry that I have is losing the support of the community. That’s what’s enabling us to make the game that we’re making right now. As long as we have the support of the community, I have no doubt that we will make this amazing game. Now whether that’s the amazing game that everyone out there wants, I can’t say. Everyone has their own particular vision of what they think is the thing they need. But I will say I have a pretty good feeling that what we will deliver will satisfy and impress a good amount of people. I really believe it. We’re basically combining a lot of the things you’ve never had in one game before. It’s going to take us longer to get to that nirvana of it all, but I think it will be something very special.

AKA don't stop buying shiny spaceships.... please..
 
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They already went into FUD mode on melting ships.

We can reassure people that it might not be a problem - but it might be! (paraphrased)
 
Interview with Chris Roberts http://gearpatrol.com/2016/10/06/interview-chris-roberts-star-citizen-creator/

"Normally you’d go to a star system and maybe there would be one or two locations you could land on, you buy or sell stuff, and then you’d go to another location. With Star Citizen just one star system should have enough content and enough things to do for players to play for hundreds, even thousands of hours. The density of experience is going to be much higher than what you’ve seen in other space games, including my own."

I think this could be laying the groundwork for a massive reduction in star system numbers (an MVP bonsai galaxy).

Without the vaguest shadow of a doubt. Fidelity man has been saying this about the hundreds of hours in one system thing in recent months. I think if this does release they'll have the current system "fleshed out" and maybe 2 others to give some sense of a loop.

That article is irritating to read though throughout. He talks of "doing it right" and "quality first and foremost". I must have experienced some other game then because neither of those statements I can apply to this garbage which led to my refund recently.
 
Without the vaguest shadow of a doubt. Fidelity man has been saying this about the hundreds of hours in one system thing in recent months. I think if this does release they'll have the current system "fleshed out" and maybe 2 others to give some sense of a loop.

Which completely defeats the point indeed. He could release one square mile with a billion things to, but thats not what people pledged for. And you cant say "sorry for not releasing the promised 100 systems in 2014, but thats because we're adding so much more." and then release less than 100 systems. Regardless, they are shifting gears and clearly heading towards MVP release, with the emphasis on 'minimum', with lots of doubts about the 'viable' part. But more on that after a cool video on sunday.
 
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Not that I deny it is interesting and healthy approach - I would like to see ED to have more missions, things happening within system, like small transportation missions - this sounds like backtracking indeed. I don't say it's bad - it's ok, they have to start somewhere - but this will clash with some of most loudest backers.

its all coming in elite, slowly and steady, we haven't seen any of the atmospheric planetary tech yet from FD so until then no one knows, including Mr. CR.
 
Now it's looking like the Stanton system is the MVP we should start doing MVP bingo and guess what's getting cut (being worked on in the background in marketing speak).

I think they'll drop alien races (and all the stuff that goes with them) as they wouldn't all be crammed into the Stanton system. Except the vandal's which they need for plan 9 from outer Stanton.
 
Which completely defeats the point indeed. He could release one square mile with a billion things to, but thats not what people pledged for. And you cant say "sorry for not releasing the promised 100 systems in 2014, but thats because we're adding so much more." and then release less than 100 systems. Regardless, they are shifting gears and clearly heading towards MVP release, with the emphasis on 'minimum', with lots of doubts about the 'viable' part. But more on that after a cool video on sunday.
Because they have maxed out community on "crowdfunding" phase. They need to switch to "early access" phase, where they can spend 4 years or more.
 
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