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 that this sounds cool but why are you spending any effort on this before you have a core game?
star Citizen development just seems to be completely unfocused with periodic sales of ships to top up the coffers. How much better could it have been had they decided on core features that were a complete game and then just added content releases every 6-12 months?
For anyone who just wants to explore without the grittiness and over-realism of Elite Dangerous, check out No Man's Sky. Side note, there's a great Internet Historian video [1] on the redemption of NMS after over-promising on release.
Also, I see another game that seems to be falling into the trap of being too ambitious before having core gameplay and that's Ashes of Creation, sadly.
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 times did you see in a feed that some kid made a computer in minecraft, a display, a life size battleship or tv spaceship. I am sure people see those stories-- think I could do something like that-- and go back to the game. The dream informs the play.
When someone continually milks customers for more and more cash on the promise of something never delivered, that's called "exploitation" and "a con job."
Minecraft launched into EA with a game that was still actually fun to play in itself, and asked a moderate fee for access to ongoing improvements.
Star Citizen isn't selling a dream, it's selling plots of land on the moon.
So literally the refunds group... Who makes claims that never panned out... The move their goalposts... While the game continues to fulfill the promoises it made...
Do you feel this way because the behavior's largely imitative, or because it's happening on a computer? Is designing and building a replica of a Boeing 747 with LEGO also not creative? Or making some kind of Rube Goldberg machine with LEGO Technic parts and junk from around your house? I would expect not, under this framework for what is and is not creative. Where's the line, though?
It's not because it's happening on a computer. It's because the behavior is largely imitative or following a script.
The initial folks who figured out how to build a computer a minecraft were very creative.
Rube Goldberg machines I think do involve a fair amount of creativity. it's not because they are physical per-se, but because the physical environment tends to force individual and creative thinking to solve the problems unique to that environment. Physical environments tend to be less homogenized and predictable than digital ones.
Designing and building a replica of a Boeing 747 is less creative than a rube goldberg machine, but depending on how many decisions you made yourself while building it makes it more or less creative.
I disagree and think that learning through imitation is itself a creative process. It opens up possibilities that didn't exist for the imitator beforehand. It shows how things work and creates new conceptual models in their minds. At the same time, I do think that creating from first principles is the most creative.
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. I didn't do that.
... Think about it. Blocks are cubic. You lay 2 blocks by 2 blocks down, that's 4 blocks. If you add a second layer, you have 8 blocks. He probably meant something like this.
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.
This is a great idea - Star Citizen would be a perfect marketing case study on the power of story. This is a really exciting idea - thanks for sharing it and getting my mind working this morning!!
You know, as much as I see people complain about their jobs or companies they work for, Chris Roberts has been able to figure it out. His delivery isn’t the best, but many people love the work he does, and that gives him a job for life that he loves.
I think it would be great if everyone on HN would be able to crowdfund a job they love. Some will deliver better than others, but it would probably reduce the stress and frustration about companies that people have.
>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 that this sounds cool but why are you spending any effort on this before you have a core game?
This has been my impression too of Star Citizen for years now.
I won't be surprised if they soon jump on the crypto bandwagon and start auctioning off ships as blockchain NFTs. Still can't use them in a working game, but you can trade them on crypto markets.
It could be interesting to see markets apply sophisticated valuation tools to the net present value of future Star Citizen cash flows. I bet clever financial engineers could figure out ways continuing the funding and delaying Star Citizen's launch indefinitely.
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 those confines in order to build a meaningful experience. The bigger you make it the harder it is to do this.
If you find yourself in this position (tons of money & time), maybe double down on the idea that you might suck at building engaging creative experiences, but do have the ability to produce profoundly capable tooling & engine code. License the tech out to someone who has a more reasonable creative vision.
> If you aren't at least a little bit hungry or challenged, your brain is going produce some lazy uninspired trash
This resonates with me. I know from experience that being comfortable stifles your creativity. I've felt more creative and focused while uncomfortable, be it by resource constraints, heartbroken, lonely or angry. At my age I prefer comfort, but I understand why some artists deviate from the norm, and even behave as if they were deliberately seeking a tortured life.
