Star Citizen Discussion Thread v11

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Okay thank you for the clarification. I d like to point out that long development isnt necessarily a sign of sloppy or bad work at all. Some games require that time and also deliver on it. There are a few examples where long development time only was the case because of sloppy work but thats certainly not always the case and shouldnt be assumed the moment we pass time x. A common misconception of the defenders who seem to think SC gets bashed for long development. The development time wouldnt even be important if the result would match the time involved. I guess everybody, even the most admant defenders realizes this which explains why so many react touchy on that.

When I first tapped back into SCs development it was past the 2014 timeline and I was eager to see what CIG managed. The result? Not much to be honest also the reasons given for that time havent been available at the time. Years later mostly fans like you have justified the first 2 years but CIG itself promoted the first 2 years as "hard at work and making progress" not "we are just proto-typing". It was still early and truth be told the scope and ambition really was staggering so I was more then willing to grant em more time as needed. But thats also the point of time where I got sucked into the toxic community part where simple innocent questions were enough to trigger a witch hunt and I couldnt present my view (regardless how polite) without being abused on a personal level. I observed CIG taking part in this punishing critical voices but allowing vicious retorts on their behalf.

While 8 years later the community has come up with plausible explanations as to "why" the first couple of years have not resulted in much work granting CIG a pass for that certainly is not logical or a given. Chris has stated that he "knew what to do" and he had a "plan to make it happen" in kickstarter. There was never a prototyping phase mentioned or that the first couple years would be used to "see what works".

If anything this speaks of a level of cluelessness and confusion that shouldnt be condoned and should rightfully be adressed.

Only that CIG itself didnt do that.....ever? All they did instead is praise their own progress, use hype-inflated terms to describe basic functionality to elevate it for the fans and they always extended the scope. In year 8 of its development CIG is still not done with the features constantly coming up with new ideas which the old foundation doesnt really planned for or is able to support. CIGs solution? Out with the old.....we present a NEW era (3.0 being the first time). Now you "can" accept this and forgive them this waste of time, hope and money but you "shouldnt". That CIG is throwing out/scrapping years of work and starts from zero is a reason but its not understandable and its going to be a black mark on SCs development. Because it speaks of a mindset and incompetence that is still here, still present. Its not like CIG learned from its mistakes. The community has given them multiple opportunities to learn from past mistakes. And they never really utilized them. They just continue to squander more time.

Has Chris Roberts ever come out to "clarify" cryengines limitations and admit to certain things not making it...in short....man up and be honest?

I dont think so. Its always the community which goes through heaves of toxic interaction and every inch of truth has to be claimed through gritted teeth and tears. Only when something simply cannot be denied does CIG come out and confirm what the people already know, albeit again....in a minimal fashion and often hidden in long monologues of propaganda videos. Or more then likely they simply remain silent and let their white knights pick up the defense. This is why the "most open development" phrase is so laughable when you take a good look from a distance.

That CIG was more optimistic then the situation or the scope warranted....its not like this is an opinion at this point. Its another fact because....duh....still no game. We are already past that and instead discuss the "why" in that fact. Chris Roberts claimed to be an industry veteran, knowing the ins and outs of programming and project management has even claimed to code certain aspects of Star Citizen himself.

Only that we know in hindsight that he never did because even the 2012 trailer, claimed to be his own work was created by Crytek for him.

So we do look at somebody who is very liberal with facts and truth and is more then willing to stretch interpretations in order to grant himself absolution from past mistakes. Many fans have the impression that Chris Roberts is a "good guy" who would never lie or cheat or pretend. But what we actually know about him and his life doesnt match that description at all. I m sure its different in Star Citizen tho :)

What CIG did learn over the years is the limitation of their fans and what they are willing to accept and the last 2 years especially have demonstrated very drastically what kind of behavior this almost limitless acceptance brings forth. They can charge almost anything they want, insane amounts of money and regardless what they do, they can hide bhehind their fans. Payment are a few words and some nice vistas.

That you dont agree with me was a given the moment you posted this in this thread. I wasnt under the illusion that I would be able to convince you. And even tho I respond directly to your post doesnt mean we can or will come to a census in this matter. I always welcome explanations and a bit more then simple 1-liners tho :) We agree to disagree might not be very satisfying but in regards to SC its the best we can get.

/cheerio and peace
 
That you dont agree with me was a given the moment you posted this in this thread. I wasnt under the illusion that I would be able to convince you. And even tho I respond directly to your post doesnt mean we can or will come to a census in this matter. I always welcome explanations and a bit more then simple 1-liners tho :) We agree to disagree might not be very satisfying but in regards to SC its the best we can get.

I disagree with you that I do not agree with you. =P

That said, it's now the year 20/20 but hopefully hindsight will not be the main goal, i do however think that we will not see SQ42 in 2020, perhaps in 2021 IF they get an actual Beta going in 2020.
 
