Game Discussions Star Citizen Discussion Thread v12

Viajero

Volunteer Moderator
Imagine all the dolla spent for nothing. Teams building some stuff and one morning some clueless guy come in and say that all the work is cancelled. And yet even those that allegedly worked there have words of praise despite they mostly have nothing to show for.
Oh yeah, absolutely. Total waste of players money. But I was also thinking about the money extracted with that bait and switch hype up advertising goes to the fat shiny salaries, bonuses and share buy backs for Chris and Co.
 
Like a dog's bone? You think it's durable but then dog says "hold my beer" and you keep looking for that stinky bone everywhere. Not sure whether it's rotting salivatedly in a forgotten corner of the house of if dog has really nommed it all away.

(original source unavailable)
Of course, the problem was, from Chris Roberts' point of view, that Chris Roberts wasn't in charge of Illfonic.
In 2013 CIG contracted Illfonic, a third-party studio based in Denver, to build the Star Marine module and the first-person systems needed for Star Citizen. Star Marine was to be a vertical slice (ie, a demo) of Star Citizen’s first-person multiplayer. Much like Arena Commander, it was essentially a multiplayer mini-game – something the backers could play with to get a sense of what CIG was building for the final game. For CIG, the module would act as a test bed for its ideas for first-person.

The first release of Star Marine was to focus around a single map, Gold Horizon. It was a deep-space pirate base that two teams would battle over.

The plan was to build ship and station interiors from environment kits. For this to work, a source explained, “you need to have the same slottable pieces for all different types of art styles. All standard doors, for example, whether they be for a moon base or a mars base, have to share the same dimensions. If you’re building a new environment and new art assets to go with it then you create them as standard, modular pieces so other environments in the same style can be built quickly without needing bespoke assets.”

CIG wanted to use the environment assets Illfonic had created for its Gold Horizon space station level as an environment kit. But when CIG tried to fit the assets into their levels, they found that none of the assets worked with CIG’s kit system; they had all been built to the wrong scale. A source told me that after the studio had worked on the Gold Horizon map for more than a year, CIG asked Illfonic’s artists to remake the whole thing with new metrics to satisfy the Squadron 42 team. “It sucked for the artists,” my source told me.

“I'm always very perplexed by this,” Roberts responds, when I ask him how this deviation had happened. “We got everyone together and had a whole art summit in Austin in 2013. I thought we were all on the same page but I guess at some point we weren't, because I started to hear back from the environment guys that 'this thing doesn't fit with what we're doing.’ The communication wasn't good, but it was also a problem because there wasn't one person in charge of all of that.”

In short, no one person was in a position to spot deviation before it became too severe. This wasted months of work and necessitated months more to correct the problem. Illfonic worked on Star Marine for nearly two years, but production issues like the one above have meant that nothing it worked on has been released, and much of what it did create has been rewritten by CIG.
 
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Dev gossip of the day:


2nd hand: Lead dev who left CIG after a year:

(Some words have been changed...)

2023 said:
One of the leads at my last place left to work on star citizen. He was back a year later, citing the owner as being a "flipping bumclown".

Being a lead, he said he got "every decision i tried to make" overturned by the dude.


2nd hand: AAA game dev on artists just being happy making ships:

(Re their work on AAAs)

2023 said:
I like to actually release games, so I’d never work for them. However I know some people who actually work on it and seem to be quite happy. They are 3D artists who love hard surface design and aren’t necessarily big gamers, so they basically get paid good money to design space ships all day, which they’d probably do all day anyway if they didn’t have to work.


2nd hand: An 'ex reporter' on ex-CIG devs

2021 said:
I work with a few folks who were on SC at varying points in its development and the universal story is that there are a bunch of great people trying to make a game with a leader whose sole purpose seems to be intervening in any and all progress.

Also if there’s ever a full release of the financials I suspect backers would be shocked to discover how a lot of that money was and is spent.

2022 said:
I’ve met so many people who have worked on or near Star Citizen at this point and the stories they tell are one thing: consistent.



