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Star Citizen Progress Tracker v1.0

robertsspaceindustries.com

191–200 of 241 posts

Re: Star Citizen Progress Tracker v1.0

#191
post #52

Star Citizen is a cautionary tale about how too much money can be a curse. Star Citizen and Elite Dangerous came around at roughly the same time but Elite has been a complete game for years. Elite did things right in the sense that they released a complete game and added to it. I've seen videos on Star Citizen talking about new systems they're adding like being put in prison and escaping and all I can think of is tha…

Feature creep, though in a way in which that feature creep is used to keep people hanging on and reel in new investors. It has in near on become it's own business model. Difference from releasing and then adding updates every so often, they just keep tweaking, tuning and when you keep going on feature creep, you end up striving for perfection, which makes getting a balance right very hard. However, they seem too of done all-right as a business, even if they have a rolling beta. Though as it's beta - people are more accepting of bugs than they are if released and they await a patch/update to fix bugs. That in itself makes things different from a user perspective in a way that advantages the writers, also less pressure.

Elite Dangerous took the more release and then add updates to maintain momentum. A more common approach and how many investors would hang on for all these years, yet for Star Citizen, when the investors are users and the extra's the offer sure do tap into that Whale momentum income and really does seem like a whole new approach to business the way it is panning. Though Kickstarter seem to of coined that.

Re: Star Citizen Progress Tracker v1.0

#192
post #76
post #60

Earlier quoted context omitted.

It adds a consequence to griefing/PVP. If you’re a pirate who has been to prison multiple times you really don’t want to go back… so your behavior is different.

Hot take: trying to appeal to both PvP and PvE players is the biggest mistake game designers make. History is littered with the corpses of "WoW killers" in the MMORPG genre and nearly all of them touted PvP as their killer feature, usually some form of world PvP. And it never works. Even WoW largely moved away from world PvP in favour of sandboxed PvP (ie arena, battlegrounds). This focus on PvP is my biggest concern…

Honestly I really enjoyed open PvP when I played WoW what now seems like ages ago. It really adds a lot of interesting tension when I'd encounter players from the opposing faction.

Are they hostile? Do they see me? Should I try and stealth kill them? Are they just passing through?

Eventually one learns to deal with the murderhobos and cope. Then it becomes even more fun.

Re: Star Citizen Progress Tracker v1.0

#193
post #34
post #33

Earlier quoted context omitted.

I do love Elite Dangerous, but its a great example of how difficult it is to make tradeoffs between realism and fun. It can take months to physically travel to another player (it's not so bad in the bubble, but still), which makes multiplayer difficult. There were always going to be difficulties in implementing atmospheric landings and space legs with the way the game world is, but I think the way they've done it is…

EVE, Elite, and Star Citizen have all done the walking around + ships and it's all been pretty meh (with the first never really going live except for an apartment). It's a cursed feature apparently.

Walking around in ships sounds like those cool things for one or two times and after that they become chores... It really becomes the part of it in gameplay loop. Are you making FP or TP game where environment is critical part of experience, or is some other thing the most important part?

Re: Star Citizen Progress Tracker v1.0

#194
post #175

Earlier quoted context omitted.

It's funny to think the development of Star Citizen started in the same year that Falcon 9 first launched. I like Star Citizen for being the one constant thing in life. Wherever I am, whatever I do, I know there will always be a Star Citizen roadmap to look up.

Falcon 9 1.0 was announced in 2005, launched in 2010 and cost about US$300 million [0]. Star Citizen was announced in 2010 and has raised over US$300 million [1]. It's wild to me that it takes twice as long and similar amount of money to make a game launch than a rocket launch. [0] https://en.wikipedia.org/wiki/Falcon_9_v1.0 [1] https://en.wikipedia.org/wiki/Star_Citizen

John Carmack once said that launching a rocket is actually easier than modern game development.

Re: Star Citizen Progress Tracker v1.0

#195
post #52

Star Citizen is a cautionary tale about how too much money can be a curse. Star Citizen and Elite Dangerous came around at roughly the same time but Elite has been a complete game for years. Elite did things right in the sense that they released a complete game and added to it. I've seen videos on Star Citizen talking about new systems they're adding like being put in prison and escaping and all I can think of is tha…

Every time I reinstall No Man's Sky, I immediately go "Nope, not gonna stand here and mine with a laser for hours at a time." What a lame mechanic. It should be like StarCraft where you have drones do it from the beginning.

Re: Star Citizen Progress Tracker v1.0

#196
post #26

Well at least this thing has reached v1.0 LOL Joke aside, I want to say something controversial here: I don't think the release date/progress matters much anymore for the dev team at this day and age. At least not as matter as it used to be when the game plan was just announced. The same point is somewhat true for their backers: they are not in a hurry as well, they want to (emotionally) see Star Citizen success one…

Whoa, TIL Librelancer! I'll have to check this out. Thanks!

Interesting... Also, some day I would like to play again Starlancer (the previous game). Really cool game and the best game on the genere that I played since the Tie-Fighter and XvsTie games

Re: Star Citizen Progress Tracker v1.0

#197
post #177
post #165

Earlier quoted context omitted.

I agreed completely until I started playing Minecraft with kids. Once they taught me how to play, I got to see the amount of creativity within the game. From my perspective, it's a really amazing way to start instilling mathematical literacy in kids and the best part is that they have so much fun they don't even realize it. As an example, thanks to Minecraft, my five year old already has an understanding of exponents…

understanding of exponents and mathematical literacy is great but it's not the same thing as creativity.

You are correct- but they do complement each other very nicely, and Minecraft as a game has many properties that encourage both creative and analytical thought.

Re: Star Citizen Progress Tracker v1.0

#199

Earlier quoted context omitted.

I think it is interesting to see how much people want the dream of a game, the evolving story, and the community. It is a great example of the things people want from gaming-- and life I guess. The closest thing I can think of is Minecraft, which IMO is a 100x better game but still you can't play it forever. People loved the creativity of it, but even more they liked the idea and the story of the creativity. How many…

There are still enough EverQuest players for Daybreak Games to continue to make expansion packs for the original version. That game came out in March 1999. It's so old, it's creator is dead. You can play something forever if you're dedicated enough.

EA don't think that. See what they did to kill the servers made by the community when they plug off the Battlefield 2142.

Re: Star Citizen Progress Tracker v1.0

#200
post #186

Earlier quoted context omitted.

I would counter this and say that my greatest time playing MMOs in my youth was the UO days where outside of cities, everything was pretty lawless. In the early stages you might run into a player killer intermittently while out mining or harvesting whatever other material or in a dungeon but the community formed around that aspect was really cool. There was a bounty hunting system where killed players could put cash…

> There was a bounty hunting system where killed players could put cash on the head of the killer. What stops a griefer from just putting cash on the head of someone they want to torment?

Bounties can only be placed on criminals in UO. Players are marked as criminals when they break the law, for example by attacking or stealing from a player who isn't a criminal.
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