Has anyone made the point that as of tomorrow SC and Odyssey will be in equivalent states - both limited to one system, both in Alpha.
ofc the week after Odyssey gets multiple system, so they won't be similar for long
But interiors!
For what it's worth here (not a dime) having a background in software development I can appreciate that any other games company has to be realistic around fixing the scope somewhere between iterations. You have to go back to the consumer and say "no we're not doing X feature in this release because we've got this bunch of gameplay that needs to be of a fixed quality before we can start adding new things"
If you start adding more stuff you introduce more problems and lower quality at a higher budget and it takes more time.
Not only is that common sense it's also the fundimental principles of lean/agile and most methodologies professional developers work torwards.
There's a fundimental difference in Frontier's aproach of obvioulsy having the team and knowledge experts (programmers, network/cloud engineers, artists, designers etc) direct the scope based on buildling blocks of what needs to be done first in order to open up the next possibility without promising anything until we've done enough work to proove delivery.
I have no idea where the scope of Star Citizen begins and ends, all I hear is that it has "such amazing wide endless scope" and I feel like methodology has gone out of the window in favour of a kind of reality TV aproach to software design where you have people directing the approach based on what they percieve people that pay money for ship assets think will look cool on Twitch. I don't feel like there are any technical/knowledge experts directing the approach of adding "face cam technology" on top of "cool" empty ship designs and "prison break maze" with "cave splunking" and "bartender AI with a message queue (tm). It seems to come at the expense of some very critical path stuff like workable networking and game loops and always has the "alpha" pre-fix which is the internationally recognised symbol of low quality in software.
If the project had taken the aproach of creating a scope refined Wing Commander inspired game with multi-player fights against NPCs and other players using dynamic missions that opened up a background simulation based on the results of those campaigns imagine the game we'd have. Being able to "Command your Wing" in battles that made a small difference to the state of a galaxy, no fancy "planetery landings" or "face tech" but no reason they can't be introduced later, but just in a releasable state.. seems absolutly appropriate given the expectation of the backers... but also playing with your pals. If they had got that into a great place with decent networking and iterated it further then opening up trading and other types of gameplay slowly and getting each iteration right, they'd be in a fantastic place now. Instead they've built a tech debt platform for sailing pretty ship assets around and imagining what it would be like if any of it was release quality.