AAA QA on industry views and 2nd-hand happy artist:

(On their dev role)

2022 said:
As someone who currently works on AAA games, it’s incredibly clear to anyone inside the industry that this project is never going to see release.

2023 said:
I work with an ex-cig artist on another game and from what I hear, the artists are the only ones really happy. They get to constantly work on new, interesting art.


2nd hand bartenders...

2023 said:
I work with a couple people who came to my studio from CIG. To paraphase what one of them said in a meeting recently (to people who have no idea what SC is):

"I once had a Director manage to convince the C-Suite it was absolutely necessary to hire a bartender to make drinks in a mocap suit for an entire week."

You joke, but it's a thing that actually happened. :p
 

Viajero

Volunteer Moderator
(original source unavailable)
Of course, the problem was, from Chris Roberts' point of view, that Chris Roberts wasn't in charge of Illfonic.
The source is still available in wayback machine. That Kotaku series of articles is a classic and well worth the read:


And here the list for the complete series, 5 articles I believe:

 
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That Kotaku series of articles is a classic and well worth the read:

Indeed, thanks. Good read: https://web.archive.org/web/2016100...the-24-year-feud-that-has-dogged-star-citizen
As Jared Dude said, time is a loop at this point.

Recently, I watched the film Heart of Darkness, which chronicled the tremendous struggles that Francis Ford Coppola went through in creating Apocalypse Now. In many ways, the creation of SC has helped me identify with his plight… In the spirit of wanting it all, we set out to design a game that would have more realism than the best flight simulator, better storytelling, more fun and more accessibility than Wing Commander, and the best sound effects, music and graphics of any game ever created. Our biggest mistake was thinking that we could achieve all of this in a single year. Our biggest setback was the realisation that it would take more than two.

The Strike Commander project took more than four years and over a million man hours on background development. Very little of that production time turned out to be actually usable in the final product, as at least one and possibly several complete project "reboots" were required to refine the graphical engine to a playable state. Nevertheless, some successful gameplay elements from Strike Commander were re-used by other more notable Origin products such as Privateer and the Wing Commander series. Chris Roberts, in the game's manual, compares the game's long development time with the events in the 1991 documentary Hearts of Darkness: A Filmmaker's Apocalypse, a film account of what it took to get the 1979 film Apocalypse Now made.
-- Wikipedia

Edit: the film opens with a quote by Coppola: "We were in the jungle, there were too many of us, we had access to too much money, too much equipment, and little by little we went insane"
 
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Viajero

Volunteer Moderator
I finally got around to watch it.
Somewhat related scene:
Source: https://www.youtube.com/watch?v=pFYzVsrrPjE&t=5100s
I just have to cringe hard at the audacity of comparing his work to a master piece of the seventh art. This has been done over and over by Chris, CIG and fans, the more you suggest something that is crap is in the same league as the top in class the more people will believe that is actually at the same level and worth comparing naturally. That is another reason why reviews and scores for SC are sorely needed.
 
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X1 release is the poorest in a long while

[Concern]

I do not understand how they can release the x1 with the current state of ground vehicles. It clips into the ground and explodes. It's height is unpredictable and changes, making it explode. Putting it into the 400i (the ship designed to hold it) has a high chance of making it explode. The gun falls off constantly. It is by far the most frustrating recently released vehicle in some time. Just don't get how they can be like "yea this is decent enough to

I feel like the Hull C still holds that crown
 
I do not understand how they can release the x1 with the current state of ground vehicles. It clips into the ground and explodes. It's height is unpredictable and changes, making it explode. Putting it into the 400i (the ship designed to hold it) has a high chance of making it explode. The gun falls off constantly. It is by far the most frustrating recently released vehicle in some time. Just don't get how they can be like "yea this is decent enough to

Remember when the faithful would say things like "This is why I love CIG because they take their time to get things right, unlike certain other developers."?

Now they are just grateful if CIG can manage to do a UI overhaul in 3 months without borking it.
 
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