I would have to disagree here. SC is an example of the need to be careful with crowd funding. Without crowd funding there would be no Elite Dangerous.I think it is an opportunity missed, and a lesson on why not to put money into crowd funding.
I would have to disagree here. SC is an example of the need to be careful with crowd funding. Without crowd funding there would be no Elite Dangerous.I think it is an opportunity missed, and a lesson on why not to put money into crowd funding.
It's also an example of why feature creep needs to be avoided at all costs, and why ambitious dreamers like Chris "This is still early stage stuff" Roberts need to be kept away from project management.SC is an example of the need to be careful with crowd funding.
Elite Dangerous fan, and long time Star Citizen fan here, backed in Feb 2013.
Without wanting to throw a grenade into this, what do people here actually think of Star Citizen? i like both these games, i don't see them as competitors, they are different enough that there is room for both.
I'll give an explanation of what i think of it laterit has its good points and its bad points.
Had you seen the infamous imgur album of quotes and what do you think about it?Elite Dangerous fan, and long time Star Citizen fan here, backed in Feb 2013.
Without wanting to throw a grenade into this, what do people here actually think of Star Citizen? i like both these games, i don't see them as competitors, they are different enough that there is room for both.
I'll give an explanation of what i think of it laterit has its good points and its bad points.
The roadmap doesn't suggest Pyro or Nyx are arriving at the end of this year, because they won't be - CIG have already said that Server Meshing is needed for a second star system to be added, and even the first iteration of that tech won't be ready by the end of the year.in fact they haven't even fully finished the first and only star system yet, the roadmap suggests Pyro and Nyx Star Systems at the end of this year
Elite Dangerous fan, and long time Star Citizen fan here, backed in Feb 2013.
Without wanting to throw a grenade into this, what do people here actually think of Star Citizen? i like both these games, i don't see them as competitors, they are different enough that there is room for both.
I'll give an explanation of what i think of it laterit has its good points and its bad points.
As i said i don't think ED and SC are in competition.
I was attracted to the pitch back in 2012, a go anywhere, do anything first person space game.
Even that evolved into something much more, every conceivable game mechanic with a second life type personal journey, a bit like Eve Online but with the missing component of having actually fully fleshed out landing zones, space stations and personal ships, it still amazes me that even now the game has ships that are 200 meters long with completely fully fleshed out first person interiors, and there are much bigger ones waiting in the wings, you do get a much greater immersive sense from your ship being a complete 3D representation, to take it somewhere, get out of your chair, walk through it and get out to where you have taken it. What's not to like?
Add to that the mind-boggling attention to detail in all that, have any of you guys walked around an 890J, a Hammerhead, a Carrack? it is mind blowing what they have done. Some of these ships have interiors that are like entire level maps in First Person Shooters.
The game has mission mechanics in operation, mining, cargo hauling, space postman, trading, PVP, AI battles in space and on foot, some of them are clunky, buggy, but i enjoy them.
For example.
But i fully acknowledge the game has been in development for a long time, too long, and its no where near complete, in fact they haven't even fully finished the first and only star system yet, the roadmap suggests Pyro and Nyx Star Systems at the end of this year but we shall see, plenty has been delayed already.
You do have to ask will it ever be finished?
I have logged thousands of hours in Star Citizen over the years, and i still enjoy it, everything new that comes to it with every patch is adding stuff to a game i already enjoy.
I also see a lot of people with [CMDR] prefixes in their names in the live global chat, clearly others from around here also think its doesn't have to be one or the other, why not both?
We are all just space nerds.
I'll leave it here for now with what is recently one of my favourite videos from a Star Citizen player, the game has a very good cinematic camera built in and some people have to skill to put it to wonderful effect.
The roadmap doesn't suggest Pyro or Nyx are arriving at the end of this year, because they won't be - CIG have already said that Server Meshing is needed for a second star system to be added, and even the first iteration of that tech won't be ready by the end of the year.
But i fully acknowledge the game has been in development for a long time, too long, and its no where near complete, in fact they haven't even fully finished the first and only star system yet, the roadmap suggests Pyro and Nyx Star Systems at the end of this year but we shall see, plenty has been delayed already.
You do have to ask will it ever be finished?
Pillar Talk - Looking Into 2020: A Prediction Check...
This video was dedicated to features coming in 2020. IE:
(NB the footage itself was filmed at Citcon in 2019, so when they say 'next year' periodically throughout the video, they mean 2020, and this is clear in context.)
