The subject is rather the supposed incompetence of CIG to carry out its alpha correctly in relation to all the actors of the market, not really about the 2 games.
Except it wasn’t.
The subject was comparing Star Citizen to its particular cohort: games past and present that during the "Alpha" stage of development (that is, not feature complete) could be
played by regular people who have
backed the project financially. That would be most crowdfunded games, as well as those in early access.
This approach has one
huge advantage over the more traditional approach of game development: bug fixing. Because the game in development is out there "in the wild," it runs into
all those bugs that get missed in traditional testing environments. The one that happens because someone has a 20 year old device driver on their computer for a device that maybe three people on the planet currently use. The one that happens because a player has an off-brand sound card. The one that happens because two device drivers don't play well together in
this particular game. The one that happens because you tried to make the game foolproof, and (like everyone else in history) you have underestimated the resourcefulness of fools.
But if you want to
use this advantage, you have to get people
playing the game. And that means that the game has to be consistently
playable. You want as large a player base as possible, playing as much as possible, doing as many different things as possible. That doesn't happen when your game is such a buggy mess, that most players log into the game some time after a patch, and have such a poor experience that they go do other things.
Star Citizen is the
only game of this nature I've backed that doesn't take advantage of the
huge gift backers bring to the table: themselves as testers, and their machines as test beds. It's the only game of this type where I've sat back and waited for further development not because I don't enjoy the game play, or because I'd played out what little content there was (because it's an Alpha), but because when checking out gameplay streams, it looks to be such a buggy mess that it is completely unappealing to me... which is
really saying something.
CIG's atypical approach to this type of development is just
one example of it ignoring the best practices of the industry when developing its game(s). Take altogether, it adds up to a level of incompetence that staggers the mind, except for one niggling detail that casts it into a new light: in every other Kickstarter I've ever backed that has failed to meet its obligations like CIG has, the creative(s) behind the project all but ruined themselves financially (and sometimes physically, thanks to the
huge amount of hours they're working without compensation, since they'd already taken people's money) in their attempts to deliver on their promises.
The Roberts Clan, in contrast, have siphoned enough money from this project to buy themselves a mansion, sports cars, and luxurious vacations. All the while working a grueling 40 hours per week (if that). They've created dozens of shell companies in what appears to be a Hollywood Accounting scheme to drain money out of this project and into their pockets. If their UK company, the only shell company required by
law to publicize their financials, is in
any way typical of the rest of their byzantine network of shell companies, this is to the tune of 10% of the gross, not the net,
every time money changes hands internally.
And that is why I don't consider CIGs performance to be incompetence, but rather a deliberately crafted façade to rake in money from people who just see the polished AAA visuals being produced by the studios, but fail to see the fetid rot beneath. People who see the shiny gold flash, but lack the experience to tell gold from pyrite.
After all, if you can two million dollars from passing off a machinima video as a working alpha, at no cost to
you, when you can continue to repeat that formula, and rake in 30-40 million dollars by hiring hundreds of artists instead?