The Star Citizen Thread v5

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"I think CR expanded the scope of the PU and made Squadron 42 a seperate game so he could build his company up to where he wanted it to be. Now that he got his AAA game company for free, I expect things to be developed a lot faster in 2017 and beyond. But, will see.

In the end, I'm almost as excited to maybe read a book about how he was able to accomplish building a multimillion dollar company solely on backer pledges than I am about the game."

https://forums.robertsspaceindustries.com/discussion/comment/7548228/#Comment_7548228

2017 is this year's 2014 2015 2016.
 
Frankly, I expected that now they got engine a bit better fit, they will move forward faster too. Turned out that engine and pipeline is not ready yet to push out features, despite having no engine or pipeline, having NO AI or other code at least for prototype level is for Squadron 42 at this point is just doesn't make sense.

Whatever are reasons behind delay they don't make any sense anymore - other than managemental incompetence.

If anything positive for me here is that if CIG will be able to dig out of this, this will be best game dev reality show to take my mind off from toxicity of politics during this year.
 
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Release is a formality. The real question should be: when will ships be available to purchase in the game?

I am expecting a DayZ style perpetual Alpha/Beta, but it's even more P2W than Candy Crush. I imagine it's entirely convenient for them to continue in this manner for the foreseeable future which is my biggest concern.
 
I have a question: How much money went into the marketing so far? The constant video production must be quite costly taking into account wages for people involved in filming, doing interviews, editing and cutting the whole material etc. What is their marketing budget?
 
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I have a question: How much money went into the marketing so far? The constant video production must be quite costly taking into account wages for people involved in filming, doing interviews, editing and cutting the whole material etc. What is their marketing budget?

I don´t think anyone can answer this question.
The community shows should be paid from subscriber money, but that is just a statement. I havn´t seen any numbers about how many subscribers they have.

As they produce their marketing intern and don´t rent costly advertising space (hello TESO and Super Bowl) it shouldn´t be a huge sum. Regarding the results (more than 140 Mio. without shipping a product) I would say their marketing budget was well spent.
 
42% (current status) are delusional obviously forgetting Chris Roberts announcement of a MVP release and just confirm the self-conviction required to be a true believer :)


I accept as well that they might release "something" regardless of its playability or content so that the hardcore people can claim that SC isnt a failure because "technically" it released.

Nobody likes to admit they have been conned, do they?
 
Now if we could find actual community quotes saying the same thing for every year after 2013. I am sure they are there...

There are tons of posts about this on the official forum. Just a quick scan through and I saw this.

"Some time 2016.

Not gonna make any other assumptions.

I´ll wait until its ready to be awesome. ( And until i am ready to up my rig to enjoy the 2016, 60fps, 4k occulus awesomeness)"

No assumptions made. [smile]

EDIT ... from October 2013
 
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I don´t think anyone can answer this question.
The community shows should be paid from subscriber money, but that is just a statement. I havn´t seen any numbers about how many subscribers they have.

As they produce their marketing intern and don´t rent costly advertising space (hello TESO and Super Bowl) it shouldn´t be a huge sum. Regarding the results (more than 140 Mio. without shipping a product) I would say their marketing budget was well spent.

It is kind of a fashion in the Verse to first state that nobody knows, to then draw assumptions without evidence and use vague terms like "huge sum" which in this case could be anything between $500.000 to $20.000.000.

But why I am asking is:

- constant video production over several years (you need a team to produce all this stuff that has to be paid, "inhouse" production tells you nothing about the costs)
- the production for some videos was outsourced if i remember correctly, like certain trailers for ships etc. (btw.: do they have a dedicated video production team inhouse?)
- marketing events like citizencon, gameconventions definitely cost a lot of money, especially if they are overseas and when gameplay demos are specifically produced for these events

So they are doing all this since a few years now, so how much of the funding went into that?
 
It is kind of a fashion in the Verse to first state that nobody knows, to then draw assumptions without evidence and use vague terms like "huge sum" which in this case could be anything between $500.000 to $20.000.000.

But why I am asking is:

- constant video production over several years (you need a team to produce all this stuff that has to be paid, "inhouse" production tells you nothing about the costs)
- the production for some videos was outsourced if i remember correctly, like certain trailers for ships etc. (btw.: do they have a dedicated video production team inhouse?)
- marketing events like citizencon, gameconventions definitely cost a lot of money, especially if they are overseas and when gameplay demos are specifically produced for these events

So they are doing all this since a few years now, so how much of the funding went into that?

Again. I way to tell: in house video productions:

$22-35k for production equipment and depending on what stuff they own. This includes editing computer, software, mics, lighting, diffusion, tripodsetc.

Salaries: Justin chambers (editor with money on his hat) probably makes 30k-35k (low budget in house production salaries suck, but these are entry level positions) a year, Thomas Hennessy (now gone) may have made similar...conventions cost big money but they recover some of that in ticket sales.

I'm going to assume they don't pay shills, and I guess the community team (disco and that other guy) get paid by sub money...35-45k?)

All guess work of course now that I think about it. Almost pointless to hit reply but I gave it a shot ;)
 
It is kind of a fashion in the Verse to first state that nobody knows, to then draw assumptions without evidence and use vague terms like "huge sum" which in this case could be anything between $500.000 to $20.000.000.

But why I am asking is:

- constant video production over several years (you need a team to produce all this stuff that has to be paid, "inhouse" production tells you nothing about the costs)
- the production for some videos was outsourced if i remember correctly, like certain trailers for ships etc. (btw.: do they have a dedicated video production team inhouse?)
- marketing events like citizencon, gameconventions definitely cost a lot of money, especially if they are overseas and when gameplay demos are specifically produced for these events

So they are doing all this since a few years now, so how much of the funding went into that?

If you find somewhere someone who can (and do) give a more concrete answer to your questions it would be nice to share the results here. I would be interested, too.
 
Dead Space IV is coming along nicely…
UnselfishNearHalicore.gif
 
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