Game Discussions Star Citizen Discussion Thread v12

We already know Sqn 42 won't be a massive financial success...95% of all the release copies of the game that will ever be sold have been paid for already :)
If it were half decent (and not cost a bomb to run via a GTX 7000) I'd buy it. However I can see S42 being some sort of chapter based nonsense when what I want is a complete game from day 1 (like Rebel Galaxy or even something like StarLancer).
 
If it were half decent (and not cost a bomb to run via a GTX 7000) I'd buy it. However I can see S42 being some sort of chapter based nonsense when what I want is a complete game from day 1 (like Rebel Galaxy or even something like StarLancer).
It's an interactive movie...with some shooty, gamey bits. An outdated idea from an industry has-been who has harped on about exactly the same concept in gaming for 30 years...and got nowhere with it bar a sacking from Microsoft 🤷‍♂️
 
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It's an interactive movie...with some shooty, gamey bits. An outdated idea from an industry has-been who has harped on about exactly the same concept in gaming for 30 years...and got nowhere with it bar a sacking from Microsoft 🤷‍♂️
Apparently not anymore. Now it is an open world game that is like a movie but better, especially in the mess hall of the Idris.

Still does not have a flight model figured out, though. Or the combat animations of the opposing faction.

Chris really freaked out after seeing Infinite Warfare.
 
First gamble : SQ42 will be released one day. It's a gamble if CIG have absolutely no clue about it.
Second gamble is made by a lot of companies, even some really big companies like Tesla, Virgin Galactic...

1) CIG not having a clue about release is pretty much a given at this point. Considering they initially said it was almost finished in 2014 and then repeatedly let backers think it was getting close for years, until going dark about it, then finally saying they expected it to go into beta in 2020, only for them to never follow up on that. Yeah, i think they have no clue about it.

2) Sure. All companies gamble, but we are not talking about companies like Tesla and Virgin, we are talking about CIG and SQ42. Will it be good? Its questionable. Now, i'm not as skeptical as Mole (shock!) in relation to how many copies it might sell if it turns out to be good. If, by some miracle, it is good, then it might sell quite well. Millions of copies well? Hmm... it would have to be pretty damn good.

In a way, i hope it does release and sell well. I mean, it will ensure many more years of hilarity with SC. CR will feel confident that he can continue fiddling with SC for many more years. Let's assume 10 million copies sold at $40 a pop. Maybe optimistic, but who knows? That's an extra 400 million in the bank for CIG. CR will expand the team, start working on Part 2 of SQ42, open new offices, do more mocap, and invent another 100 things he wants in SC.

Perhaps combined with pledges, he could keep the lights on for another 10 years, while the backers declare development only really started in 2030 when CIG opened their Sydney Opera House office. :p
 
If it were half decent (and not cost a bomb to run via a GTX 7000) I'd buy it. However I can see S42 being some sort of chapter based nonsense when what I want is a complete game from day 1 (like Rebel Galaxy or even something like StarLancer).

Well, its going to have 20 chapters as far as i recall in Part 1. 3 parts are planned. Second part if i recall is going to be called "Behind Enemy Lines" because that's an original sounding name.

Anyway, in part 1 you are a rookie pilot assigned to "Old Man" (very original name that) Skywalker.. erm, no, i mean, Colton. He doesn't trust you, he doesn't respect you, typical you gotta earn the trust type speech. Anyway, conflict with the aliens is imminent. You're going out on missions. From the sounds of it you're going to spend a good part of Chapter 5 walking around listening to people talk, and standing in the mess hall listening to a speech. I guess Chapter 5 is where the war actually kicks off. Anyway, blah blah blah, missions, we will never surrender, all that guff, suspected traitor to humanity (a trope that has been overused), blah blah, at the end, you win, but Old Man dies, but with his dying breath he tells you how you have earned his respect. Tragedy. Emotions. Roll end credits.

A Chris Roberts Experience.

They journey continues in Star Citizen (alpha). Pledge now.
 
10 million copies would be crazy. Well known franchises don't sell anything like that, Persona 5 for example sold 3.5 million copies and Atlus are a well known studio with a reputation for producing good games.

