I know this wasn't addressed to me, but I'd like to answer anyways.
What's your definition of "hoops and sticks" ?
"Hoops and Sticks" is a game. People enjoy games, and "hoops and sticks" is the kind of game you get when you need to make do with limited stuff to play with. So are games like horseshoes, beanbag toss, and other simple yard games. They were invented at a time when people didn't have stuff like inexpensive electronics, and the industrial revolution was still years away. And they stuck around well into the 20th century, primarily because most people were poor, and so made due with whatever was on hand. "Reduce, reuse, and recycle" isn't a modern phenomenon, after all.
Heck, a lot of people today
still find creative uses for stuff that might might otherwise be regarded as trash.
And of course, back in those days, people who had far more money then sense often played the
same games. It's just the equipment they used was custom made, often from expensive materials, with the addition ornate details.
Is a fade to black when you get out of a ship a "hoops and sticks" ?
Nope. A "fade to black" in video games has a similar function as a "fade to black" or scene cut in movies: skipping uninteresting and unimportant details so that the audience can get to the important stuff.
Does a fully landable planet with atmosphere, weather, vegetation, explorable city, caves and derelicts a "hoops and sticks" ?
Nope. 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.
Try it and you'll see. You will find bugs for sure but will you find enough bugs to prevent you to play it ?
I've tried a few free fly events myself, and even in that extremely limited time, I've encountered game stopping bugs which led to me playing something else. Most of it was caused by their extremely poor networking systems, which with any competent MMO developer would've been one of the first things they had prototyped, developed, tested, and then fixed.
They wouldn't have basically scrapped their design and started over ten years into the project.
That's simply me saying that dismissing something important doesn't help you understand what SC really is and why we are so many to play it despite its alpha state. It's like trying to understand the success of Fortnite while saying that building stairs is not an important element of the game because you have seen someone doing it in a video and you didn't find it very interesting...
I know what Star Citizen is: a particularly egregious abuse of the Crowdfunding model which uses Hollywood accounting to enrich Chris Roberts and his family and friends, allows him to indulge in his fantasies of being a rock star game developer, an A-list Hollywood director, and the CEO of a major gaming studio. What little money is left over from all
that is then used to develop an actual game... poorly.