The Star Citizen Thread V2.0

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Well for you my word doesn't count as a thing I guess but let me tell you now. It will be seamless and what you are saying makes no sense.

I'm not sure what 'your word' has to do with anything. :eek::D:p

Surely your words are just 'opinion' like everyone else's here...including my own opinion which I expressed above? :eek:

Unless you are working for CIG...in which case everything makes sense and yes, your word would be more than opinion...
 
I may have posted this before, but how to build a game from the bottom up (aka, the RIGHT way, not the CIG way):
http://www.youtube.com/watch?v=XHNTwIhr5ns

And this was just a side project the Planetary Annihilation team did while working on PA. (Oh, and it uses the PA engine. Yes, the PA engine is modular enough to run on a cell phone.)


Also, for those that say that space in ED is boring, I wonder if you aren't just focusing on the visuals. But what about the things you can do? It's like comparing Dungeon Crawl (ASCII) to Final Fantasy XIII. Sure the latter looks less "boring," but the gameplay is a lot more boring.

And if it isn't the visuals, but rather the gameplay content, then currently both games are boring. ED is an empty house that needs to be filled with furniture, as Braben himself said, and SC consists of nothing but a couple of bland game modes with rudimentary combat that is yet to be fleshed out. It's pure self-deception to think that either is fun for more than testing out at the moment. (Well, less so for ED, since it's further along gameplay-wise.)
 
They will integrate group-based models through the experiential based learning process to uniquely give us just in time solutions. This documented action plan drives a low-risk high-yield, executive-level, agile and idiosyncratic Strategic Pledge Management System, while the sales (or pledges) institutionalizes multi-tasked challenges by nurturing backers needs (M50 for racing...). The trends add value. Value-driven commitments proactively influence the enablers. The backers strengthen profit-maximizing, high-level and end-to-end empowerments.

The pledging-resources structure an outstanding, goal-oriented, opportunity. As a result, a high-level backers / investors pledge level credibly enforces active, genuine and future differentiators. CIG's gut-feeling is that relevant diversities (exploring, racing, dogfighting) aggregate a prioritizing support structure. Metric and timeline cultivate a bullet-proof gamers value. CIG embraces perspectives going forward. As a result, the problem-solving, active, development line prioritizes time-honored dialogues. They need to enable a requirement. Framework and benefit generate a strategy formulation, while niches impact an outstanding timeline. The powerful champion streamlines a competent project.

-> A productive project credibly targets the key people.

You may apply right now:
https://www.cloudimperiumgames.com/jobs/124-Marketing-Manager

Marketing Manager

Santa Monica, CA

Posted:08/07/2014
As a Marketing Manager you will be accountable for the marketing strategies and initiatives and will set the overall vision for consumer communications. This position will ensure CIG’s vision is reflected in marketing, sales, channel, international and PR strategies. The successful candidate must be highly analytical and strategic with experience in the gaming industry.

Responsibilities

• Responsible for all marketing strategies and programs while leading new initiatives that target the consumer audience
• Responsible for development and communication of the marketing strategy and vision on a global level
• Financial responsibility for all marketing and advertising related efforts for franchises
• Develop long-term franchise plans with studio exec teams
• Ensure consumer insights are provided during the development of games through qualitative and quantitative research
• Provide direction on market scope and marketing spend, incorporating media mix models and demand funnels, ensuring budget accountability at functional level.
• Identify and develop key strategic alliances with external brands, media and commercial partners
• Partner with Management in forecasting and demand planning
• Responsible for licensor and partner relationships

Requirements

• Four-year degree in a related field required. MBA desirable.
• Minimum of 8 years’ experience in Marketing, preferably in online and/or games industry.
• Demonstrated record of success in consumer marketing.
• Must have broad marketing experience including market research, product positioning, pricing, promotions, sales and distribution.
• Experience building brands that reach consumer across multiple categories
• Experience building cutting edge, leading brands that have strong consumer awareness and interest
• Ability to work with multiple stakeholders and negotiate agreements

As reported at Gamespot:
http://fyre.it/lPS9KY.4
 

psyron

Banned
As backer of both, I don't see how they could be more different from each other.

SC is the flashy "star and stripes" action movie; while ED is the "2001 Kubrick " slow tempo movie.

