The Star Citizen Thread v5

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From a layman's perspective it seems to me those multiple studios happened because of they have different studios in different country's/states and grew very quickly. Crowdfunding , taxes and law's change from country/state to country/state.
I think it works with CIG being the mother company and RSI And Foundry 42 are the studios developing the game.

Gemini42 for example is the company in charge of doing the Community Video-Show's that are supported by the funding gotten through subscribers. Since that funding is only for Community Communication is makes sense to have it's own company dedicated just to it for practical and financial reasons.

Just what it looks like from the outside to a layman.
 
Yeah, they're the ones.


... except the write-up doesn't explain why seven different companies in the same location alone are needed.

In West Hollywood there's Cloud Imperium Games Corp (umbrella?), Cloud Imperium Games LLC, Cloud Imperium Services LLC, Cloud Imperium Games Texas LLC (?!), Gemini 42 Entertainment LLC, Roberts Space Industries Corp and Twin Brothers Productions Inc.
There's three in the UK, two in Germany, two in Santa Monica and just one in Austin. And that's not including the second list which may or may not be relevant.

That's somewhere around 8-10 companies more than necessary. But this somehow makes perfect sense? [wacky]

The answer referenced is perfectly compelling. I'd put it to you that YOU can ask CIG that same question. Whether or not you BELIEVE any answer they give isn't CIGs problem, its yours.

Believing there is some nefarious reason for byzantine usage of corporate entities is not the same as proof of wrongdoing.

You provide some proof that Sc and CIG are doing something wrong by having more than one entity to do EVERYTHING.
 
COD:IW and ME:A are both going to sell in huge numbers, even with the grief the COD has taken.

Why?

Both are from major publishers and are existing IP, as such they are a known quantity as far as gameplay and production quality are concerned. Between them they'll sell millions of copies, to more casual users and space fans alike. Hell, I love Mass Effect for the story (and am close to 1000 hours in o the current trilogy because of this) and am actually interested in COD for the first time ever.

This will remove tens (or hundreds) of millions of dollars out of the market, mainly from folks who may be interested in space games but aren't fanatics. Hell, even Elite Dangerous has > million sales which is not trivial in the space game sector. The hardcore are also into Kerbal, SPace Engineers, yadda yadda that also have production releases. So, the pool in which Star Citizen are trying to swim in has got a lot smaller and/or a lot more crowded.

The "average" gamer doesn't care about Star Citizen. If CIG is to break into the market it needs to deliver something of excellent quality now and take the 60 bucks from the kids who otherwise will spend it on COD or ME. This will be tough as name recognition and branding are not on CIG's side... A competitor to Coke could come out and taste far nicer/better for health/better for environment and fail simply because when people think about a soft drink "Coke" is synonymous in many cases. COD (FPS) and ME (story & character driven space RPG) are massive.

Because SC aim for PC only and for high end their customer base will be small. Elite got XB and soon PSX including PC so the numbers of players will be higher. Also the release of planet coaster will help spred the word and bring in new players.

I don't think many new players will come to SC if they read this thread :D
 
Because SC aim for PC only and for high end their customer base will be small. Elite got XB and soon PSX including PC so the numbers of players will be higher. Also the release of planet coaster will help spred the word and bring in new players.

I don't think many new players will come to SC if they read this thread :D

Which seem to be the intent of many posting here...salt the earth as much as possible in one of the only forums that will tolerate it.
 
Which seem to be the intent of many posting here...salt the earth as much as possible in one of the only forums that will tolerate it.

That does seem to be more about posters than the topic at hand - which I believe still to be "why the same pair of missiles on the Freelancer fire at 0:48 and at 1:35" in the video you so kindly linked to :D
 
Which seem to be the intent of many posting here...salt the earth as much as possible in one of the only forums that will tolerate it.

Not really. The salt was all created by CR/CIG. We're just here because they keep trying to sweep it under the rug.
 
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dsmart

Banned
I was hoping someone called me out on that, funny it ended up being exactly who I was expecting to. [big grin]

Listen carefully @ 6:20m

https://www.youtube.com/watch?v=Eb5NZbWGh3Q

See you've learned something new about Star Citizen today Derek. [rolleyes]

First, thanks for pointing that out. Not that I have watched every single interview by every dev. Anyway, here's where we dive into the nitty gritty of this. I will try to keep it as accurate as I can - for the record - since your friends on /r/ds have now taken to also screen capping my comments here and creating a hissy fit over them on Reddit.

