I agree nazartp. I think Start Citizen did bite off more than it can chew. I'm not sure those developers have the talent to deliver what has been promised.
I'm a long way from being convinced that
any developers have the talent to pull off what Chris Roberts want to deliver.
His vision I can't fault but then I never could - the guy was behind some of my favourite games back in the day. The fact I can still remember actually playing the final mission in Wing Commander says a lot considering it was 25 years ago (!) but it's probably not surprising considering that as well as Roberts, Wing commander was co-produced by a new guy at Origin called Warren Spector who went on to give me another of my all-time favourite games in Deus Ex.
The thing with SC though is that it's trying to hit AAA standards in multiple genres, in a single game and seems to be using the fact that it was initially funded via a kickstarter to adopt a 'ready when it's ready' approach. That's great but the more they market it and the more new customers they attract (and the shop is one of the slickest cash extraction facilities I have ever seen online) the further away they will move from having that dedicated group of fairly indulgent backers as the most vocal element in their player base. You can already see it if you have a look on their forums. There will be a cataclysm on there when (not if, when) the actual game is released and isn't perfect from the off.
My opinion is they they screwed the pooch when deciding that the more they raised the more features they would commit to because the bloating of the game into some kind of genre-spanning, epoch-defining behemoth became self-sustaining at that point. I think they would have been far better off deciding to work on the initially outlined game
faster with more resources, getting a solid working base game out there and then looking to add content onto a stable playtested base. I'm all for ambition and people challenging themselves but I suspect an increasing number of the people who have bought ships for $100+ will soon become less enamoured with hearing about the fifteen new things that will be incorporated in three years time as they blow the dust off their flightstick for another week.
Don't get me wrong - I really hope they deliver everything that they aim to. I'm just increasingly sceptical. By far the most hilarious thing I have read about SC is that
Derek Smart got a refund on his backer contribution; if
that doesn't set alarm bells ringing I don't know what will.
So will ED ever go down that path and deliver all those things? Haven't got a clue. As far as the FPS elements go in particular, I'm a long way from being convinced that it should even try to be honest.
The best thing in my opinion for ED's next couple of years is to spend it fleshing out the skeleton that has been put in place so far and making the game feel more like it's taking place in a vibrant living galaxy. What is here already works fairly well on the whole but you can't read three reviews of the game online without coming across the phrase 'a mile wide and an inch deep' and there is
some validity in that for sure.
I'm nowhere near being bored with it but I'm about 10 weeks in so that's no shock; the test will be whether I can write that again and mean it in 12 months time. I can guarantee that having a reasonably well implemented FPS mode for example (say something approaching the standards of a dedicated FPS AAA title from a couple of years back) will not be the thing that makes the difference though. Nor will being able to walk around my ship, play drinking games in a station bar, play the saxophone whilst frame-shift jumping or any one of a hundred other potential add-ons because none of those things are core gameplay to me.
Core gameplay for an Elite/Frontier game in 2016 is surely ships, trade, illegal activity, combat and critically, interaction with both npc and player-controlled opponents, employers, governments and other groups. I would be happy if between now and the end of season 2 there was virtually no whizz-bang new features stacked onto what we already have, as long as at the end of it the depth in the content that I described above had increased to a point where I felt completely immersed in the game world. Right now I can see the
potential for that to happen but it is a long way from being fully realised. The dev blog today was actually fairly encouraging in that sense, to me at least, with this statement:
There’s still quite a lot we want to do to develop the socio-economic simulation further. Better population modelling and effects is one major addition we’ve discussed. There’s also a desire for greater feedback for the player in their interactions and in the longer term, we are looking at automated colonisation and lots, lots more!
I care about stuff like that much more than whether I will ever be able to stroll to the toilet in an Anaconda or play a low-rent version of Halo on an airless planet.