nothing is impossible with time and money.
Lots of things are impossible even with time and money.what do you mean
like what ?Lots of things are impossible even with time and money.
Writing code that works how you want isn't just a product of time, money or will. I work in a server farm and we've had to abandon so many projects because they just weren't viable with current technology. That's the risk with ambitious goals.like what ?
That depends if technology progresses in a way that solves the problem, often it doesn't as when we saw CPU core frequencies reach a plateau and multicore was the solution to increasing theoretical performance, which is great if you can go parallel but you can't if you're dealing with very long linear equations.Isnt that where the time part comes in?
Writing code that works how you want isn't just a product of time, money or will. I work in a server farm and we've had to abandon so many projects because they just weren't viable with current technology. That's the risk with ambitious goals.
If you're not notice all from the outset in the architecture its hard to bring some features later without catch from the front to. It's logical that Chris Roberts wants to make it rather right. Unless you accept just the lowest common denominator or build a backpack on the other which makes the software more error-prone and unmaintainable and then generally only works undercooked.
To fil the most of it in a late DLC is often difficult or impossible. It would be a mistake to add large core features later.
EDIT:
What I do not like about the article is that Roberts is presented as the evil overlord who has to control everything. That might be relevant if it would damage the project.
In principle, it's about Roberts' game which he wants to make as good as possible. And the fact that a lot of individuals in a team don't like this is nothing new.
The tone of the article comes quite negative for many people. Which is mainly because of the prominently placed and often negative quotes from 'sources'. This is a shame because I am still convinced that the gaming industry desperately needs such visionary and ambitious projects. Currently, the AAA industry stagnated considerably and occurs for some time on the same spot. With a few exceptions.
I miss the appreciation of the done work. Those who try to create something unprecedented, with completely new team, staff shortages and developing tools and methods should earn respect.
An unhappy team sounds awfully damaging.That might be relevant if it would damage the project.
In principle, it's about Roberts' game which he wants to make as good as possible. And the fact that a lot of individuals in a team don't like this is nothing new.
"CitCon will be showing an Earth like planet demonstrating V2 of their procedural planet tech with forest, canyons, deserts etc."
“Sean [Tracy] is working hard on it with a bunch of talented people, so that's [how] we're showing off the potential of V2 planets and some of the cool stuff and play action that can happen in 3.0. We're […] taking one of the missions that's in Squadron 42 and showing how that would feel, from the briefing, to the ship, to taking off, to the mission, and the combination of flying and FPS stuff, so those are the two things we're going to show. We're going to show full-focus this is what V2 planets can do for you, then this is what Squadron 42 is going to feel like and play like, and this is the experience of a mission in SQ42.
"This is the first time we will show more complete gameplay. We showed last year at CitizenCon the walking around, talking character stuff, but it was very early. Our character tech has come on -- if you look at that and quality of characters compared to last year, it's night and day. I truly feel like our character stuff that we're showing is best in class at the moment. We're going to show a more complete: Here you are, you wake up on the ship, you get your briefing, do your mission. This is what one sequence of events, or what we call 'chapters,' of the game would feel and look like.”
An unhappy team sounds awfully damaging.
Talented people leave easily. Gripe about arrogant prima donnas all you want, but the competition will beg and bribe and promise better conditions - every week. Talented people don't want to waste their talents on a vision they disagree with. So if they don't like conditions on the team, they just leave. Often quietly with no hard feelings.
Less talented people have fewer options, so they don't leave. They might be unmotivated and angry, so they spread discontent and anonymous interviews, which we're seeing. It's a steady productivity and morale drag on the team, but they aren't always easy to ferret out. Others who fully buy into an ambitious vision are too inexperienced to see the icebergs ahead. That makes it very hard to save the project once you realize the ship is sinking.
I'm not saying any of that is happening over at RSI, but that's why a boss who doesn't listen to his talent is a villain. Glorious vision or no, if your team doesn't like it, you'll fail.
"Always everyone said something is impossible. Until one came who did not know that and made it"
Which features are for the first time ever technically possible in a video game ?...
CIG should release Squadron 42 once that is polished. Then they should continue to work on Star Citizen until it actually includes all those features. A lot of features, which are in many cases for the first time ever technically possible in a video game.
Not sure what you are takling about but seamless space-planet transition was already shown on youtube (for at least one other title) back in 2006.Years ago Roberts described that real rotating planets (not that fake thing that other games do) as a technically extremely challenging thing. And now there doing it. The reason why it comes it that CIG seems to found a way to cope with these extreme challenge. And that is what makes Star Citizen later a greater game as a whole idea.
I have no idea what they deemed impossible, I've seen nothing that blew my mind or seemed "magical".That they are no longer satisfied with "That's impossible" dogmen, but questioned. They tear down supposedly insurmountable walls and doing technical miracles, of which even real engine devs previously thought they would be absolutely impossible to implement in any engine.
Such as ?CIG is doing revolutionary pioneering work inside the code.
Again what are they pioneer in ?They are a pioneer and guide for technology that makes game worlds much more credible and real.
Again, any exemple ?They have repeatedly broken new ground, repeatedly done things that no one believed that it would be possible at all.