I already knew that they were using CryEngine3 as the basis for the game. In fact, I wrote an entire section in my July 2015 blog specifically about that, and why the engine they chose simply wasn't up to the task.

Here's the thing, when you use middleware engines, they are as-is. You rarely ever have to modify the source engine. In fact, back in the day, you would need a very expensive source engine (e.g. ID Tech5, UE, CryEngine etc) to even do that. Why would you need a source engine license? Simple: if the engine isn't adequately suited for something that you need to support. And more often than not, it's usually better to build your own engine, than to try and modify a middleware engine, because depending on how far you want to take it, you're better off doing it from scratch if you already have the expertise to modify someone else's engine using their source code.

That's why, even today, anyone licensing engines like UE4, Unity etc, rarely have to mess with the "guts" of the engine. They use them as-is; and if you want extended features (e.g. network, UI, scene management), you can find plugins which augment (are built on top of) the underlying engine without you ever having to mess with the engine's source code. e.g. anyone wanting advanced networking/multiplayer in Unity5, will probably buy the Photon plugin. Similarly there are hundreds of plugins for it. So, more often than not, someone else has already done the "targeted" work for you. Want larger scenes? There's a plugin for that. Want a better scene editor? There's a plugin for that. Want better audio, networking, UI, matchmaking, shaders, progen terrain etc - you have so many options that you simply do NOT have to write ANY custom code for UE4 or Unity5, unless you want to, or have no choice.

Similarly, when we licensed Trinity (later bought and renamed to Havok Vision Engine), we didn't need anything in the source license as we had no intentions of modifying the source because we already knew that the engine (bare metal, with very little fluff and/or useless features) was capable of doing exactly what we wanted. In the implementation of other middleware to "overload/replace" the built-in HVE implementation (e.g. Triton for water bodies, Silverlining for sky, clouds, atmosphere etc, FMOD for audio, Iggy for UI etc) we made minimal changes to the underlying engine.

So, our revision of HVE, coupled with the augmentation of third-party middleware which worked better with the built-in HVE versions, became our "custom game engine". We didn't even make .01% mods to HVE because the engine was quite capable of supporting the game I was building. In fact, it was because I was able to find such a C/++ engine, that I halted development of yet another in-house game engine for this game; as I felt that we were reinventing the wheel. We lost a little over six months of dev work on that; and which I wrote-off as R&D. CryEngine was a non-starter due to scene sizes and other limitations; Unity was C#, UE4 wasn't out yet, and though I already had private access to it, I was advised (by Epic) use it for production work at the time, since it wasn't ready and too many things could change along the way.

In contrast - hence my alarmist warnings from last year - once it occurred to me that the new game scope CIG were trying to build could never be done on CryEngine3, I said so; right off the bat. I also stated that such a game needed a custom engine.

Then it came to light that they were in fact using CryEngine3 as the basis for such a custom engine. This despite the fact that once you embark on such an endeavor, the further you go, the more you realize that you could've just written your own engine from scratch to build the exact game you wanted.

Which brings me to this exchange:

Agreed here, UE4 probably a worse choice. They needed to make their own engine, but it's too late for that now.

Considering that they stated they changed more than 50% of the engine Its accurate to say that they already did just that.

is more accurate to say that to do just that they have to change the remaining 50%.

You know that's false, right? Go ahead, do ask him to cite sources where they stated - anywhere - that they had changed more than 50% of CryEngine3

In this interview that you linked, Brian says specifically: "over 50% modified from the base CryEngine". Note that would be CryEngine3. And (just as I said in my blog), they stopped taking updates from CryTek awhile back due to the fact that their code base had forked so far off, that it didn't make sense. Also they only have source license to CryEngine3. Which, btw, is why VR will never come to Star Citizen unless they go back in and bring up the now legacy (and broken) VR support they have in CryEngine3, up to the current standards. The game will never support VR anyway; so there is that. But I digress.

