Star Citizen, Roberts Space Industries - Chris Roberts' life support and retirement fund [2012-]

You will probably learn loads more than in a less expansive project though...
Not really. If you scale up a game's ambitions and also the team, then you've got similar levels of responsibility for each member compared to a less ambitious game with a proportionally smaller team.

It's also a hard claim to make before we actually see what SC's devs can ultimately accomplish in a finished release, and it also doesn't take into account the huge amount of time it took the devs to do it. Even most large scale AAA games only take like 4-5 years to make nowadays. Not 10+.

But really, devs generally tend to learn more by having a strong vision and specific goals where they can work at what they need to, not just endless scope creep where their priorities are being yanked around and the idea of how the systems they're working on will work on the many, many other systems that are only still being worked on and could be changed. Star Citizen will almost undoubtedly face massive problems trying to put all these systems together in a logical, balanced, bug-free and enjoyable way.
 
Alpha 3.20 is out


Patch Notes:

Mirai Fury X
 
Not really. If you scale up a game's ambitions and also the team, then you've got similar levels of responsibility for each member compared to a less ambitious game with a proportionally smaller team.
Hmm, I will have to disagree. Iteration often means completing and shipping a project and being able to see how users are playing the game. Iteration is ultimately what provides the experience needed to ship the correct changes for the next title.

History has shown that for any project, the longer you spend not giving it to your customer to use, the more you find out how much they don’t like it.

the hidden message here for customers is that the studio behind SC know they are going to flop, which is why they won’t release it. They have more than sufficient systems to last a generation or 2 of iterations. They should be focused on churning out a game. And never needing to change the engine for the next 15 years, just improve the gameplay within their existing systems.

Releasing a title that does flop allows you to determine if you should keep going to salvage it or cut your losses. As I see it; without any strong movement towards stoppage of systems development and full Tilt towards releasing a title, this game is a sinkhole for cash.
 
It is impressive though how much work has been put into it. The quality from a visual standpoint is top nothch.
Cant comment on the gameplay though. I have no idea how fan it is and I have no idea what the objectives are
 
It is impressive though how much work has been put into it. The quality from a visual standpoint is top nothch.
Cant comment on the gameplay though. I have no idea how fan it is and I have no idea what the objectives are
yes the t-posing npcs standing on couches look great :D
 
Hmm, I will have to disagree. Iteration often means completing and shipping a project and being able to see how users are playing the game. Iteration is ultimately what provides the experience needed to ship the correct changes for the next title.

History has shown that for any project, the longer you spend not giving it to your customer to use, the more you find out how much they don’t like it.

the hidden message here for customers is that the studio behind SC know they are going to flop, which is why they won’t release it. They have more than sufficient systems to last a generation or 2 of iterations. They should be focused on churning out a game. And never needing to change the engine for the next 15 years, just improve the gameplay within their existing systems.

Releasing a title that does flop allows you to determine if you should keep going to salvage it or cut your losses. As I see it; without any strong movement towards stoppage of systems development and full Tilt towards releasing a title, this game is a sinkhole for cash.

They should have kept with episodic content like they originally planned. First release of SQ42 should have focused on ship to ship content and then each year with new episodes they should have released a new mechanic or two and interweave it into the new content. So for instance Episode one being strict dog fighting . Episode 2 could have featured Dog fighting but perhaps have mining missions and mul'i crew ships. Then Episode 3 could hae gas collection missions and fps portions and so on and so forth.

Now however we are 11 almost 12 years into this games development and there is no way SQ42 will ever live up to what people have come to expect from it
 
They should have kept with episodic content like they originally planned. First release of SQ42 should have focused on ship to ship content and then each year with new episodes they should have released a new mechanic or two and interweave it into the new content. So for instance Episode one being strict dog fighting . Episode 2 could have featured Dog fighting but perhaps have mining missions and mul'i crew ships. Then Episode 3 could hae gas collection missions and fps portions and so on and so forth.

Now however we are 11 almost 12 years into this games development and there is no way SQ42 will ever live up to what people have come to expect from it
or they see what elite dangerous have done, latest x, starfield, bg3 whatever and decide "right we have to start over, we need another 600m usd"
 
or they see what elite dangerous have done, latest x, starfield, bg3 whatever and decide "right we have to start over, we need another 600m usd"
Well yea they have a lot of that going on too. I guess it just depends on when people stop paying money
 
because they can and some people are avatars of the sunk cost fallacy
I don't think its just that. I think if you drop $30 bucks for the base package to play the PU there is enough there to enjoy for tens of hours if not more. That coupled with the small amount of progress that happens every year is enough for a lot of people to stay and some of them to pump in new money.
 
It is impressive though how much work has been put into it. The quality from a visual standpoint is top nothch.
Cant comment on the gameplay though. I have no idea how fan it is and I have no idea what the objectives are

Gameplay is pretty good and the game can be quite fun to play if you are into the open ended/open world style of gameplay where you create your own fun. I know a few people that haven't stopped playing it for the past 2 or so years ever since they gave it a try after seeing some streamers playing it.

Every week they get together in game and go have adventures and role play. It's basically replaced D&D night for them.

Regards,
SB
 
When the game is released I wonder how the general public will react to $1,000 dlc's
I don't think a lot of them will care. the very expensive stuff isn't something single players or small groups have to worry about. Everything else is supposed to be earnable in game
 
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