If CIG bring in $75 million via ship sales and are relying on the other $75 million coming from SQ42 sales it requires them selling 1.25 million copies per year. I just don't see it happening. It's been 9 years and they have 1.2 million paid backers so the idea it's suddenly going to take off seems very unlikely.
 
10 million copies would be crazy. Well known franchises don't sell anything like that, Persona 5 for example sold 3.5 million copies and Atlus are a well known studio with a reputation for producing good games.

If CIG bring in $75 million via ship sales and are relying on the other $75 million coming from SQ42 sales it requires them selling 1.25 million copies per year. I just don't see it happening. It's been 9 years and they have 1.2 million paid backers so the idea it's suddenly going to take off seems very unlikely.

Well, i didn't want to lowball just to present it with a very optimistic scenario in contrast to my usual take on things :D

Anyway, in other news...

 
It's an interactive movie...with some shooty, gamey bits. An outdated idea from an industry has-been who has harped on about exactly the same concept in gaming for 30 years...and got nowhere with it bar a sacking from Microsoft 🤷‍♂️
I don't think it's an interactive movie anymore.
When you read monthly reports of SQ42, it's like they are creating something more open world with some activities not tied to the main quest.
Some infos said in reports, like being able to put aside the main quest to do other tasks or salvaging activity for the player (in a military adventure ?) seem to indicate you can do more than the main adventure.

You are perfectly correct, an interactive movie is an outdated idea and I don't think CIG had keep it. I think also that the switch to a more open world could be a reason while SQ42 was almost done at a moment and not anymore afterthat.
My guess is CR wants for SQ42 more a feeling of Skyrim than Wing Commander. And with Starfield coming, I hope CIG choose this way.
 
2) Sure. All companies gamble, but we are not talking about companies like Tesla and Virgin, we are talking about CIG and SQ42. Will it be good? Its questionable. Now, i'm not as skeptical as Mole (shock!) in relation to how many copies it might sell if it turns out to be good. If, by some miracle, it is good, then it might sell quite well. Millions of copies well? Hmm... it would have to be pretty damn good.
How many copies do you think Bethesda will sell of Starfield ?
 
How many copies do you think Bethesda will sell of Starfield ?
How many copies of Starfield do you think Bethesda will owe its customers for funding the development of the game?

To me, that's the biggest discrepancy. Squadron 42 is baked in as a tier for CIG's crowdfunding model, meaning it ranks up there with things like server modding manuals, the "making of" documentary, ship-shaped USB drives pre-loaded with the game, and all of the other things CIG used to entice people to open their wallets.

So whereas Starfield may or may not sell any copies, CIG has managed to pre-saturate their own potential profit margin by offering Squadron 42 to existing backers, thereby reducing the total audience who might potentially purchase the game and provide CIG with additional revenue. (Remember, it doesn't generate profits until it's released and the total cost of development has been covered.)
 

rootsrat

Volunteer Moderator
So just for some background: I purchased Star Citizen years ago when it was still available as a single package with SQ42, then did some ship upgrades as adviced by people who know more about this than me. I ended up with a decent all-rounder ship (cannot recall the name) and I spent around 30 GBP in total for all of this.

Throught the years whenever a new, significant patch came out, I have tried to play this game demo, but it always resulted in a rage-quit due to some stupid game breaaking bug. Some examples:
  • Spend 90 minutes trying to deliever some packages for extremely low amount of in-game money, the last package falls through the planet surface and cannot be recovered. Just as 90 minutes of my life cannot be recovered.
  • Going to a location, then landing and my ship explodes upon turning the engines off on the landing pad. Teleported back to startiong location and have to waste 10 minutes to wake up and take the train to the star port.
  • Managing to earn enough money to buy some equipment (to do some mining for example) and upon logging in next day the stuff I bought is gone (just simply not in my account/inventory). Money lost. Same as all of the time I spent earning it.

That was in essence my experience with SC for the past few years.

I tried it again recently and this was the FIRST TIME EVER where I was able to complete some game loops and it felt like I'm actually playing an alpha of a game that has a loooooong time to go. The stuff that works and when it works is actually quite enjoyable. But it's nowehere NEAR to being a "game". It's still an extremely bugged alpha after 10 years of development.