- Intro: "This is a conversation about what will be coming beyond 3.8. So 3.9, 4.0, and potentially beyond."
- Outro: "There you go, that's a fairly in-depth discussion of what's coming up this year."
Did these features get released in 2020?:
NO:
* iCache.
* Making a homestead on a planet. Deploying defences etc. Tony Z says other players would be able to destroy, or customise such bases, because "that's what we do so often". They "build in the fundamental mechanics, and then you get all of this complex functionality that naturally results.".
* "Persistence for resources" on planets etc, leading to finite caps and gold rushes, for 3.9. Essentially brings exploration.
* Background Universe simulation. The resource exploration feeds into that. "The thing that you're working on Tony, that we're running".
* Jump points & a new solar system. Sean was glad they showed it at Citcon and was very excited for 2020 on those grounds. Tony Z was excited by the discovery, mapping and economic impact of the various types of jump point.
* Pyro specifically, with its lawlessness etc. (Chris qualifies Pyro as not coming in 3.9, but after that, and some time in 2020.).
* Refuelling and salvage. (Originally roadmapped for 2017 etc).
* Theatres of War. Coming out in 2020, but not with 3.8.
YES:
* Prisons in 3.9.
---
So 4.0 became 3.10. We're now on the (delayed) 3.13 in Q2 2021. Outside of prisons, literally none of the planned things they mentioned are in...
Where art thou miracle techs? With your tsunami of emergent gameplay?
(Like purely on iCache, which started this deep dive: I get that a database that handles 'billions' of items and allows many servers to access it robustly is no small task ultimately. But still..... What a load of perpetual chaff they come out with :/)
clearly others from around here also think its doesn't have to be one or the other, why not both?
I'll break my response down.
Original Premise: A single player campaign (that you could do drop in drop out multiplayer with friends) that after completion would open up into the full multiplayer universe and also host your own private servers sounded like an ambitious but superb idea. However, some of the claims made early on were very eyebrow raising from the scope vs the budget they claimed they needed as well as some extremely aggressive timelines for release. However, they showed off a very nice demo of the game and strongly implied it was work they had already done... this turned out to be not true.
Stretch Goals: This is when the red flags really started to be raised. The amounts asked vs what they promised to deliver for that money made zero sense. It was like they were just making up numbers and stuff to add for those numbers.
65 million project: It had ballooned from a 5.5 million best damn space sim ever to a 65 million even better damn space sim ever, and yet, they seemed to be lacking a coherent plan for delivery. The project was now being largely funded by the sale of ships, raising the spectre of pay to win and the scope had balooned beyond recognition. At this point they were still claiming they could do it in just a few years and were still talking about a 2015 release date for what was now the separate SQ42 single player campaign and heavily implying SC wasn't far behind in terms of release. Answer the Call.
Current state: Still lacking in core features and a very buggy alpha with somewhere in the region of 500 million dollars raised, and they still haven't delivered on the content they said they could for 5.5 million in 2-3 years. Its now 9 years later. Yes, it looks pretty, many games do. Yes, it has some nice features (when they work). But its still just got one incomplete system out over 110 sold to backers, not to mention all the other stretch goals they promised, many of which are still not implemented. The only consistent thing is the ship pipeline, which has also grown like a monster.
Chris Roberts, his history: A lot of people backed SC based on the fact that it was Chris Roberts who was doing the kickstarter. They remember his earlier games and thought that he could achieve his vision. Problem is, when you look at his history there is a common thread. Overly ambitious projects that fail to deliver on what was planned. After Strike Commander CR acknowledge that he tried to do more than was possible. And again, with Freelancer, he promised effectively the Best Damn Space Sim Ever, but as the deadline was approaching, it turned out that they hadn't got a working game and it was still missing a lot of features that would have set it apart from other space sims. Microsoft stepping in, effectively buying CR out, giving him "Special Thanks" on the credits, and it still took them 2 more years to get a decent game released that was still a long way from what was announced it would be. There's a lot more to it than this, and there is a really good article about CR and his history called the Chris Roberts Theory of Everything. Its a fascinating insight into how CR works and it includes a lot of quotes from CR himself and people who have worked with him.