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.
i've come to accept that this IS the game--an idea that backers get to observe, are included in the development, and play the game in their imagination. You're paying for the buy-in to be part of a development process and feel like you're making a contribution via feedback and alpha gameplay.
the company has made massive investments tech just around this feedback loop and to entertain these backers. it's a core to what they're doing.
unfortunately, this is not how it was sold when they first launched but that ship has sailed.
this is like WWF of game development. it's fake.
now you get a progress tracker that's fukin versioned to further feed you packets of endorphins to build up this imaginary world that doesn't exist.
Echoes of 2003 when we were forming corporations and organizing ranks and building websites for EVE Online before it was actually released. Except that game actually released.
What was sold when they first launched was boring af but...
the promise beyond that was worth backing the game.
I logged in a few days ago (and I won't lie that they have a significant amount of work ahead of them) and I enjoyed myself. As I always do. I have enough real life commitments that my entire identity is not based around gaming, buying games, or complaining about games.
Yep. Never had much hope for Star Citizen and only moderate interest as a consequence, but my particular remembrance is some random line in one of the dev updates a while back. It mentioned how environment humidity would affect character endurance. Coming on top of many, many similar lines, that was pretty much the "yeah, this isn't going to work out" moment for me. It's stuck in my mind as a one-liner memento mori of sorts ever since.
Mine was their video of how they decided to spend months building their own headview algorithm instead of using the industry standard. The best part was that their end result is comparable and wasted months of effort getting it.
No Man's Sky has come a long way and you can call it a complete game now but they seem to have pivoted somewhere along the way into focusing on base building, multi player aspects, etc (going after the younger minecraft crowd?). It's still fun but the planet variation, story and minute to minute gameplay is very shallow even after all this time. I find it hard to feel motivated by anything in the game. It is a great looking game though and exploring can be fun until the repetition sets in.
It's interesting you say they've focused on base building because (IMHO) they need to double down on this. It's come a long way but it's still so awkward to build bases and do basic things like flatten ground, snap a lot of base components to wood/cement/metal sections and so on.
Also they do things no one asked for like limiting teleporter range.
I understand your point about there not being a lot to do. I mean you're not wrong and if that's what you're looking for, I understand it may not be for you. To me, NMS is really about just chilling out and doing stuff. That stuff is largely self-directed like finding the right kind of planet ofr a base, building that base, getting the ship you want and fully upgrading it. You don't need to do any of that but if you enjoy that you can.
Being open in this way is a key part of fostering emergent player behaviour.
It's also completely OK to play it for awhile and then decide you're done. Personally I've played >200 hours. Every major patch changes and adds to the major storyline so it can be worth starting a new game to see what that's like.
I also found the game to be extremely underwhelming. It seems like they have added a lot of features, but there's still no core compelling gameplay loop. Also it's the worst type of procedural generation, where after a while you can practically see the perlin noise everywhere.
IMO the most interesting thing about NMS is their marketing story. They were able to achieve enormous hype before launch, and since then they've been able to continuously grab headlines with the redemption narrative. I would love to know who's doing their marketing/PR because I believe they are very talented.
I have been waiting to play No Man's Sky for so long and after all the good stuff I've been reading about how much better it had gotten I just assumed it would be incredible and that I would love it. To my surprise, when I downloaded it on Game Pass - I was extremely disappointed it just felt so empty. I uninstalled it after like 2 hours.
There are also the X3 games from Egosoft (e.g. Terran Conflict/Albion Prelude), which are great fun for building a space trading empire, exploring, waging war or being a pirate. Warning: they can suck up a lot of time. They aren't the easiest to learn games and there's a lot of modding potential. They started with a lot of bugs, but are much more playable now.
X4 Foundations is the new release, but I haven't tried it personally yet.
I had heard great things about X3 for years, so I picked up X4 on release.
Major mistake. The game was buggy, and the worlds cold and lifeless. The fanboys excused it as "well, every Egosoft game is released like this... but it gets better after a few updates...."
Haven't played X4 in a long time. I've heard its better, but I would caution people interested in purchasing the game to do their research, and only buy it on sale.
And never buy an Egosoft product within 6 months of release, at a minimum.
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.