What I liked:
- Micro-scale immersion/realism. The fact that I need to flip a switch to turn my ship engines on. Ability to log out by going to bed in my ship. Stuff like that. (But also see negatives).
- Slow progress. What I hoped Elite would be. (But also see negatives).
- Ship interiors. Gotta love the ability to walk around your ship, see the ACTUAL cargo you're transporting right in front of you etc. I.e. if it's liquid, it's in barrels, if it's solid it's in crates. Love it!
- The continuity of gameplay loops. There is no fade to black nonsense. It's all one continuous gameplay. VERY GOOD.
- Locations variety. They are modular, which makes sense, but not identical, which adds to the feeling that every location is different.
- Multiplayer aspect, some ships need actual human crew to be able to use them effectively. No 1-man Cutter/Corvette type of ships in SC, which is a bit silly in Elite IMO.

What I disliked:
- Sometimes the immersion was TOO MUCH (don't believe I am the one saying this either). I.e. just 1 simple cargo run took me almost 90 minutes, as I had to get to my ship, then find a trading console to buy the stuff, then get back, fly to my destinatio, FIND THE TRADING CONSOLE AGAIN etc. Once you get to know the locations, it gets easier, but it still takes way too much time. This is supposed to be a game, not a second job.
- The progress is TOO slow. Again, this is supposed to be a game, not a second job.
- Lack of anything to do in quantum (SC equivalent of Super Cruise).

This thing finally plays like something that can become a game. But considering they said "100 hand crafted systems and then the procgen ones too", we're 10 years into dev and we STILL have juyt one system... It's going to be a looooong time before this thing will become soemthing that can be even remotely called a game.

Also, since this is a sandbox, for me personally it's about creating my own story with my character. With the guaranteed wipes I don't see any point whatsoever in getting into SC in a more serious way.

It's a fun little demo if you want to play with friends for a few hours and can bear the ever-existing bugs, but again nowehere near to be an actual serious "game" to play.

----

A side note - while SC and Elite offer totally different approach to space sim and are definitely aimed at different type of audiences, I think now that we have space legs in Elite, we can actually start comparing individual modules and gameplay loops, as there is a lot of them that are shared between the 2 gam... well, between Elite the game and SC the demo.

I don't think we can tell one or the other is "better" as a whole, because 1) different approach and 2) SC is nowhere near to be a game (I know, I keep saying that).

There, that's my SC insight for today :)
 
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Viajero

Volunteer Moderator
It is odd isn't it...

Source: https://old.reddit.com/r/starcitizen/comments/qqrmav/star_citizen_developer_plans_1000person/hk1yxwy/


Add in all the outsourcing to Turbulent, Firesprite etc, and, their burn rate is set to burn brighter and brighter, sucking up all the oxygen in the room.

I genuinely know nothing about business development, but something about these UK and German office deals does feel like a 'spending this year's budget to ensure next year's' act, rather than a hugely rational one. (At minimum, securing 2 expanded office spaces on a long-term basis, just as the dev world ponders the benefits of hybrid WFH scenarios, is... peculiar ;))
200 million spend a year is absolutely nuts. Given the current state of the project there is no way anyone even in CIG can guarantee today future revenues that can cope with that kind of spend. The only reason I can see for this to be made public is to continue gaslighting backers.
 
I think Starfield can be a huge success if Bethesda copy the Skyrim model. Something able to open the space sim genre to a much larger audience.
I think also that SQ42 can be a huge success if they have a quality similar to Bethesda and use the same model.
 
I think Starfield can be a huge success if Bethesda copy the Skyrim model. Something able to open the space sim genre to a much larger audience.
There is no indication Starfield is a space sim, or contains elements of one.
I think also that SQ42 can be a huge success if they have a quality similar to Bethesda and use the same model.
Which model, exactly?
 
Which model, exactly?

The model of layering your game world with discoverable narratives, made tantalising by cunning geographical progressions and open-world breadcrumbs, thus inviting perpetual investigation. With said destinations supporting a spread of starting points, game mechanics, and ability tiers, varying their expression within the game world, and the gameplay experience contained within.

