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Star Citizen Progress Tracker v1.0

robertsspaceindustries.com

201–210 of 241 posts

Re: Star Citizen Progress Tracker v1.0

#201

This game is the ultimate example of the danger inherent in feature creep. The original goals of an expansive FPS/Space Sim MMO with unprecedented player count and the largest crafted non procedural game world seems lost. Which is a shame because that's what I was buying in to. I wanted massive player counts in a persistent and evolving universe. I didn't want "dynamic door alignment" and "Face over IP". My hope was…

> This game is the ultimate example of the danger inherent in feature creep.

Feature creep is their entire business model, that's how the make money. Their game(s) is mediocre and certainly not up to part with the budget they got for developing it, so they are going to stall to get even more money from their fans.

Re: Star Citizen Progress Tracker v1.0

#202
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…

> The scale of Star Citizen is way larger than Freelancer

No it isn't. It's also not even clear it will ever come even close to it at this point.

I also seriously doubt that there are so many backers fuelling this space video production company. It's pretty well known that there is a significant amount of whales who carry this thing around.

Re: Star Citizen Progress Tracker v1.0

#203
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…

I think its less a tale about too much money, and more of a cautionary tail about the importance of project management.

Re: Star Citizen Progress Tracker v1.0

#204
post #93
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…

In my opinion, constraints (especially money & time) are critical for sustaining the creative spirit. If you aren't at least a little bit hungry or challenged, your brain is going produce some lazy uninspired trash that only happens to look fun on a 3 minute youtube trailer. If you are constantly trying to push some notion of a gigantic, ever-expanding open world, then someone is still going to have to paint within t…

OK, but what about Dwarf Fortress? Tarn Adams has been working on it for 20 years, and though without making much money, money wasn't really the constraint. And he really has created a gigantic ever-expanding world.

Re: Star Citizen Progress Tracker v1.0

#205
post #77
post #43

Star Citizen has proven one thing to me, and that is that dreamers (Chris Roberts) who are developing incredibly ambitious need to be held in check by good PMs who are willing to push back when necessary. This thing has been developed for so long, and it seems like there's always excuses as to how there's something new to be added and that's why it's taking so long to even get to 1.0 status.

Is the lack of a PM the problem with Theranos? I think the problems are the same.

I guess they're similar in that they both had problems shipping a product but I think the similarities end there.

Re: Star Citizen Progress Tracker v1.0

#206
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…

I'd say Star Citizen is more of a cautionary tale about putting blind faith in someone just because of previous results. Chris Roberts has previously delivered, but in all cases where he has it's been where he's been under someone else's direction.

Without someone to constrain him he tends to constantly expand the scope of his projects. If people knew about his involvement in the debacle that was Starlancer/Freelancer then they would've seen this coming.

So no, it's not a matter of being 'too ambitious'. It's a matter of shifting the goalposts and expanding the scope of your project to the point that it never actually ships. When he had someone to stop him from doing that he delivered. Without that, he just keeps soaking up money as long as people will enable that behavior.

Re: Star Citizen Progress Tracker v1.0

#208
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?

I remember you would explicitly be presented a screen after you were killed by a player where you could take your funds from the bank to put towards the bounty of the person who killed you.

Re: Star Citizen Progress Tracker v1.0

#209
I worked on the first demo of Star Citizen a decade ago, prior to the announcement and up through the first Kickstarter. I haven't followed the development much in recent years. I feel like there's been a joke circulating for awhile about finally implementing a "roadmap to a roadmap". Here's my (very limited) insight into how the project took the direction it did.

Chris Roberts is a brilliant guy to work with, a first rate coder and by any standard a visionary. He seems to have a new idea every ten seconds, and they usually begin "it would be cool if..." An hour later, you're still taking notes and he's saying, "and it would be realllly cool if..." Technical difficulties and obstacles were, at that stage anyway, actually a reason to do things. Part of the idea was to prove that PC gaming would always outstrip the console experience. Polygon counts could be made higher, and higher again. The goal wasn't performance, but the opposite - how much could you put on the screen. Think about it now with 10 years of hindsight, that's a race you're only one ever one generation of consoles away from losing.

My impression of working with him was that there's no such thing as practical constraints. A good enough coder should be able to get around anything. Prior to the first demo, there was a hard deadline to have something to show, so a lot of corners had to be cut. Once that happened, his attitude immediately shifted to "sky's the limit". And with the wild success of the first round of crowd funding, that became "spare NO expense." This was never just a space game, or even only his magnum opus. It's a fully functioning universe that exists in his mind, that just needs to be turned into code. Everything Wing Commander was limited by, this would be unconstrained by. Everything is possible as long as you're committed to always building for the latest platform, on the most powerful machine in the known universe, and your audience was committed to having the same hardware. A newer engine comes out or newer hardware? Tear down everything and rebuild for it.

So, I never thought that this was a crowd-funded game about the making of a game. I think it's what happens when perfectionism meets unlimited resources. I also have to say that the community forum was very, very involved and demanding from the beginning. They were already playing the game they imagined in their own heads. Having put their dollars in, they felt entitled to their say in feature development. And this crowd involvement, their one-upping each other's ideas, mixed with Chris's almost infinite drive to incorporate new features, and his impulse to say yes to almost anything that sounded cool, and then a tsunami of cash, created a dynamic of setting up more and more far-fetched goals right out of the gate.

Around that point, what I had built - which was never actually integrated into a working build - was jettisoned for a different approach. He hired 500 people and I sort of drifted off without ever being specifically let go.

Still, it was a great experience, one of the most challenging and certainly one of the most fun projects I've ever worked on, especially in the sky's-the-limit phase, and Chris is the kind of demanding but fair person who held everyone to high standards, but who held himself to the highest. He was a pleasure to work with. I hope he finishes his game.

Re: Star Citizen Progress Tracker v1.0

#210
post #105

Earlier quoted context omitted.

They had a weekend of free ship flytesting or something. I wanted to check the game out so I configured my joystick but had a bit of trouble starting and ended up crashing and going to prison. I was annoyed at the quest, I just wanted to fly around not do an RPG, that should come way after youve had time to get hooked by core mechanics

Next time play the Arena Commander mode which is a game within the SC/Squadron42 games and functions as a simple ship combat sim and a great tutorial for folks like you who want to just mess around in a ship. There is a similar FPS mode for people who just want to try out the FPS combat.

Thanks!
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