I am a huge E:D fan, but they really botched the last expansion, to the point I no longer play at all. I get the feeling they are starving for programmers and designers.
I've honestly been meaning to get around to playing E:D for years but it never happened. First I tried No Man's Sky at I think the Atlas patch, which is the point where it started to become really good. And then... other stuff.
Part of me was turned off by how long it seemed to take to travel between systems. I saw some streamers play this and taking an hour to do something like that is just way too much for me.
I was excited about the idea of the new expansion. Like being able to walk around in a world you can fly in seems like such a good addition but I've come to realize that you're really developing a completely different game with almost no crossover.
My main problem with E:D is that you can't casually jump in and play for 20-30 minutes. I'm just a casual player who juggle work, parenting, some side projects and occasionally I have enough time to play games. But if the pause between two E:D sessions is more than a month (and usually it is), I need to sit down and do my homework - where am I currently, what I want to do and then start playing. So when I have time to play, I usually don't have patience to do everything I need to do, and just get Oculus and hop in in some training mission to look around for couple of minutes. The game is so pretty, and Frontier somehow nailed ship physics, at least for me.
(To me Elite Dangerous is the VR experience. Anyone who love space and have a chance to try E:D in VR absolutely should do it. I refuse to play E:D in 2D, and I'll probably give Frontier money for the new expansion even if I will not play it for many months just in hope that the game will stay around in years to come to have a chance to scratch my space itch)
That's true, and I think FD knows about this. After all, it took many years for them to deliver it, and it's pretty much presented as a hame of its own.
But they had to develop this. The fans have been asking for it since forever. I think that what the fans actually really want, isn't just the ability to walk around their ships and look at space stations up close. The FPS game that is built around it isn't actually that interesting to most ED players, and I think the people who will be playing it is a different category of people.
I haven't done much walking around since it's giving me single digit performance on my 4k screen, so I need to get a new graphics card. The flying part is perfectly fine at 60 fps at 4k.
I just hate how much they say "screw you" to those who want to get money through combat and how freaking grindy the game is. They've taken the freemium model of "basic advancements should take weeks to save up for" instead of "players should get to have fun"
> I've seen videos on Star Citizen talking about new systems they're adding like being put in prison and escaping
On its face, this seems like an obviously awful idea. Escaping from prison the first time sounds awesome. Escaping from prison the fifth time sounds super boring.
This is a question of gameplay. You could build entire games around escaping from prisons that people would totally enjoy playing. There have been far simpler ideas that people play even after a decade. Heck if you do it the right way I could see players want to go to prison just to play the escape thing.
So there is nothing inherent to the topic that makes or breaks this. On an very abstract level it is something that forces you into a different kind of gameplay as a punishment. Whether that different kind of gameplay is engaging or boring is a different can of beans.
I disagree. If it's a rewarding experience, then it's not a punishment. The difference is between making prison break levels, and actually implementing a prison system as a player punishment. The goals are conflicting. In general forcing a player to do content they don't want to do is not good.
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 with Ashes of Creation.
The reason it doesn't work is because of people. People do things in PvP because there are no consequences. You don't really die. You can communicate outside of the confines of the game. You know there are no consequences. This leads to antisocial behaviours like griefing even though the griefer gets nothing in-game for doing so.
Many have tried to make in-game consequences to deter griefing and they never work and (IMHO) never will work because in-game isn't reality. Death isn't permanent. Even the permanent death of a character isn't permanent.
Game designers spend so much effort on these systems to appeal to the minority of players and it literally kills games. But no one seems to learn this lesson. Or it's just hubris that "my game will be different".
So what Star Citizen should do is just not have open world PvP, at all. That requires no development effort whatsoever. Maybe you could have an arena or some BG like concept but those are optional and can be added later.
No system will eliminate pointless griefing and you just alienate those who don't want PvP.
Agreed with all this. There was at one point a notion of a "PvP slider" that you could turn down to reduce encounters with other players (I assume via instancing) but it's gone away in favor of a totally in-universe "crime stat" and law system.
Predictably, it does fuckall because the defense turrets on stations can't even hit anyone.
