Game Discussions Star Citizen Discussion Thread v12

The problem is consistency. See for example DCS has a lot of attention to details, and it translates into a coherent game world, where everything is simulated properly, because they give equal attention to every aspect. CiG gives us pixel perfect textures maybe (as they certainly didnt forget THAT blue pixel !) but wow, the rest of the experience is wonky to say the least, and there it's closer to Minecraft than DCS...
This.
 
The thing about "detail" is it's relatively easy to achieve. There are countless 3d artists out there capable of creating the sort of assets in SC. It's straightforward to plan and schedule and doesn't tend to run into the technical blockers that have stalled SC's development as a whole. What it does take is time, and therefore money, and SC has lots of "detail" because CIG has thrown literally hundreds of millions of dollars at it. It's nothing to do with "vision" or "scope" or some special result of Roberts' direction, and it's not anything other devs couldn't achieve with the same budget. If Roberts hadn't been gifted so much cash SC would still look like the 2012 KS cinematic. What other devs have been far more successful at is making working, playable, complete games.
 
Battlefield 1942.
Excellent analogy Tippis.
The same point but 'My god the Desert Combat Mod' what an on the fly design change to add new everything really and also alter the 'physics, graphics' of those additions.
All in one few Gb update!

The current games have a far larger graphical and memory load to name but a few developments. Although I wonder if the design principals for the basics are the same?

BF1942 DC Apache gunship or the - Mil mi-24 - The physics, gravity and Control were absolutely superb.


1610038829326.png


The flight model, controls and HUD in SC needs some serious work.
Pug
 
Disagree on the detail bit. There's a considerable amount (possibly even an overwhelming majority) of gamers for whom graphics matter a lot. Yes, it is also a function of time, but "this game looks good" has always been and always will be a valid selling point.
Sure, but that's not the same as it being in any way special, much less neverdonebefore, which is how it is almost universally being used in reference to SC.

A backer brings up [feature] and goes on a huge neverdonebefore gushing spree over it; everyone with any kind of experience point to a bajillion examples of it being done before; backer counters with “…but graphics”, totally missing the point that those bajillions of examples also achieved similar level of detail relative to their era. The neverdonebeforedness was done before, not just on a technical level, but on a visual level as well and all we're seeing is it being done again in the current era.

The eras moving forward is just the natural evolution of the field — if we were to include that, just about every game ever made has the same (often vastly more) claim to neverdonebeforedness as SC does.
 
Wowowow. Hold your horses mate. Enter a ramp, and.. try and enter the ramp, get thrown around by the actually-not-so-seamless CE map junction that confuses the physics engine, maybe the ship will just flip over and explode, or you'll get propelled into orbit (happened to me once) or rotate at ludicrous speeds while the ship is being disappeared by the not-so-comfortable timer (yes, happened too..). Maybe. Or the ramp just kills you or sends you down through the planet. Or maybe you can continue unharmed. Getting to the cockpit might follow depending if your ship had not too many glitches, lets say, it's not a Freelancer, and you are not falling through the floor. See, it's an adventure by itself !

...
OK, I don't really know any other game that does this.
 
OK, I don't really know any other game that does this.
Hmm… You could probably replicate it in the Build engine with a poorly planned mover sector. I mean, movers in general can kill in almost all engines, but the Build ones were notorious for the way they could break things.

 
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Disagree on the detail bit. There's a considerable amount (possibly even an overwhelming majority) of gamers for whom graphics matter a lot. Yes, it is also a function of time, but "this game looks good" has always been and always will be a valid selling point.
Book covers are often visually appealing, but usually reveal diddly-squat about the content that lies beneath them.

AAA games look good, because AAA game developers have learned how to maximize looks while minimizing costs: not just money to pay the artists that produce them, but the computer resources on the end user’s machine required to display them to the player... without affecting game play.

Everything I’ve seen on the live streams reinforces the impression that the good visuals are naught but whitewash for crumbling tombs, filled with nothing but fetid decay. This pretty much matches Chris Roberts’ MO for this game to date: adopt the appearance of a AAA game development company, and hope some of that glitter rubs off on the product you’re selling.
 
The thing about "detail" is it's relatively easy to achieve. There are countless 3d artists out there capable of creating the sort of assets in SC. It's straightforward to plan and schedule and doesn't tend to run into the technical blockers that have stalled SC's development as a whole. What it does take is time, and therefore money, and SC has lots of "detail" because CIG has thrown literally hundreds of millions of dollars at it. It's nothing to do with "vision" or "scope" or some special result of Roberts' direction, and it's not anything other devs couldn't achieve with the same budget. If Roberts hadn't been gifted so much cash SC would still look like the 2012 KS cinematic. What other devs have been far more successful at is making working, playable, complete games.

Agreed, it's easier to throw artists at a task than it is to throw programmers at one. I'd also guess that it's a bit easier to spot talented artists than it is to spot talented programmers.
 
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AAA games look good, because AAA game developers have learned how to maximize looks while minimizing costs: not just money to pay the artists that produce them, but the computer resources on the end user’s machine required to display them to the player... without affecting game play.

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AAA rather removes gameplay than turn down the gfx. Instead they chuck in mtx cash shops. The arms race for better looks has mostly stifled AAA creativity and left ever shrinking pieces of the budget cake for gameplay dev.
 