See: https://gameranx.com/updates/id/70033/article/the-chris-roberts-theory-of-everything/
CIG, development, and project management: CIG upper management is staffed with family, old associates, and cronies. Many of whom are from the old school days of software development where you got a few clever guys together and pushed out a game. It seems most of them never really learned how to do Agile development (or any other methodology for that matter). There have been a number of red flags project management-wise over the years that would explain why the game is still in the state it is in. I could go on more about this, but this post is getting big enough already. However, a look at the various roadmaps CIG have had over the years, the constant slippage of items that were slated to come not appearing, and most stark, their absoloute refusal to talk about release dates most of the time, probably because every time they have discussed release dates, those dates went by, by months, and eventually years.
Lies, damn lies, and marketing: For me, this is one of the main issues i have with CIG and why i'll probably not buy the game even if they do release a half decent space sim at the end. CIG have consistently lied to or mislead backers from day 1. From the highly misrepresentative launch video, which turned out to have been created by Crytek to CIG's claims of the current state of the game, year after year, when it turned out to be not true. Chris, Sandi, and Erin all stated in 2014 and 2015 that SQ42 was nearly finished and Chapter 1 would release in 2015. It didn't. It still hasn't released, 6 years later. It still doesn't have a release date. They must have known it was nowhere near ready for release. And if you look at what is required for SQ42 to release, we can see from CIG's own roadmaps them working on things required for SQ42 in 2018 and beyond... so how could SQ42 be almost ready for release if they didn't get around working on tech and content for it until many years later? And there are other statements, such as CR in 2015 saying that by the end of 2015 backers would get everything they had pledged for. That would have been both SQ42 and SC with 110 systems with all the other features that CIG to that point had promised backers. That was simply a bald faced lie. Then you have the spaceship sales, which have been discussed plenty. FOMO is rife. Limited numbers of certain ships. LTI only coming with certain ships. Warbond sales. And more. And of course, they grey market, which CIG have facilitated by making things work as they do.
Similarity with other projects: There are common threads between certain crowdfunded games that fail to release or release in a much worse state than backers were led to hope for. Grand claims of what will be produced. Massive scope. Never been done before! Often a single charismatic figure at the lead who talks a lot about what will be achieved within a relatively short amount of time with a relatively small budget, because they are so great, they can do it, while greedy publishers will take more money and more time to deliver the same. And as the project goes on, and they show off plenty of fancy looking stuff, somehow things just don't come together. They might release something playable, and of course, its alpha, which provides a nice excuse for why there are problems. ITS ALPHA! But don't worry, everything will be much better when its finished. Just ignore the problems for now, you're just testing it anyway. However, unlike other public alphas, these alphas never seem to come to an end. They developers keep asking for more money. Just a bit more is needed. Once the next bit is done, things will really start to come together. They start to monetize more things. Bigger, better, or different. And the requests for funding never stop. Those who pledge the most get special status and of course, in-game benefits (at least, in theory). The money raised sometimes being tens or even hundreds times more than was originally stated as being needed... and yes, the scope may have increased, but they still don't deliver on the scope of the game they initially promised.
See: Shroud of the Avatar and Chronicles of Elyria
What will be the outcome?: Really hard to say as despite all the red flags in relation to the project there are still plenty of people willing to continue giving CIG money. However, i will state that it is my firm belief that backers will never get the game they paid for. Not even close. Not even if they give CIG another 10 years and another 500 million dollars. CIG have sold backers dreams, and that is all it will ever be. Even if CIG had competent leadership, i'm doubtful anyone could deliver on what CIG sold to backers. Not just the 65 million dollars stretch goal, but the 1000+ times Chris said "yes" to questions on 10 For the Chairman. Will there be a decent space game released eventually? Maybe... possibly. Give CIG another few years, and if there is enough pressure, from Calders or perhaps financial, they may be pushed to put a release label on what they have, polish it, and hope for the best. They might have a few systems by then and a more more working gameplay loops.
However, no matter what they release, they will find themselves facing certain criticisms, the first will be something like "how many hundreds of million and how many years for this?". They have simply squandered too much time and too much money to produce anything less than the BDSSE. But, its not going to be the BDSSE. That ship sailed a long time ago. The second criticism will be along the lines of "this isn't what was paid for". Again, i refer back to CIGs statements about what they game will be like, 10FtC, Inside Star Citizen, Pillar Talk, Reverse the Verse, and all their other marketing videos where the talking heads talked about what they were doing to the game and what they were adding.
People backed the game based on what they were told they were doing, because they trusted CIG, they believed in the "open development".
