Game Discussions Star Citizen Discussion Thread v12


Lol. Imagine showing this to a backer in 2016.

2021 brought sub-par loot and medical gameplay. And a technical debt quick fix which suggests they’re treating the PU as a live released game. And more pushed features because the final quarterly update wasn’t stricken by server crashes for a change, and they didn’t want to break it.

These were the highlights.

2022 is the start of adding server meshing, won’t change much, will probably break things again, and it probably won’t all make the cut. Plus we heard all this before in 2019.

Amazing.
 
So Gary Oldman, Mark Hamill, Gillian Anderson, John Rhys Davies, Andy Serkis and Mark Strong are not Hollywood actors ? Looks like after redefining the game development vocabulary ("what is a release anyway ?" / "what is an alpha ?" etc.) we are now redefining "Hollywood actor" ? Do you really think these people came in and worked for free at the very expen$ive mocap studio that WE paid with our backer money ?

You see you FUDster, they are not in SC, they are in SQ42. Checkmate!
 
So Gary Oldman, Mark Hamill, Gillian Anderson, John Rhys Davies, Andy Serkis and Mark Strong are not Hollywood actors ? Looks like after redefining the game development vocabulary ("what is a release anyway ?" / "what is an alpha ?" etc.) we are now redefining "Hollywood actor" ? Do you really think these people came in and worked for free at the very expen$ive mocap studio that WE paid with our backer money ?
Which also brings up a point thats not often thought about: They can't really do much to their intended campaign without re-shooting lots of stuff, which they probably can't do without a massive outlay of funds.
 
I have to say I am disappointed with the allusions to hoops and sticks, I think it demeans hoops and sticks! Although very simple, requiring simply a hoop and a stick, having played the game in my younger days, my experience was a considerable amount of skill and practice was needed to be an effective roller. The "engineering" required to make sure the hoop was circular and even where it contacted the ground to permit good rolling should not be under estimated. Also the weight and angle of attack needed to be applied with the stick to keep the hoop rolling was an art in itself, particularly when sending the hoop up and down ramps and corridors. Mind you if you were playing with lots of people present you did have to tread carefully to avoid disaster. So I guess there is a comparison to SC although I never managed to glitch through a wall or die on a ramp.
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Which also brings up a point thats not often thought about: They can't really do much to their intended campaign without re-shooting lots of stuff, which they probably can't do without a massive outlay of funds.

Thing is, they, allegedly, after doing all that mocap, scrapped most of what they had and reworked all the chapters.

You can't make this stuff up... although CIG apparently can.
 
Seems to be how the gaming world is going.

And to some extent, its understandable. Players are demanding more and more, but its not possible to deliver more and more, so developers sell dreams of what one day might be. The more egregious of these pre-sell features that don't exist yet in the hope that one day it will happen (hello Star Citizen and many others).

A lot is about the business/development model.

Do you sell something, deliver on it, then sell something else, deliver on that, building reputation and trust with your backers

OR

Do you sell something, fail to deliver on it, sell something else to distract from the previous promises, fail to deliver on that, and keep doubling down time and time again?
I buy a lot of smaller games from people that self-publish. For that Steam is actually great. Direct market access without the middle-men of publisher and retail. Drove the digital distribution, too so physical copies are eliminated from the cost. Made brick and mortar stores obsolete though. And there is a lot of trash to wade through. But other than brick and mortar retail you can find more good indies now. Where gameplay is prime focus and not superficial fidelity. The reason triple A sucks so much is the race for gfx superlatives drained away the gameplay too often. "It does look amazing" does nothing when it doesn't work as a game.
Beats me how SC manages to keep the game going when most projects would be trashed by public opinion. Then again they're professional liars.
 
What you're describing are "settings" and "background details." Especially in the latter case, they're the kind of things gaming companies flesh out after they get the core of their game finalized, such as game loops, game mechanics, network communications, and graphics engine. Getting the core of the game finalized first allows the hundreds of artistic types to know exactly what resources they have to work with.
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