More insane flying in 3.8 with the new V4 planet tech from the annoyingingly good looking French dude, Terada...considering the crap flight model he has to deal with like the rest of us...I love his vids. I'd be more impressed if he did all that in a Caterpillar though :)


I just want the atmospheric flight model from DCS World, the AI and volumetric clouds from IL-2 BoX, the V4 planet tech from Star Citizen. That's not asking too much, right? :cool:
 
This one is the most telling and fits SC quite well.
  • Ambitious plan (a full blown campaign, expanded with procedural planets, an MMO...)
  • Complex motion capture and animation (Full performance capture, eyetracking, facial speech tracking)
  • Redesigning the engine (armwrestling the Cryengine into doing what they wanted...and then realizing they needed more so moved code to Lumberyard)
You left out the most poignant details: it killed the studio and was so late to release that other games had already achieved its main technical selling-point…
 
Meh, as Einstein said, time is relative.

And with the first 2 years basically wasted it's closer to 6 years and they started a company from scratch and yadda yadda you know the rest.
To me, the time used to do what they AIM to do, is not that bad and there are several games with a smaller scope that took at least as long.

I mean, let's just pick out some data from the following article:




This one is the most telling and fits SC quite well.
  • Ambitious plan (a full blown campaign, expanded with procedural planets, an MMO...)
  • Complex motion capture and animation (Full performance capture, eyetracking, facial speech tracking)
  • Redesigning the engine (armwrestling the Cryengine into doing what they wanted...and then realizing they needed more so moved code to Lumberyard)



Another game where it took ages and it was restarted and rebooted before being released.



And this from a rather large studio.

This is not to say that it is the norm, not at all, but it is definitely not unusual and normally the end user only get information about it a few years before release. For many other games we might also add a few years of prototyping to their time in development the main difference is that CIG decided to make their prototyping, alpha stage and testing looking pretty...and rather public.
I can compare apes to cheesecakes too and find something similar but that doesnt excuse the ape is relieving himself in my living room.
The games you pulled out your rear were finished on risk of professionals and not sold with lies to end consumers.
 
And with the first 2 years basically wasted it's closer to 6 years and they started a company from scratch and yadda yadda you know the rest.
No, you can't mop those 2 years under the carpet. If you insist, well let's take all the other examples of games that took long to develop and wipe the "wasted times" too and recompare the dev time...

[mention of Prey and LA Noire]
Both figure an extended development time under SC's which is still "early days" alpha (sic!), and were actually RELEASED!

[mention of Diablo III]
And this from a rather large studio.
Precisely. A large studio. With solid processes, its own engine, a gameplay recipe already known and mastered to iterate upon.
Now let's picture this with CIG where it's the total opposite. Conclusions?
 
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Yep, that explains the NDA too.

Doesnt change the fact that many people still believe there are secret development builds running on customized computers and that there is a trove of new stuff CIG can dig into at any time.

Ah, reminds me of ED's beta when people were talking about a magical vertical slice which the devs had kept hidden and all would become glorious when released.

CIG backers need to learn there is nothing being held back. When stuff is ready (or not) they release it.
 
Hmm thinking of how thankful CiG to backers is for their constant support. In all those years. The only thing I get was a towel. And some Xmas decoration. So no thank you for your ongoing support here is a small pixel jpeg ship for you like other games do. Also a Point where you could see how greedy they are.
 
That jpeg is bigger than Skyrim and the towel already has more gameplay than all other AAAAA games combined!
There's projects that also took some time to finish what they aimed to do so I think it's legit. Also SC picked up considerable pace and has been accelerating since. If we assume exponential growth in velocity it might have gone to galactic speeds already since last month, but it might just be hyperbolic - I'm no math expert.
 
To me, the time used to do what they AIM to do, is not that bad and there are several games with a smaller scope that took at least as long.

I mean, let's just pick out some data from the following article:


Not sure I'd call this 'data' :D

That article is pretty damn fluffy, and doesn't really establish even basic baselines like: Are they measuring from pre-prod or start of production etc?

But let's look at the LA Noire example you've picked out, as it does make for an interesting comparison:

This one is the most telling and fits SC quite well.
  • Ambitious plan (a full blown campaign, expanded with procedural planets, an MMO...)
  • Complex motion capture and animation (Full performance capture, eyetracking, facial speech tracking)
  • Redesigning the engine (armwrestling the Cryengine into doing what they wanted...and then realizing they needed more so moved code to Lumberyard)


Development Time:

LA Noire:
  • Start of Pre-Production: Approx Q3 2003
    Team Bondi publicised their existence in Jan 2004, but they'd spent the 6 months prior 'doing technical research' on their first project. They revealed it as LA Noire officially in 2005 as they entered full production.
  • Launch: Q2 2011
  • Approx Project Length: 8 years

Star Citizen + SQ42:
  • Approx Project Length: 8 years

---

It does, as you say, fit SC quite well in some ways. Certainly the way they started from scratch, built up to the 100 headcount (in a similar timescale to CIG, via the use of outsourcing), and then scaled further (via partnership with Rockstar in Bondi's case). It neatly sidesteps the 'Oh they only really started six years ago stuff' and gives us a straighter comparison on that front.

