I'm going to join the “old news” choir here. There were aimbots out for SC literally within a day of it hitting the live:ish servers. People pretty much just had to adapt existing years-old Crysis mods, which, seeing as how the underlying game is pretty much exactly the same and also has no protection whatsoever, made it surprising that it even took that long.
If I remember the videos making the rounds back then correctly, ESP is essentially built into the game — you just have to feed the right commands to the renderer. And the physics being the way they are, shooting through walls across the entire map requires almost no modification at all.
There is no middle ground in this genre: A well-crafted content-rich space experience full of lore to explore with a small scale MP attached? No, for every new contender it has to be a "whole universe" full of commandos, nothing less. A basic design choice limiting possible gameplay loops, quest design and forcing the ever on-going re-balancing nightmare.
Star Citizen fell in the same trap, starting with a reasonable proposal and then turning it into yet another space MMO. And MVPs is what you get as a result.
Pretty much, yeah. It was that notion that you could get both CDPR-level world detailing and plotting while also having an X³-sized universe that somehow got into everyone's heads even though one pretty much inherently excludes the other. You cannot algorithmically populate the latter with the former, and doing it by hand means your game is obsolete long before it ever has any chance of being out — doubly so if you start with such pointless ephemera as graphics as visuals.
The problem SC faces is that the two styles have very different, and even more incompatible MVPs. The open sandbox MVP sort of works if it's the exact same thing, spread over a bajillion different places that interact through some kind of world sim — it's the sim that makes it “minimally viable”. The storyline game requires the exact opposite: you can get by if it's just one location, but one that presents the myriad of story interactions that is required not to feel same:y. And MVP of a combination would require a ton of differing interactions in a ton of different places, at which point your MVP is pretty much the full game, which rather defeats the purpose.
For SC, in particular, I think that's where CIG has tripped up completely. Their talking about releasing an MVP is not a problem. Their not knowing, describing, arguing for, and possibly even understanding what it means to be minimally viable is what will screw them over. What feature set will be considered “viable” among a playerbase with such insanely diverse perception of what the game should be? And that's assuming they even deliver something that's not just a vertical slice — it's not like they have ever demonstrated anything remotely resembling a good grasp on even very basic and conventional software development terms. So what are the odds that they just equate “vertical slice” = “has a one, very specific, full(ish) game loop” = “viable, and at a really minimal level”.
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