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Star Citizen Raised $148M from Fans, and Now It’s Raising Concerns

nytimes.com

31–40 of 185 posts

Re: Star Citizen Raised $148M from Fans, and Now It’s Raising Concerns

#32
post #2

"Space exploration" games have strange tendency for hyper-hype and scams, for example recently released No Man's Sky.

Star Citizen is a lot of hype. But its not a scam. Even in the case that it fails and a product is never produced, that doesn't mean its a scam. A scam requires up-front intent.

They went big. They could have stopped at the few million they raised on Kickstarter, but they knew they'd need more to accomplish their vision.

Re: Star Citizen Raised $148M from Fans, and Now It’s Raising Concerns

#33

This will probably not be a well-liked response but I'm going to post it anyway. I preordered Star Citizen back in 2012 or 2013. Whenever the original Kickstarter was. I've kind of forgotten about it. I've never preordered another game--or anything really. And I don't think this was a bad experience. I haven't received a game yet, but I have played some demos that were really fun. I've seen hours of content (Sure, th…

This might be true for this particular game but the lack of checks and balances on kickstarter is troubling.

The number of checks and balances people keep adding when someone is bad is taking it's toll on some industries. Safe guards are good up to a point... then eventually it gets ridiculous.

Re: Star Citizen Raised $148M from Fans, and Now It’s Raising Concerns

#34
Funny, people expressing their "concerns" became a bit of a meme on the Start Citizen forums in the early days.

As far as the meat of the article, I've been following Star Citizen as a backer since the Kickstarter days. My take on the history of the game's development is that Cloud Imperium Games was kind of unfocused and spinning some wheels for a while at the start as they attempted to build a AAA studio from scratch by partnering with smaller outsourcing firms for animation and modeling work. I think they misfired on some of their choices of early partners but that seems to have ended and they seem to be focused and moving forward.

The thing a lot of people forget is that the game was initially going to be: "you log in, you spawn in your ship/you are your ship/and...dogfight". As well, many of the ambitious features that they've been successfully implementing like seamless travel across millions of kms of volumetric space were player requests. I know I requested the ability to fly from space to planet surfaces and also expressed that I would be content to wait longer for the game's release if that was possible.

I don't really have sympathy for the folks who feel cheated or abused because from my experience, CIG has bent over backwards many times.

Anyways, I'll get off the soapbox. I'm optimistic and the game is already fun, with only a limited amount of the full content to come (especially in June when they launch an expanded PU).

Re: Star Citizen Raised $148M from Fans, and Now It’s Raising Concerns

#35
post #2

"Space exploration" games have strange tendency for hyper-hype and scams, for example recently released No Man's Sky.

Any other examples? On the contrary, Elite Dangerous was received quite well. There is hype and scams all around in crowdfunded games, not just space ones, like Yogscast and Godus.

Before Star Citizen, Chris Roberts was working on Space Exploration/Trade/Combat game for Digital Anvil and Microsoft Game Studios - the Freelancer. He was ambitious, the features planned for game involved:

- dynamic economy based by station/planetary production of goods, demand and supply (influenced by distances and space piracy)

- known actors lending their voices to characters

- hundreds of items and ships

- massive universe filled with mysteries and lore

What happened instead was Microsoft stepping into the project and forcing changes to make ship plausible within a year due to continuous delays. Chris left the project. Universe was cut to 50 systems, bulk of characters gets killed off quickly after appearing in the plot, or have few spoken lines. There are omissions in items, like only only single top-class shield, whereas in every lower class there were three types of shields. Some commodities are sold on planet or few, but not bought anywhere in the universe, being useless for trade. Engine supports ship animations and plenty of ship models implement those, but they were eventually disabled. Etc. ect.

But game shipped, and besides cut content, it actually delivered quality experience, and even if it lacked replaybility, content or sandbox features of X-Universe games, it contained stateful multiplayer that resulted in game having long live in multiplayer thanks to Role-Playing mods and communities build around those.

Re: Star Citizen Raised $148M from Fans, and Now It’s Raising Concerns

#36
post #17
post #2

"Space exploration" games have strange tendency for hyper-hype and scams, for example recently released No Man's Sky.

I don't think No Man's Sky was scam so much as it was a game where the hype far outran what was realistically possible. I mean, there's only so much a small indie studio can get done in a year or two, so people expecting the moon were just being unreasonable. In the case of Star Citizen we're deep into gold-plating territory, wouldn't be surprised if it became a Duke Nukem Forever. But even then, Chris Roberts is gen…

The owner/lead developer (I don't know what position exactly Sean Murray holds) straight up lied about features in NMS (e.g. multiplayer) that weren't there nor will be ever added so I'd say it was a scam.

Re: Star Citizen Raised $148M from Fans, and Now It’s Raising Concerns

#37
post #5

Amazing delusional quote, "But imagine — the game I can build with $140 million is going to be very different to the one I could build with $10 million." Yes, it sounds like the $140 million game is not going to get made at all.

Yes, feature creep at it's finest. Although this doesn't sound like creep it sounds like a full on race. It won't ever get completed.

Re: Star Citizen Raised $148M from Fans, and Now It’s Raising Concerns

#38

This will probably not be a well-liked response but I'm going to post it anyway. I preordered Star Citizen back in 2012 or 2013. Whenever the original Kickstarter was. I've kind of forgotten about it. I've never preordered another game--or anything really. And I don't think this was a bad experience. I haven't received a game yet, but I have played some demos that were really fun. I've seen hours of content (Sure, th…

I HAVE played Star Citizen, and already had experiences on it that aren't actually possible in any other game. Will it meet all their promises? Certainly not. Is it going to "ever come out" insofar as a "release version"? Who knows, it's on 2.6.3 already, technically.

But the thing is, Star Citizen promised a level of capability of a game that has never existed up to this point. And I have backed it personally for... well, a lot. But even if it never comes out, I won't really feel cheated, because I know exactly what the goal is, and the challenges meeting it includes. It's not a scam if it fails, if it fails it was poor management and an impossible goal.

But I'd argue, seeing that even some Early Access games on Steam seem to have gained some Star Citizen-style features, that Star Citizen has raised the bar for what a space simulation game going forward should be able to do. And for that alone, it's worth it.

Re: Star Citizen Raised $148M from Fans, and Now It’s Raising Concerns

#40
IIRC Star citizen got started in funding around the same time as Elite:Dangerous.

It seems that the E:D approach has worked out rather better, in that they delivered an initial playable game that was rather lacking in some areas , and have been incrementally adding to that game over time in terms of both features and platforms supported.

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