Star Citizen Thread v6

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Problem is, CIG's estimates have no such consistency or rationale behind them, other than maybe “this should keep them quiet for a while”. That's not really something you can build a useful statistical prediction on.
Maybe they're using an RNG to produce the project timeline.
 
Dear Miles Eckhart's AI has become sentient - is now demanding a pay rise, a working cup, a table he won't glitch through, and a blanket for when he curls up in a corner on the floor.
Ah. the AI is on strike. Walking around the virtual city with virtual signs. Maybe they even have virtual sitdowns in the station, blocking the players from reaching their ships? They better get to the table for discussion soon, or the whole production will be delayed even further.
 
Dear Miles Eckhart's AI has become sentient - is now demanding a pay rise, a working cup, a table he won't glitch through, and a blanket for when he curls up in a corner on the floor.

Huh, maybe you are right...
[video=youtube;wqzLoXjFT34]https://www.youtube.com/watch?v=wqzLoXjFT34[/video]

Maybe they're using an RNG to produce the project timeline.
You mean procedual generated by CR himself...
 
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I think its a bit like when you work at home. You know you have that deadline and everything around you wants to distract you. If you dont have the willpower to work at home and getting things done then it will never work.
The same for developers that arent able to say "enough" and trying to get something done rather then losing themself in their fantasys and dreams when they dont have someone that tells them to "stop dreaming start working".
In the Star Citizen scenario there is no deadline and no budget limit. That was the joke. And now we are looking at the results of that experiment.

Just because Chris Roberts needs an evil publisher to keep him on the straight and narrow doesn't mean the same thing would happen if you gave another developer a completely free hand and unlimited finance.
Chris Roberts personality just adds to the evidence. Accountability enforced through a publisher is not only about setting deadlines for milestones and restricting scope, but also about removing incompetent people, who exist in any team at any position at some point, to allow the project to succeed. With no oversight you get nepotism and yes-men.
 
Oh dear, any designer will shudder to hear these words.

"I literally heard him say “make that pixel blue, not green”

And more.
"So it was a place where only certain individuals could survive it. And they had to be very talented, but on the other hand, they also had to be very subservient in their demeanour."

...and that not coming from some butthurt former employee but the guy responsible for delivering a genuine PC classic in Deus Ex, whilst working for a company headed by at least as big an egomaniac as Roberts. This after working with Roberts himself at Origin. When Warren Spector basically calls you a control freak who sabotages his own work, the only sensible course of action is to listen to him because he sure as hell knows what he's talking about.
 
...and that not coming from some butthurt former employee but the guy responsible for delivering a genuine PC classic in Deus Ex, whilst working for a company headed by at least as big an egomaniac as Roberts. This after working with Roberts himself at Origin. When Warren Spector basically calls you a control freak who sabotages his own work, the only sensible course of action is to listen to him because he sure as hell knows what he's talking about.

Hmm… let's see.

On the one hand, the guy who has produced System Shock 1–3, Thief, Deus Ex 1–2, Crusader, CyberMage, Wings of Glory, Ultima 6–7 (parts 1 and 2), a Privateer expansion, Super Wing Commander, Ultima Underworld 1–2, Martian Dreams, Wing Commander and its expansion, and Space Rogue; designed Epic Mickey (and oversaw its sequel), Ultima 6, and Space Rogue (that he also programmed); wrote for Wing Commander 1–2 and Ultima 6; and who created documentation and manuals for Wing Commander 1–3 and Ultima Underworld 1–2.

On the other hand, the guy who produced Conquest, Starlancer, Wing Commander, Wing Commander, Wing Commander, Wing Commander, Wing Commander, Strike Commander, Strike Commander, Wing Commander, Wing Commander, Wing Commander, Wing Commander, Wing Commander, and Times of lore; designed Freelancer, Wing Commander, Wing Commander, Wing Commander, Strike Commander, Wing Commander, Wing Commander, Wing Commander, Bad Blood, Wing Commander, Wing Commander, Times of Lore, Ultima 5, and Strykers Run; programmed Wing Commander, Wing Commander, Strike Commander, Wing Commander, Bad Blood, Wing Commander, Wing Commander, Times of Lore, Strykers Run and Wizadore; who wrote for Conquest, Wing Commander, and Times of Lore; who made art for CyberMage, Wing Commander, Strykers Run, Wing Commander, and Wing Commander.

As much as there is an argument to be made about sticking to what you know, I know which of the two I'd expect to have the broader insight into the various tasks, crafts, and arts that go into the making of a video game, and who'd have a better appreciation and understanding for the designs and requirements of the myriad of game play styles and the underlying mechanics and designs required to be able to deliver satisfying gameplay to a wide variety of audiences.
 
