Console Update

I've been saying ad nauseam that the best approach to the entire "space legs" addition should have been to create a flight suit experience based on existing SRV coding/mechanics. Basically, take whatever coding made the SRV "go" and copy/modify it to a smaller flight suit perspective. In short, in addition to rolling around inside the cockpit of an SRV, players could run around inside a helmet. That would have given PC and Console players the same experience without breaking the game. That did not happen.
Some of the bugs that were found in the Odyssey alpha suggest that this is exactly what they did. For example, in the beginning you could not store your ship at station #1, take an Apex taxi to station #2, and then enter one of your ships stored there. You were still somehow attached to your "current" ship at station #1 and had to order a transfer of that ship before you could access the shipyard of station #2. On-foot mode was indeed a remodeled SRV/telepresence mode, and FDev had to apply various tricks to hide that fact. I remember in the early days the client would crash if you switched SRVs with another player or tried to dock your SRV at another player's ship.
 
You are drawing literalisms from what is written, as factual conclusions however, and that can be argued in either direction. So to be fair, your point is as weak as it is strong.

Which kind of reinforces the whole point being made in this small point - that the people doing the work, simply weren't those who had to take or make a decision.

The whole thing revolves around the beanboys making a decision, and it seems like the actual workers are getting all the stick. Seems like a very unbalanced position.

the benefit of the doubt that these are not calculated decisions that management is aware of (rather than them being at the mercy of faceless bean-counters) is kind of gone given how odyssey was released though. To think that Fdev wouldn't make a decision that benefits them at the cost of their players is just entirely ignoring that whole release. So we know they're willing to do it.

So did they purposely not make public their decision to cancel console odyssey to eek out more sales than they would from consoles if they had delivered the news when it was fairly certain that such a choice going to be made?

I think most players who follow any of this would say yes. It's just a matter of how far into this odyssey release did they make that call? I think the lack of updates on console odyssey performance despite them needing to periodically test as release updates were made to verify current console performance levels points to a very likely choice that they weren't going to release and so didn't want to make an impression that they might any more than they already did at the point of odyssey release.

I think after the first couple updates, it would have been a near certainty for fdev if console was ever going to happen and I think the lack of communicating any status updates makes that intention pretty clear. The cutoff of when to tell would be as long as they can postpone narrative and other content depending on the narrative without hurting sales. Since the news to cancel console can only have a negative impact on income, and holding on to it too long has diminishing returns and shadows any positive communications. So Braben (assuming he's even a managing aspect of the project) likely knew this was how it would go 5+ months ago. It just served the business better to hold that info until they had to.
 
the benefit of the doubt that these are not calculated decisions that management is aware of (rather than them being at the mercy of faceless bean-counters) is kind of gone given how odyssey was released though. To think that Fdev wouldn't make a decision that benefits them at the cost of their players is just entirely ignoring that whole release. So we know they're willing to do it.

So did they purposely not make public their decision to cancel console odyssey to eek out more sales than they would from consoles if they had delivered the news when it was fairly certain that such a choice going to be made?

I think most players who follow any of this would say yes. It's just a matter of how far into this odyssey release did they make that call? I think the lack of updates on console odyssey performance despite them needing to periodically test as release updates were made to verify current console performance levels points to a very likely choice that they weren't going to release and so didn't want to make an impression that they might any more than they already did at the point of odyssey release.

I think after the first couple updates, it would have been a near certainty for fdev if console was ever going to happen and I think the lack of communicating any status updates makes that intention pretty clear. The cutoff of when to tell would be as long as they can postpone narrative and other content depending on the narrative without hurting sales. Since the news to cancel console can only have a negative impact on income, and holding on to it too long has diminishing returns and shadows any positive communications. So Braben (assuming he's even a managing aspect of the project) likely knew this was how it would go 5+ months ago. It just served the business better to hold that info until they had to.

You know I'm not reading that.
 
A reminder (once more) that per Kay Ross, who developed the Stellar Forge at Frontier as one of the architects of the game, tweeted herself last week that at the time of her leaving in October, work was actively ongoing across multiple teams to get it going on console. So even though they said publicly that they'd halted development, behind the scenes it was still actually happening. You cannot get any closer to rock solid information than that.

So the constant "they strung us along for a year" isn't true. Decision to cancel console development completely happened quite recently, likely in the wake of their midyear earnings report in January.

Source: https://twitter.com/drkayross/status/1501985758076411909
This makes me picture a company on defense and trying to keep enough cash flow going till they can get in position to sell out or shut the door.
 
Some of the bugs that were found in the Odyssey alpha suggest that this is exactly what they did. For example, in the beginning you could not store your ship at station #1, take an Apex taxi to station #2, and then enter one of your ships stored there. You were still somehow attached to your "current" ship at station #1 and had to order a transfer of that ship before you could access the shipyard of station #2. On-foot mode was indeed a remodeled SRV/telepresence mode, and FDev had to apply various tricks to hide that fact. I remember in the early days the client would crash if you switched SRVs with another player or tried to dock your SRV at another player's ship.
I think where they ran into issues was doing that, plus everything else that was changed. It was just too much, too fast.
 
I notice that Frontier's upcoming game, F1 Manager 2022, is apparently going to be available for this generation, and the last, of consoles.

Why wouldn't be?
JWE2 is available too on both old and new platforms - and it's quite gfx intensive (at least on pc where it demands dx12 and a minimum system better than the minimum for Odyssey)

I would not expect a racing game to be extremely resource intensive
 
Irony: wasting years of development to make your product look like it was designed for consoles and controllers and add in a few modern rendering methods to your ancient gfx engine - then cancel console release because your game engine is now too broken to run on hardware from 5-6 years ago.
 
Irony: wasting years of development to make your product look like it was designed for consoles and controllers and add in a few modern rendering methods to your ancient gfx engine - then cancel console release because your game engine is now too broken to run on hardware from 5-6 years ago.
Pathetic would be a more accurate statment
 
Irony: wasting years of development to make your product look like it was designed for consoles and controllers and add in a few modern rendering methods to your ancient gfx engine - then cancel console release because your game engine is now too broken to run on hardware from 5-6 years ago.
too broken to run on 8-10 years old hardware...
 
You know, all that having a single codebase business, not cost effective, all that sort of thing.

Seems to work for them - same engine for many games Like PlanCo, JWE, PlanZo, JWE2

F1 iirc will be a game with yearly updates, going on along the F1 championship - assuming they hit gold with it. And they might as well do it.
Racing has a much larger audience than Flying Ships in a Galaxy where punishment for loitering is Death
 
too broken to run on 8-10 years old hardware...
I said 5/6 because my old PC was 6 years old, just, and Odyssey on the ground settlements was still virtually unplayable after 10 updates and yes my PC did meet the hardware requirements listed. ( CPU was min and my GFX card was recommended - those requirements were and are a joke. ).
 
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