And Bondi had a game by this point... ;)

Ok that's the snarky take. But here's a more serious one, in the form of two questions... :)

1) How near are either SC or SQ42 to a deliverable game?:

Two years? More?

You say in your post that this length of run is 'definitely not unusual'. But it is. Games that run into the 10 year+ development time scales are incredibly rare, and are infamous for it. (They only make up a small subset of that Top Ten Development Times list you provided).

2) How many games have gone 10 years+ and produced a good game?

You've tried to balance all the above by referring to the exceptional scope of SC. But a corresponding exceptional timeframe doesn't ensure exceptional output. Games infamously start to struggle if they slip too many years behind the tech curve. (It's notable that most of the games on that Top Ten list got underwhelming receptions).

How many games have gone on to make a popular, successful game with a 10year+ run? Seemingly.... one.

Diablo 3.

Now who knows, trends could be altered. The new norms of the GAAS model could allow them to release something horribly broken and then claw it back with monies earned. They could get one module of SC into some kind of shape and market it. They could somehow hold on to both their angel investor cash and their rolling-revenue from ongoing scope-creep sales, and dev for a record-breaking amount of time. (If not delivering all of the things they've sold, perhaps delivering some form of game).

But dear lord don't suggest that this is all 'usual'. We are firmly into outlier territory here. Ain't nothing 'usual' about this ;)
 
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Sure and thats whats happening for every game....no exceptions really. The extremes in community interaction and their frequency tho....thats extraordinairy. We all know very well how bad things can go in SC discussions within a few posts and for SC thats pretty much the norm. Other games have the same posts, the same worries, the same discussions but those other communities handle it differently and dont allow it to become as all-consuming as the "war" we have on this topic.

I think the background and reasons for that are equally important to a games development (bad press basically). And while its easy to make a general statement early on ("those guys are crazy or stupid") things change when you put in some effort to try to figure out actual reasons.

I believe that Star Citizens community is in part CIGs responsibility. And its actual state is in part so bad/toxic because of CIGs actions/inactions in the past. The everyday-tone in Star Citizen reflects directly on CIG and its employees. You cannot just stand by idly and watch your consumers tear each other to shreds. People are responsible for their own actions of course. Just because you have a fan doing stupid things in your name doesnt mean it was you doing them or allowing them but you absolutely have to take actions to distance yourself from it or make a public statement to deescalate.

Through the years CIG has shown a tendancy to hide behind its most vocal pro-fans who pick up the banner and make explanations and statements in their name. Its a runaway train by now with people thinking they are speaking from a point of expertise and the yanking-back-to-remind-you-of-your-place only always happens when its directed against critics but almost never when a fan speaks highly of SC or exaggerates things. You cannot micro-manage forums and people are going to be people of course meaning there are always some hotheads who overdo it and trigger a crapstorm. And as a company you have to rely on your community to handle the worst and only step in when its really extreme and threatens your own reputation.

This place has a prime example for this when our own Ben Perry steps into the fray to "correct" a misunderstandment in regards to 64bit positioning and discusses the technicality so obviously reads and reacts but remains silent whenever gross exaggerations are made on behalf of Star Citizen or when pro-fans state obvious fallacies in regards to SCs capabilities.....just silence then. Not his job, yep. Not CIGs job either it seems ^^

Its great when people dream about your project. Thats what you want. There is always that point tho where you want to provide a reality check and remind everybody of whats what so people dont get off the planet in their hype-stir. And CIGs take on this is quite extreme.

CIG and its official spokespersons have personally attacked individuals, spoken of "hate" and similar statements over the years to empower their faithful and generate the concept of an enemy. All the community feedback CIG produces is always directed at its believers only. To placate, to enforce and support trust and funding. With the current state of the SC community at large I would have expected a responsible company to step in looooong ago to prevent what we have now. But either by incompetence or intentionally CIG let this thing go out of control. Over years....they have remained silent and watched from their hole. They certainly see the flames, somehow they dont think its their problem.

And this level of disregard from their position only seems justifiable when you consider that they use the drama as a distraction from the "real problems". Its that or its pure stupidity but in year 8 I seriously doubt this thing is making it "randomly" anymore.
You're confusing the media typists and the community that actually play Star Citizen...I'll say this again, in all the time I've played SC, the online community has been and remains a far cry from the keyboard warriors who seem to do nothing more than express their opinions on reddit or elsewhere.