From day 1 of development.

?
 
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So just for some background: I purchased Star Citizen years ago when it was still available as a single package with SQ42, then did some ship upgrades as adviced by people who know more about this than me. I ended up with a decent all-rounder ship (cannot recall the name) and I spent around 30 GBP in total for all of this.

Throught the years whenever a new, significant patch came out, I have tried to play this game demo, but it always resulted in a rage-quit due to some stupid game breaaking bug. Some examples:
  • Spend 90 minutes trying to deliever some packages for extremely low amount of in-game money, the last package falls through the planet surface and cannot be recovered. Just as 90 minutes of my life cannot be recovered.
  • Going to a location, then landing and my ship explodes upon turning the engines off on the landing pad. Teleported back to startiong location and have to waste 10 minutes to wake up and take the train to the star port.
  • Managing to earn enough money to buy some equipment (to do some mining for example) and upon logging in next day the stuff I bought is gone (just simply not in my account/inventory). Money lost. Same as all of the time I spent earning it.

That was in essence my experience with SC for the past few years.

I tried it again recently and this was the FIRST TIME EVER where I was able to complete some game loops and it felt like I'm actually playing an alpha of a game that has a loooooong time to go. The stuff that works and when it works is actually quite enjoyable. But it's nowehere NEAR to being a "game". It's still an extremely bugged alpha after 10 years of development.

What I liked:
- Micro-scale immersion/realism. The fact that I need to flip a switch to turn my ship engines on. Ability to log out by going to bed in my ship. Stuff like that. (But also see negatives).
- Slow progress. What I hoped Elite would be. (But also see negatives).
- Ship interiors. Gotta love the ability to walk around your ship, see the ACTUAL cargo you're transporting right in front of you etc. I.e. if it's liquid, it's in barrels, if it's solid it's in crates. Love it!
- The continuity of gameplay loops. There is no fade to black nonsense. It's all one continuous gameplay. VERY GOOD.
- Locations variety. They are modular, which makes sense, but not identical, which adds to the feeling that every location is different.
- Multiplayer aspect, some ships need actual human crew to be able to use them effectively. No 1-man Cutter/Corvette type of ships in SC, which is a bit silly in Elite IMO.

What I disliked:
- Sometimes the immersion was TOO MUCH (don't believe I am the one saying this either). I.e. just 1 simple cargo run took me almost 90 minutes, as I had to get to my ship, then find a trading console to buy the stuff, then get back, fly to my destinatio, FIND THE TRADING CONSOLE AGAIN etc. Once you get to know the locations, it gets easier, but it still takes way too much time. This is supposed to be a game, not a second job.
- The progress is TOO slow. Again, this is supposed to be a game, not a second job.
- Lack of anything to do in quantum (SC equivalent of Super Cruise).

This thing finally plays like something that can become a game. But considering they said "100 hand crafted systems and then the procgen ones too", we're 10 years into dev and we STILL have juyt one system... It's going to be a looooong time before this thing will become soemthing that can be even remotely called a game.

Also, since this is a sandbox, for me personally it's about creating my own story with my character. With the guaranteed wipes I don't see any point whatsoever in getting into SC in a more serious way.

It's a fun little demo if you want to play with friends for a few hours and can bear the ever-existing bugs, but again nowehere near to be an actual serious "game" to play.

----

A side note - while SC and Elite offer totally different approach to space sim and are definitely aimed at different type of audiences, I think now that we have space legs in Elite, we can actually start comparing individual modules and gameplay loops, as there is a lot of them that are shared between the 2 gam... well, between Elite the game and SC the demo.

I don't think we can tell one or the other is "better" as a whole, because 1) different approach and 2) SC is nowhere near to be a game (I know, I keep saying that).

There, that's my SC insight for today :)
Have you finally played KCD? I just skimmed your post and saw something about immersion and remembered your confession about KCD recently. You want some immersive roleplay - you gotta play Kingdom Come Deliverance.
Fun part: Try switching languages - I ended up with Turkish, when Czech didn't work. I eneded up laughing through the menus.
 
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