If you need a good laugh listen to what they want to do with AI flight controllers
https://youtu.be/tV2qhhtsMA0?t=18m52s

CIG reckon each flight controller is going to be an individual AI who will sit down at his desk, drink his coffee, and respond in his own pre-recorded voice with pre-recorded mocap to player requests. They have a 'Dialogue Supervisor' guy explain it all to you. They demo one of the pre-recorded AI voices, which welcomes you to the station in his cheery, cheezy west coast pot-head accent.

It is RIDICULOUS.

If the AI for whatever reason hasn't shown up to work that day a generic computer voice takes over.

The dialogue supervisor guy is a pure Hollywood hanger-on, it's worth watching just to hear someone who can out- Chris Roberts.

That guy's eyes are great. Either there's a flock of unicorns flying around and flitting from side to side about ten feet in the air behind the camera and he just can't help glancing at them, or he is lying his head off.
 
Hmm… let's see.

On the one hand, the guy who has produced System Shock 1–3, Thief, Deus Ex 1–2, Crusader, CyberMage, Wings of Glory, Ultima 6–7 (parts 1 and 2), a Privateer expansion, Super Wing Commander, Ultima Underworld 1–2, Martian Dreams, Wing Commander and its expansion, and Space Rogue; designed Epic Mickey (and oversaw its sequel), Ultima 6, and Space Rogue (that he also programmed); wrote for Wing Commander 1–2 and Ultima 6; and who created documentation and manuals for Wing Commander 1–3 and Ultima Underworld 1–2.

On the other hand, the guy who produced Conquest, Starlancer, Wing Commander, Wing Commander, Wing Commander, Wing Commander, Wing Commander, Strike Commander, Strike Commander, Wing Commander, Wing Commander, Wing Commander, Wing Commander, Wing Commander, and Times of lore; designed Freelancer, Wing Commander, Wing Commander, Wing Commander, Strike Commander, Wing Commander, Wing Commander, Wing Commander, Bad Blood, Wing Commander, Wing Commander, Times of Lore, Ultima 5, and Strykers Run; programmed Wing Commander, Wing Commander, Strike Commander, Wing Commander, Bad Blood, Wing Commander, Wing Commander, Times of Lore, Strykers Run and Wizadore; who wrote for Conquest, Wing Commander, and Times of Lore; who made art for CyberMage, Wing Commander, Strykers Run, Wing Commander, and Wing Commander.

As much as there is an argument to be made about sticking to what you know, I know which of the two I'd expect to have the broader insight into the various tasks, crafts, and arts that go into the making of a video game, and who'd have a better appreciation and understanding for the designs and requirements of the myriad of game play styles and the underlying mechanics and designs required to be able to deliver satisfying gameplay to a wide variety of audiences.

WOW that is a lot of wing commanders, to much fidalitaaaa
 
Something Jones at SA has worked hard to bring us this transcription....

WARNING Verbal diarrhea incoming
This is the single most surreal transcript I have done to date.


Star Citizen: Around the Verse - Sep 21, 2017
https://www.youtube.com/watch?v=tV2qhhtsMA0

@ 09:58

Mike Jones (Director of Corporate and Publishing Technology):
My team is responsible for DIGITAL PUBLISHING, and with 3.0 imminent we've been doing a lot of work to, uh... ENHANCE OUR SYSTEMS AND EXPAND OUR CAPABILITIES, and so I feel like we're ready to PUBLISH, uh... pretty much ANYTIME, uh... we get a selected build that's READY TO GO

I think I just found my dream job - Director of publishing at GiG. 'What's that Chris, still nothing? OK if you need me I'll be over here eating donuts and counting my salary, talk to you next year mate'
 
As much as there is an argument to be made about sticking to what you know, I know which of the two I'd expect to have the broader insight into the various tasks, crafts, and arts that go into the making of a video game, and who'd have a better appreciation and understanding for the designs and requirements of the myriad of game play styles and the underlying mechanics and designs required to be able to deliver satisfying gameplay to a wide variety of audiences.
The guy who did more than hammer the one nail repeatedly?

Or the guy who hit home with a whole swathe of nails including that one nail the other guy hit?

(pssst. neither of those are the guy who just kept putting out wing commander games then fluffing others)
 
Star Citizen is a real world demonstration of what happens when there is no "evil publisher" to step in, who says:

"Ideas time is over, wrap it up and ship it!"

This is absolutely glorious from so many perspectives, because it debunks the whole game developer utopia of no oversight and unlimited crowdfunding. From now on the "never been tried" excuse doesn't work anymore. Star Citizen tried, and they tried HARD. And failed.

*cough*Frontier*cough*ED*cough*
 
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It worries me that none of us need to ask what that reference is. :(

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Greater fidelity, better AI, more realism, better space ships and far, far better scriptwriting than anything CIG have ever produced.
 
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