The reason that I went back and quoted (the forum trims multi-quotes) the entire comments (from you and Soliluna) in what you just now responded to with Brian's comment, was because

i) when you say they already did just that, I stated that it's false. why? well because they did not make their own engine

ii) when you say they changed more than 50% of the engine, I asked for cited sources because to my knowledge, nobody knew just how much modification they had done to CryEngine3 in order to come up with StarEngine

Now we do. And it not only looks even more bad for them; but it also - again - proves me right when I stated last year that the game they were building could never be built with the engine they chose. Ask any tier 1 engineer, and they will tell you that no dev goes and modifies a source engine by 50% unless they are a) out of time to build a custom engine, or don't have the expertise to do so b) out of time to switch to another engine c) have game assets which have slaved them to the engine they're stuck with

So, from the start, they thought vision 1.0 of the game could be done with CryEngine3. They were right. Then Chris increased the scope; which then put vision 2.0 of the game outside the scope of CryEngine3. They kept going with the CryEngine2 mod, until at some point, they reached "zero barrier" and could no longer turn back (port to an adequate engine such as UE4 or even CryEngine5, or build a custom engine from scratch).

Now, according to Brian, in Sept 2016, they have modified CryEngine3 by about 50% in order to come up with a custom engine for the game Chris wants them to build. And it's still a mess.

The problem is that even if they get to 90% modification of CryEngine3, it still won't be possible for it to power the game that Chris wants because, not only will they never - ever - get to a 100% modification to make that happen, but that would also imply that they have completely replaced CryEngine3 with whatever abomination that is Star Engine. With all their resources and money, they could have built a custom engine - from scratch - in under two years.

And they will still fail to build, let alone deliver the Star Citizen game promised. Since SQ42 doesn't have all the ganky nonsense that is in SC, they stand a good chance of delivering on that, as I've stated time and time again. Unfortunately, not only are a multitude of backers already entitled to that game for free, but unless SQ42 knocks it out of the park, it's never going to earn the income required to keep buying them time to continue with Star Citizen.

In closing, I welcome folks to ponder this: They are using a heavily modified version of CryEngine3. CryTek are now on CryEngine5 (free). And even Amazon's Lumberyard is built on CryEngine5 (free). So ask yourself this, how is spending all this money and dev resources to modify a source engine by 50%, a good thing - under any circumstance? It's not. It's a waste of time and money. Which is precisely why they are coming up with all these tricks to keep raising money; even long after they quadrupled the money they were originally asking for.

This is the sort of thing that should make any reasonable and/or sensible backer, absolutely mad.
 
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I have 800,000 rec saved up, rarely use it. You can test out the alpha on a free fly weekend, they happen several times a year. Pre-alpha isn't there for non-backers is it? But CIG DO let you test it out so you don't have to spend $$ to see whats going on. All I have said totally contradicts your assertions.

I'm not too sure what posting how much REC you have takes away from being unable to rent every ship currently in the game.
 
The "average" gamer doesn't care about Star Citizen. If CIG is to break into the market it needs to deliver something of excellent quality now and take the 60 bucks from the kids who otherwise will spend it on COD or ME. This will be tough as name recognition and branding are not on CIG's side... A competitor to Coke could come out and taste far nicer/better for health/better for environment and fail simply because when people think about a soft drink "Coke" is synonymous in many cases. COD (FPS) and ME (story & character driven space RPG) are massive.

As soon as CoD drops, CIG have missed their window for being able to get away with putting out the sort of junk they've delivered so far as a finished game. CoD is going to set a benchmark for epic space battle set-pieces, and then Mass Effect will come along and do the same space opera storytelling. If nothing else, Roberts' ego won't permit him to release something which is demonstrably inferior to other released games. I think the biggest danger CIG faces now is getting stuck in the classic Duke Nukem Forever loop of playing catch-up with other games which have caught them napping, overtaken them and then proceed to make their current tech look dated.
 
Completely the opposite, both COD and ME will boost Star Citizen sales, just like NMS did.
Do you have a source for this? And why would competition from huge, known IPs help Star Ctiizen in any way?

