Seems like a bit of an overreaction going on.
A live gameplay presentation is just that, a presentation. A proof of concept in a controlled environment to showcase tech, game design direction and the overall feel of the gameplay.
It is not the same as having a build ready for playtesting by thousands of gamers.
And the game is not crashing every 15 min's... Server reset's every 15 minutes so that people who are waiting in the line get a chance to test the game. Lot of people interested btw with the line going all around the booth so it seems the 3.0 build is at least intriguing for people to wait and hour or more to play it.
It's better than last year when streamers played the current build, at least this year there's new cool stuff to see like blowing people up with a railgun.
Tomorrow we will have the big presentation where they will most likely reveal more cool stuff.
They showed the cutlass landing gear today and it was compressing, quite nicely too.
CIG is a one game company created 5 years ago to make Star Citizen/Squadron42 through crowdfunding alone. As you may well know they started with a hand few of dev's and have grown steadily thanks to the help of the community, that help is rewarded with CIG showcasing their work much sooner than in traditional AAA game development, that's why we get to test early builds and see the sausage getting made. CIG has in their top ranks Dev's who've released plenty of "viable and money-making games to market", multiple times in the last decades actually. Nothing in their development is out of the ordinary in what concerns game development. We are just getting a bit of the inside look of it, it's not supposed to be pretty, as much as CIG tries to filter it out.
There's a book coming out that should be interesting for anyone that likes game development or just follow crowdfunded and early access games called
Blood, Sweat & Pixcels by Jason Schreier (kotaku) who goes into the deeps of some big games development stories. (
DiabloIII part here)
Knowing the insides of game development and contextualization is quite useful not only to understand that some of the "problems" in Star Citizen are general problems that all big games go through.
James Shore who wrote the book
The Art of Agile Development and is the redditor u/
jdlshore analyse's CIG's 3.0 Schedule said this about CIG development process and bugfixing iteration:
"Their development process seems very normal and ordinary. No surprises whatsoever. It's a very classical approach to development combined with intelligent big-cycle iteration, incrementalism, and evolutionary design (refactoring) along with small-cycle sprints. I prefer a more aggressive approach to incrementalism but that doesn't mean their way is wrong, and their approach is much more common in the industry than mine.
Polishing is an essential part of pre-release bugfixing. How much to do is a business call based on strategic priorities. Their focus on polish is very consistent with what they've said about their goals. I think it's the smart business decision."
https://www.reddit.com/r/starcitizen/comments/6unav3/no_bamboozles_release_forecast_for_august_18th/