The first does not even exist yet; for now the only thing that exist is the flight model and fees implementations of damages and weapons. if you strip down Arena Commander, and put cubes; all that is left is cubes using the flight model , and a rudimentary shield/damage model, in areas that are really small and with limited number of players.

In the long run, there will be more, but as is now; that's what is there.

ED is a bit ahead; it has most of the mechanics done; the system jump mechanics, the instance mechanics, the damage and flight models, energy management and a basic AI and economy system. Overall is probably a year and a half (4 years in Chris Robers timeframe :p ) ahead, because decided to tackle the first person section and the planetary landing as extra/post launch module. It also does not have a single player story mode; which saves a lots of time.

I believe that they appeal to different kind of audience, just like 2 movies appeal to 2 different kind of audience (altho there are people that can mostly like both at the same level). I play different MMO for different moods; and space MMO games like SC and ED are exactly the same, so I cheer both of them, hoping that they will continue the tradition of their respective predecessors.

Good and fair comparison. And i would be perfectly fine with this if CR and CIG would not constantly claim that SC will be the BDSSE! It will at the best become as good as ED, but for sure not better.
And they should stop selling ships! It's an abuse of crowdfunding principles!

Their logic is to continue to make things that sell, no matter if it is functional to the idea of what it has to do...people requested working toilets; and they did it for realism; but mainly because people shed money to buy ships with a working toilet.

If people shed money for ships that are basically airplanes to race, it is natural that they will make more.

As you may see, most of the real development started when the majority of backers were tired to see always new ships and no game at all; once that the excitement and hype wear down; people realize that SC is a big commercial machine, like anything else. Nobody does anything for free, and games nowadays needs to be AAA to appeal, so can't really make one in a garage with just 2 people, like it was at the time of the 16 bit computers in the 80s.

Mr Braben did not spend 40M to make his game; was just him and few others if I am not mistaken. Mr Crammond made F1GP and Revs by himself, Mr Molineux made Populous mostly by himself, like Mr Wright did Sim City.
Times are different now. Sadly.

They talk about passion and dreams of a space sim that has X and Y, but when they are working 60 hours a week, the passion wear off quickly, and all that you need is some good old cash to remind you why you do things...so the passion come back :)

Yep! +1 ;)

So I took a look at the project status page for Star Citizen, and the Persistent Universe is still only at the "Design Stage".

It baffles me that this isn't commented on more in certain places. Is there any chance that the Persistent Universe will be released before 2017? I just can't see that happening...

https://robertsspaceindustries.com/project-status

Yep! +1 ;)

Very good posts guys!
 
CGI graphics used to be highlighted on the boxes of all games that had more style than substance...

Ah CGI highlights... so please help cause i cant seem to find it:

wc_set.jpg
 
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I may have posted this before, but how to build a game from the bottom up (aka, the RIGHT way, not the CIG way):
http://www.youtube.com/watch?v=XHNTwIhr5ns
And this was just a side project the Planetary Annihilation team did while working on PA. (Oh, and it uses the PA engine. Yes, the PA engine is modular enough to run on a cell phone.)

Are you really comparing building a mobile game with the detailed mmorpg world of SC??

They opted for the ships cause they are the main atraction, the main breaktrough in game design, being all desctructable into pieces and available for you to walk inside them with your friends, the main focus is multicrew adventuring in the ships. Not only it was the best way (has prooved) to get funding going but it allowed them to build even more ships and have arround 70 ships in the works, all with different shapes, stats, weapons and ways to handdle, most of those ships cost from 35,000$ to 180,000$ to design/model/implement etc.

Also If you build the world first and only then put the pieces inside you will have geometrical problems with the physical space needed to be playable and fun, 1:1 scale doesnt apply when your talking about FPS and arquitectural funcionability.

Check the latest video from the game development of Kingdom Come Deliverance . They faced similar problem because their also building a detailed world thats alive and breathing, they built a real castle and village ingame only to notice later that when playing there wasnt enough room to make it work!

Check movie to understand the complexity of SC ship design : https://www.youtube.com/watch?v=9A-p1liN1Tw

For instance, do you really expect to walk arround the space stations in ED before the release of Star Citizen? You think those are rendered and geometrically ready to have players walking there? Cause to me they look like a Sim City ghost town atm.
 