They will keep the space theme thing going strong and since they are not infinite like a MMO would be players will be eager for more.
But they won't make people interested in an MMO unless they're interested in an MMO. Again, going by your logic, Planetside 2 would be one of the most massive successes ever. It isn't, because people aren't interested in the game, and the existence of non-MMOs that offer similar gameplay does not boost the interest in the MMO. Quite the opposite: they stick with those games because they're not MMOs.

Beyond that, what in SC would ever interest CoD and ME players to begin with? CoD players in particular just keep playing CoD because the game never ends, and ME players keep playing ME and similar RPGs. Neither would suggest any kind of overlap in interest with what SC will offer.

I would very much like to know what you base your leap of logic on.

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If nothing else, Roberts' ego won't permit him to release something which is demonstrably inferior to other released games. I think the biggest danger CIG faces now is getting stuck in the classic Duke Nukem Forever loop of playing catch-up with other games which have caught them napping, overtaken them and then proceed to make their current tech look dated.
By all indications, this has already happened.
 
First, thanks for pointing that out. Not that I have watched every single interview by every dev. Anyway, here's where we dive into the nitty gritty of this. I will try to keep it as accurate as I can - for the record - since your friends on /r/ds have now taken to also screen capping my comments here and creating a hissy fit over them on Reddit.

[lot's of words]

I already knew that they were using CryEngine3 as the basis for the game
In closing, I welcome folks to ponder this: They are using a heavily modified version of CryEngine3. CryTek are now on CryEngine5 (free). And even Amazon's Lumberyard is built on CryEngine5 (free). So ask yourself this, how is spending all this money and dev resources to modify a source engine by 50%, a good thing - under any circumstance? It's not. It's a waste of time and money. Which is precisely why they are coming up with all these tricks to keep raising money; even long after they quadrupled the money they were originally asking for.

This is the sort of thing that should make any reasonable and/or sensible backer, absolutely mad.

Yes you haven't watched every single interview by every dev or know everything about how they do what they do, yet you keep "talking" like you know all of about it without shadow's of doubt. When you haven't worked in anything remotely close to ambitious as this in video-game world (very few dev's have actually), yet you keep making exacerbated claims that keep being debunked as time goes.

Everyone that follows the game knows that they started with CryEngine 3.5 and have been working with it from there. That engine and it's main strength (beautiful graphics) powered the most successful crowdfunding campaign in the whole world and allowed for the creation of multiple studios and the hiring of hundreds of talented developers to join in a co-op effort to do an hugely ambitious game. That was thanks to the already availability of the engine and the fact that they could keeps showing "ingame" footage of their progress. That's what makes people pledge, not saying "ok guys this is my idea for a game, give me money to develop the engine first then I'll show you gameplay". Romero tried that, many other's tried that, if you want to kickstarting video-games you need stuff for people to see and connect with the game vision, back the idea of playing it, words just don't cut it.

This "money and time" spent on making the engine changes allows them to deliver unique features and game mechanics that just aren't available in other engines. Not U4 or Unity or even Frostbyte , Snowdrop or other proprietary engines from major studios. People were wowed by what they have shown in the Gamescom Demo, not other game or company have shown something as good as that, LIVE! Definitely not COD, not ME, not BF1, Battlefront, Elite or NMS.

And this is just the beginning, all the raging scepticism, public angry rants is nothing more than fuel for some obscenely talented game developers that thrive from the "this has never been done" will to break boundaries and once again wow the gaming world, just like they did 10 years ago with the release of the first Crysis.

Do you have a source for this? And why would competition from huge, known IPs help Star Ctiizen in any way?

But they won't make people interested in an MMO unless they're interested in an MMO. Again, going by your logic, Planetside 2 would be one of the most massive successes ever. It isn't, because people aren't interested in the game, and the existence of non-MMOs that offer similar gameplay does not boost the interest in the MMO. Quite the opposite: they stick with those games because they're not MMOs.

Beyond that, what in SC would ever interest CoD and ME players to begin with? CoD players in particular just keep playing CoD because the game never ends, and ME players keep playing ME and similar RPGs. Neither would suggest any kind of overlap in interest with what SC will offer.

I would very much like to know what you base your leap of logic on.

Squadron 42 » The biggest crowdfunded game with a campaign mode with world wide famous Hollywood Actors.
Star Marine » Competitive FPS and the ability to visit cities and hangout in bars with your friends? Join up and visit a close moon with a group of friends?