Agreed, it's easier to throw artists at a task than it is to throw programmers at one. I'd also guess that it's a bit easier to spot talented artists than it is to spot talented programmers.
That, and the work the artists need to do is much more easily quantifiable. The problem with "never been done before" (when that's actually the case) is that it's also "not guaranteed to be possible", "impossible to predict how long it will take if it can be done at all", and "likely to lead to unforeseen problems, dependencies, reworking of assets, and wasted time and money", as CIG has demonstrated.
 
AAA rather removes gameplay than turn down the gfx. Instead they chuck in mtx cash shops. The arms race for better looks has mostly stifled AAA creativity and left ever shrinking pieces of the budget cake for gameplay dev.


Saldy that seems to be true these days. I usually have high hopes for indy developers and their games as they at least try to produce something new or fill their projects with gameplay from the start
 
AAA rather removes gameplay than turn down the gfx. Instead they chuck in mtx cash shops. The arms race for better looks has mostly stifled AAA creativity and left ever shrinking pieces of the budget cake for gameplay dev.
Saldy that seems to be true these days. I usually have high hopes for indy developers and their games as they at least try to produce something new or fill their projects with gameplay from the start
^^^
This.

The main problem with mainstream games is that development team is driven by shareholders first, the marketing/sales team second, and management third... all of which aren’t likely to be game developers, nor gamers for that matter. They wouldn’t know good game play if it bit them, but they do understand pretty pictures.

That’s why I look to indy developers these days. Sadly, it’s pretty obvious these days that between indy developers biting off more than they can chew, bad project management, and outright scams posing as indy games, I’ve stopped backing them until they’re much further into development.
 
^^^
This.

The main problem with mainstream games is that development team is driven by shareholders first, the marketing/sales team second, and management third... all of which aren’t likely to be game developers, nor gamers for that matter. They wouldn’t know good game play if it bit them, but they do understand pretty pictures.

That’s why I look to indy developers these days. Sadly, it’s pretty obvious these days that between indy developers biting off more than they can chew, bad project management, and outright scams posing as indy games, I’ve stopped backing them until they’re much further into development.

I need to adress the term "indy game studio" as the literal term applies to AAA studios as well (Blizzard for example publishing its own games). I refer to the small and upcoming studios, usually at best a handful of devs where money is tight and people have to be ecking BRILLIANT to make a splash on the gaming media. It could be a project exploiting new technologies which might lead to great graphics or its focus lies on gameplay depth....these guys usually get the most ouf ot the limited resources they have.

Having no safety net and no investors that could keep em afloat their work is usually fast-paced and result-oriented. These guys get things done and fast.

CIG simply is not an INDY studio to me even tho it fulfills the terms markers. Its a mistake on my part I know but I cant change how I understand the word ^^
 
I thought it was time to bring up this topic again and I wanted to share some of my experiences.

I played Star Citizen the first time about a year ago, and I really loved it from day one. It was a bit choppy and laggy on my computer at times but it ran quite okay and was fully playable.

During summer other games got my attention, and I decided to give SC some time off and get back to it later. In the meanwhile in addition to playing other games online with my friends, I played some games on Stadia, like Doom Eternal, AC:Odyssey and Valhalla and Cyberpunk 2077. All these games ran great on Stadia and some of them were games that wouldn’t run as well on my PC.

I then suddenly felt the urge to play star citizen again, I missed the immersion and the atmosphere and the feeling of having my own space ship in the verse.

I kicked it up on my computer, and to my disappointment... it runs terribly bad. It’s hardly playable. I don’t know if it got heavier with the updates or if I just got used to how smooth games run on Stadia, in either case, I realize I would need to buy a very good and expensive computer to run Star Citizen properly. And I’m not really at a point where that’s something I want to do...

So then it hit me... if only Star Citizen would be on Stadia, Luna or similar, that would be so awesome. It would let the game reach a much wider audience, not requiring a high-end gaming pc.

And... to those worrying about lag or stuff.. trust me, this is no issue especially when talking about Star Citizen. No one would notice the minimal lag added by stadia in this game, even at my friends who has a much better computer than me, the games I’ve played on stadia runs much better than SC runs. The difference would be neglectable. If anything it would probably run better for most people, like Cyberpunk does...

Happy new year!

Imagine having made so many bad life choices you support both Stadia and SC!
 
That, and the work the artists need to do is much more easily quantifiable. The problem with "never been done before" (when that's actually the case) is that it's also "not guaranteed to be possible", "impossible to predict how long it will take if it can be done at all", and "likely to lead to unforeseen problems, dependencies, reworking of assets, and wasted time and money", as CIG has demonstrated.

Speaking as a motion graphics person who recently worked on a huge project with seemingly bottomless pockets and with endless whimsical changes of direction, after a while it's very hard to actually care about what you're doing. Yes, you're getting paid for longer than you thought, and the work itself is quite fun, but there's soon no desire to go the extra mile when you're 50% certain whatever you're working on will be thrown away a couple of months later. You can sense the frustration and lack of enthusiasm from your managers and it just becomes "What colour do they want it? Fine!" rather than the excitement of trying to impress people. Don't get me wrong, I feel lucky to do what I do (would feel luckier if it paid well!), but if you stop caring it really saps any creativity you have. You just feel like a weird rich person's plaything.

Having said that, most of the STAR CITIZEN stuff looks great, so perhaps there's more optimism within the company than there is outside of it.
 
Having said that, most of the STAR CITIZEN stuff looks great, so perhaps there's more optimism within the company than there is outside of it.
No, because SC is a "huge project with seemingly bottomless pockets and with endless whimsical changes of direction".
 
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