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Yep and we can thank MS for Freelancer, as CR ran the company into the ground and had to have MS come in and save the project. Then MS kicked CR out so that the game would be finished.

So thanks MS.

Hope SC is not the same case, otherwise it would be xbox one exclusive
 
Yep and we can thank MS for Freelancer, as CR ran the company into the ground and had to have MS come in and save the project. Then MS kicked CR out so that the game would be finished.

So thanks MS.

Hehe your helping me then, Freelancer "failed" cause of short of money and then a big publisher came in and stripped the game down of main features for the saking of delivering it!

Since Star Citizen has no publisher and keeps making tons of cash were good to go ;)

Hope SC is not the same case, otherwise it would be xbox one exclusive

Consoles couldnt even run Star Citizen now, much less in 2 years with more features implemented ;)
 
Hope SC is not the same case, otherwise it would be xbox one exclusive

The sad part is that there is ZERO reason for SC to head down the same path, as SC has twice the funding that they said they needed. But CR can't help himself and will spend everything he has, so now CIG are back to a position were they don't have the funds to finish the game. If CR had just some self control CIG could have produced a great game with out any financial problems then continued to add to it over time, CIG could have done more with the money. Now they are burning cash paying other companies profits in order to make everything at once.
 
Hehe your helping me then, Freelancer "failed" cause of short of money and then a big publisher came in and stripped the game down of main features for the saking of delivering it!

Since Star Citizen has no publisher and keeps making tons of cash were good to go ;)



Consoles couldnt even run Star Citizen now, much less in 2 years with more features implemented ;)

Sorry but no. CR ran the company into the ground and the only reason Freelancer was released was because MS came in and gave digital anvil Bail out money. digital anvil was 18 months behind and out of money, that is due to CR and nothing more.

Edit: you keep giving CR money and he will just keep trying to add feature creep and burn through that money as well, leaving nothing left to finish the game with.
 
Check movie to understand the complexity of SC ship design : https://www.youtube.com/watch?v=9A-p1liN1Tw

What's the point of all this complexity though? I mean, its not like we see any complexity in the DFM right now. Point and click, just like a FPS.

Maybe in the future, having more absorbant, high tech toilet paper will give you the opportunity to win in a dogfight, but until we actually see this complexity affecting the gameplay apsect I don't see why it is so important.
 
Edit: you keep giving CR money and he will just keep trying to add feature creep and burn through that money as well, leaving nothing left to finish the game with.

Im fine with that, i already feel I got my moneys worth :D

Its his dream game, he has the funding and has all the time he needs to make it so! Its making it in a modolar way that we get to play new stuff every few months and give our feedback so i dont care if it takes 5 or 10 years, I have trust in is vision, and im happy and proud to support a project as unique as this one.
 
What's the point of all this complexity though? I mean, its not like we see any complexity in the DFM right now. Point and click, just like a FPS.

Maybe in the future, having more absorbant, high tech toilet paper will give you the opportunity to win in a dogfight, but until we actually see this complexity affecting the gameplay apsect I don't see why it is so important.

You lack vision my friend, you have a hangar, you have spaceships detailed as cars with mechanical and electronic components that will need to be mantained, overclockable, upgradable, tuned... do the math.

Rome wasn´t built in one day ;)
 
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You lack vision my friend, you have a hangar, you have spaceships detailed has cars with mechanical and electronic components that will need to be mantained, overclockable, upgradable, tuned... do the math.

Rome wasn´t built in one day ;)

Borrrrrrrrrrrring. :D

I can't wait for 0.9 tough. I hope it changes my current perspective.
 
Seriously?

Honest truth.

If only i could resell my ESO account for more star citizen pledging.. i would.

Also this:

The sad part is that there is ZERO reason for SC to head down the same path, as SC has twice the funding that they said they needed

So you get X budget to buy a car, meanwhille you find actually your budget doubled, would you buy the same car?

But CR can't help himself and will spend everything he has

We gave him.

So now CIG are back to a position were they don't have the funds to finish the game.
???:D???

If CR had just some self control CIG could have produced a great game with out any financial problems then continued to add to it over time, CIG could have done more with the money. Now they are burning cash paying other companies profits in order to make everything at once.

Its called modular development, allows them to work in multiple aspects of the game at the same time, thats what you need to do when you have a game with has much features has StarCitizen

:S ??? I cant even ??? :S
 
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