This game (Squadron42 & Star Citizen) will cater to a LOT of people, most of them just don't know it yet, the same thing happened with World of Warcraft.
 
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If there is this storm in a teacup about the F8 Bomber... is there anything planned in game to be bombed?

"The other game" has missiles and torpedoes. Missiles were very useful (possibly trivially OP) for aerial assault on ground bases, until they were balance passed. I do wonder if there will be a bomb aimer's position like in the nose of a Lancaster and actual ordinance to deliver onto a target?

F8 Lightning was original described as the "next generation super space superiority fighter" and successor to the F7A

So not a bomber, and thus any lack of anything to bomb would not be an issue for the F8
 
Yes you haven't watched every single interview by every dev or know everything about how they do what they do, yet you keep "talking" like you know all of about it without shadow's of doubt.

Who on earth does have time to watch every single thing CIG/RSI and their fans put online and commit it to memory?
 

dsmart

Banned
Yes you haven't watched every single interview by every dev or know everything about how they do what they do, yet you keep "talking" like you know all of about it without shadow's of doubt. When you haven't worked in anything remotely close to ambitious as this in video-game world (very few dev's have actually), yet you keep making exacerbated claims that keep being debunked as time goes.

Reported.

Despite numerous warnings, you are still engaging in attacks against posters, instead of remaining civil and engaging in meaningful discussion. Just because someone posts something you don't like, and you don't have any reasonable argument, you always end up right back here.

So I'm just going to ignore you. I invite all other posters here, and who are looking for meaningful discussion, to do the same.

I'm done with you.

ps: There is nothing ground breaking or revolutionary in Star Citizen and which hasn't been done before. For my part, I've single-handedly developed - from scratch - far complex and larger games that most devs only dream about. And shipped them. Also, the word ambition isn't a stand-in for achievement. Learn the difference.
 
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Squadron 42 » The biggest crowdfunded game with a campaign mode with world wide famous Hollywood Actors.
Star Marine » Competitive FPS and the ability to visit cities and hangout in bars with your friends? Join up and visit a close moon with a group of friends?
Yes? And? (Actually, no, and… we still have no idea bout whether any of that will actually be true). What in SC or SQ42 would ever interest the CoD and ME crowds when they have CoD and ME (and the many high-profile games like it)? You're not really offering any kind of argument why they would suddenly jump to this unknown IP from an untested developer, apparently offering very dull and action-less gameplay, possibly mixed with all kinds of uninteresting peripheral junk that just gets int the way of the actual game.

CoD players will not play SC because they have CoD. They will also not play SQ42 because they have CoD. ME players will not play SQ42 because… well… Chris Roberts wrote the script, and let's face it, he's pretty awful at that. Also, there's nothing to suggest that SQ42 will offer the kind of gameplay ME players are interested in, whereas from what little we know, the opposite isn't necessarily true.

This game (Squadron42 & Star Citizen) will cater to a LOT of people, most of them just don't know it yet, the same thing happened with World of Warcraft.
Eh. No. That is not what happened to World of Warcraft, and indeed, WoW is the prime example of why your leap of logic makes no sense: WoW itself built on a nearly decade-old IP from one of the absolute powerhouses in general-appeal skinner-box game design, and once it was on the market, no game that tried to do the same could ever succeed. At no point did this IP boost similar games — rather, it killed them very soon after they were released because they were not WoW.

You're back to that same assumption that a game that contains game types A, B, and C will cater to the set Player A ∪ Player B ∪ Player C, when every other game out there that has done something similar has ended up with Player A ∩ Player B ∩ Player C. So again, I would very much like to know what you base that assumption on. What's the logic behind thinking that people will flock to a game that bothers them with stuff they have no interest in?

Here, too, WoW is a prime example of what to do. You do not try to offer everything to everyone; you cater to a very specific — by very broad — market and offer them refined and accessible gameplay. WoW delivers a light-narrative fantasy RPG progression that you can (indeed, at times must) go through with friends. It is not a mix of dozens of different game types. It does not try to bring together different genres and different aesthetics of play. It does one thing, and it does it after having honed the various aspects of player-grabbing techniques in six other games. It is the exact opposite of what CIG is trying to do.
 
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