The toxic community aspect exists only outside of the game...since like every other game community, barely 5% actually read or post on forums or popular media outlets...the remainder seem to get along quite nicely being ignorant for the most part of all the furore and just play what's there.

The community I meet online is one of the reasons I enjoy Star Citizen. There are very few games I play where I can jump in to help other players or just join in some random activity with completely random players that makes the best of the very limited gameplay that Star Citizen offers...Elite was one of the few others, at least during the early times of the Xbox GPP and the days of the Lidpar Pilot academy where I was on staff helping out as a deep space mining and wing trading instructor helping new folks get to grips with the complexity of Elite.

Star Citizen is much the same as Elite in the early days despite it's lengthy time in development hell, a revolving door of new players...and the longer term backers like me who otherwise might be reduced to pure cynicism can enjoy seeing Star Citizen through their eyes every single night.
 
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they dont need to be different people. Someone playing SC and being social, friendly and a great pal could turn into a viscious ahole the moment he posts on a forum. I wont question your encounters but you also dont know everybody who plays SC and I m not sure how I would rate some of our posters as SC players based on their posts in this thread. I go by what people provide as information. If many toxic posters claim to "play SC every day" yet you dont know them...should I disbelieve them?
 
How many games have gone on to make a popular, successful game with a 10year+ run? Seemingly.... one.

Diablo 3.

Now who knows, trends could be upset. The long-tail of the GAAS model could allow them to release something horribly broken and then claw it back with monies earned. They could get one module of SC into some kind of shape and market it. They could somehow hold on to both their angel investor cash and their rolling-revenue from ongoing scope-creep sales, and dev for a record-breaking amount of time. (If not delivering all of the things they've sold, perhaps delivering some form of game).

But dear lord don't suggest that this all 'usual'. We are firmly into outlier territory here. Ain't nothing 'usual' about this ;)
…it should also be noted that after its 11¼-year development, Diablo III's launch was… poor. It sold well, but it was not popular due to some of the design decisions that had happened during that timeframe, and it would take a couple more years and a major revision patch to make it a game that the customers were actually happy with.

And, as mentioned, this was Diablo III — the assured-success sequel to one of the most successful IP:s out there, supported by the success of two of the other most successful IP:s out there, all of which meant that there was zero risk in letting the development run that long and experiment a lot along the way. they were not going to run out of money, and the end result would be profitable no matter what. These circumstances also disqualifies it from being any kind of normal point of comparison. The only other contender for the throne was an absolute disaster.

DevTimes.png
 
SQ42 is shown in Beta stage? The hell? How? Is this based on dev comments or did anybody see something to label it "beta"?
You'll note that there is no hard cut and that it's currently set in the vague future. As in “beta will happen in 2020, pinky-swear”. 🤣
 
You're confusing the media typists and the community that actually play Star Citizen...I'll say this again, in all the time I've played SC, the online community has been and remains a far cry from the keyboard warriors who seem to do nothing more than express their opinions on reddit, here or elsewhere.

The toxic community aspect exists only outside of the game...since like every other game community, barely 5% actually read or post on forums or popular media outlets...the remainder seem to get along quite nicely being ignorant for the most part of all the furore and just play what's there.

The community I meet online is one of the reasons I enjoy Star Citizen. There are very few games I play where I can jump in to help other players or just join in some random activity with completely random players that makes the best of the very limited gameplay that Star Citizen offers...Elite was one of the few others, at least during the early times of the Xbox GPP and the days of the Lidpar Pilot academy where I was on staff helping out as a deep space mining and wing trading instructor helping new folks get to grips with the complexity of Elite.

Star Citizen is much the same as Elite in the early days despite it's lengthy time in development, a revolving door of new players...and the longer term backers like me who otherwise might be reduced to pure cynicism can enjoy seeing Star Citizen through their eyes every single night.
I tryed to be critic in spectrum what I get was a meltdown from the withe knights. And the moderators on spectrum are very very special. But I think that’s normal these days. I think everybody makes different experiences with Sc. For posting the broken promises on spectrum I got a ten years ban. That would mean that they are sure they are still there in ten years 😉 Ban was removed after my concierge Ticket 😉 But still glad I sold my Accoun.
 
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I tryed to be critic in spectrum what I get was a meltdown from the withe knights. And the moderators on spectrum are very very special. But I think that’s normal these days. I think everybody makes different experiences with Sc.
I rarely visit the general side of Spectrum for that reason. Strangely enough, the #concierge live chat section is a way more balanced medium than all the rest where we can be very critical of Star Citizen, have actual Ci¬G devs join the chat and still have reasoned discussion about it.
 
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