But, i'm not sure they will ever dare to put a release label on SC. They will call it early access or something, and then keep that going for years, while they slowly increment numbers without calling it a release. SQ42 they do have to release at some point though... and assuming they can get it into a releasable form, i think it will be an interesting indicator showing what sort of game CIG can produce.
Thanks for coming to my TED talk, if someone hasn't already posted it for you and you haven't already seen it, i highly recommend the Sunk Cost Galaxy series by Bootcha, an ex-investor in Star Citizen (note, investor, not backer - this was early days when CR was scrounging together much smaller sums than he has now in order to make the game, before he learned people will give you lots of money for pictures of spaceships and dreams.txt).
Source: https://www.youtube.com/watch?v=gU3uEBUBIEA&list=PL7SIP0NDfM2yyHKfRmCAociCcJKZHHY0E
The only negative about this YT series is that its development speed is on a par with SC's![]()
tho to be fair in 2014 CR ran a poll explaining that he had the finances to expend the scope of the game greatly but it would take a lot longer to produce,
the community agreed to this, that is no excuse and the time it is actually taking does bring a lot of difficult questions for CR, i don't think anyone who agreed to CR extending its scope back then had anything like this long in mind.
not again please!!!I don't disagree with any of that, tho to be fair in 2014 CR ran a poll explaining that he had the finances to expend the scope of the game greatly but it would take a lot longer to produce, the community agreed to this
However its not the first game to take a decade + to make and it wont be the last,
ED started in 2012 and we are only just now getting the First Person element of it
There is that little bit of difference that when you bought ED you got real game, not half working eternal alpha. Also you needed to fork money just about as much as any typical pay to play game wants. No pay to win mechanics. And over the time game got more stuff. Some paid for, some for free. I do not like some of things Fdev had done to this game, or has not done, but mostly it works as expected. They have done well enough to entice me to pay for newest expansion.I don't disagree with any of that, tho to be fair in 2014 CR ran a poll explaining that he had the finances to expend the scope of the game greatly but it would take a lot longer to produce, the community agreed to this, that is no excuse and the time it is actually taking does bring a lot of difficult questions for CR, i don't think anyone who agreed to CR extending its scope back then had anything like this long in mind.
However its not the first game to take a decade + to make and it wont be the last, ED started in 2012 and we are only just now getting the First Person element of it, and its DLC, and even that you don't actually have real ships in the same sense, it is just a flying shell with a cockpit facade. everything in ED is procedurally generated and it looks it, there is nothing on any celestial surface.
He is trying to make a game that is unrealistic, but i would rather someone try and fail and get something at least even if it falls short of its promised scope than not try at all.
We used to do that back in Rainbow Six:Rogue spear and Ghost Recon using 3d texture mods. Take a pic of your mug with a webcam and put it on your character avatar in game...so it's not a new idea. It worked just as well with Operation Flashpoint too![]()
There is a reason for this, CiG was not an established studio, they didn't have the financial backers to make the game first and then release a finished product for people to buy.There is that little bit of difference that when you bought ED you got real game, not half working eternal alpha. Also you needed to fork money just about as much as any typical pay to play game wants. No pay to win mechanics. And over the time game got more stuff. Some paid for, some for free. I do not like some of things Fdev had done to this, or has not done, but mostly it works as expected. They have done well enough to entice me to pay for newest expansion.
Since Strike Commander Chris Roberts has specialised in producing more or less expensive fiasco's. Difference is that before SC he did that with publisher's money, and their wallets&patience was and is somewhat limited. But this crowdfunding&pay to win model without any oversight enables that kind behauviour for a very long time. Any professional game publisher would have pulled plug, or reined CR in many years ago.There is a reason for this, CiG was not an established studio, they didn't have the financial backers to make the game first and then release a finished product for people to buy.
So the idea was for backers to fund the game as its being developed and it return have access to a playable version of the game as its being developed.
This is what's happened, for the devs to make playable versions of whatever progress they have made at fixed 3 month intervals probably creates its own challenges and time resources. Bugs included.
There is a reason for this, CiG was not an established studio, they didn't have the financial backers to make the game first and then release a finished product for people to buy.
So the idea was for backers to fund the game as its being developed and it return have access to a playable version of the game as its being developed.
This is what's happened, for the devs to make playable versions of whatever progress they have made at fixed 3 month intervals probably creates its own challenges and time resources. Bugs included.