I think the plan is for all landing pads to eventually be replaced with hangars so at least the pad ramming greifers will have to wait until you've gotten in your ship and taken off before they can ruin your fun for cheap entertainment.
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 on the head of the killer. Groups of do-rights forming into guilds that would actively seek out people pking and griefing just for fun. Killers would also be permanently marked red in their name and banned from cities via the guard system. I think that whole aspect was more fun than the core dungeon component of the game and felt so organic.
Just my 2 cents. I miss when everything was explicitly designed from head to toe in a game design doc.
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.
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.
To be fair it wasn't like Origin was scalping the gold as back in the day the in game currency couldn't be purchased like with games these days. It was more of a game mechanic to address a problem.
You cannot counter somebody's preference with another preference.
> Killers would also be permanently marked red in their name and banned from cities via the guard system.
...and you are also missing the roleplay aspect of this -- "I am an outlaw!" -- that a lot of people enjoy and get deliberately flagged in order to experience it.
What you describe hasn't been happening in most MMORPGs that tried to have a world PvP. Maybe it happened where you were -- and I'd argue it happened for a limited time. But the points of your parent commenter still stand. It's a gaming dream that just never materializes due to human nature.
Game devs assume that the players will do things that make sense or reward them, and that assumption fails every single time.
> You cannot counter somebody's preference with another preference.
What would be your preferred way of me bringing this up with a hot take to his hot take? Apparently a counter isn't valid or you're being pedantic.
> ...and you are also missing the roleplay aspect of this -- "I am an outlaw!" -- that a lot of people enjoy and get deliberately flagged in order to experience it.
Can you elaborate on what you mean here? It was a thing that existed and you were often careful to avoid it otherwise you couldn't access resources in town easily. Also, you would be punished with a "jail" time after you died. Not a permanent death, but the time counter increased per murder. I specifically remember my friend having a player killer character that his own brother poisoned for the bounty. My buddy was quite furious and I believe even got into a fist fight with his brother about it given that character wouldn't be playable for weeks.
> What you describe hasn't been happening in most MMORPGs that tried to have a world PvP.
I mean at the time it was one of the largest MMORPGs on the market. Maybe because in the late 90's early 00's the market was smaller and there was less griefing online, which I don't believe to be true, but the system worked pretty well despite headhunters constantly being around. Perhaps no one has found a solid formula for it or the more modern MMORPG gameplay loop doesn't allow it with the constant fetch and grind.
> What would be your preferred way of me bringing this up with a hot take to his hot take? Apparently a counter isn't valid or you're being pedantic.
Well, I don't know English idioms so saying "hot take" to me is netting you a blank stare. I suppose you are simply saying "my opinion differs from yours when it comes to..."? If so, then sorry for my remark, apparently it was misguided.
> It was a thing that existed and you were often careful to avoid it otherwise you couldn't access resources in town easily.
There are people who don't play for resources as a goal or, in general, follow the path that the game creators have outlined for the players. A role-playing "outlaw" experience is basically being a good citizen in the game until you farm enough gear and resources and then turn around and start griefing other players without caring you're denied access to towns because again, you want to roleplay an outlaw. Live in the open, be in constant danger of being killed by a bounty hunter, and not being allowed in the main hubs. Some people are into that.
Time and again, game creators have tried to discourage such behaviours but the thing they keep missing is that some people do things regardless of partially punishing mechanics. Game creators optimize the game flow for people who want to gain stuff with minimum (or reasonable) resistance. And there is no small amount of people whose motivation doesn't fall within those parameters at all.
> but the system worked pretty well despite headhunters constantly being around
I cannot prove it but I'd wager this was due to smaller amount of players and gaming not being as mainstream as it is today. These limiting mechanics simply don't scale after more people start pouring in due to the huge diversity of needs and priorities of the players who joined.
The punishing mechanics are meant to discourage players of a certain state of mind and/or priorities and/or needs. But I've known people who sit at their PCs for 10 hours a day looking for whom to grief (in WoW) with a huge grin on their face during ALL of it. Bored people with comfy lives who had nothing better to do and they were happy to grief all day long. What can you do. Nothing, except leave the game (which I did).
My only conclusion or a fix is: make the punishments much more severe or if even that doesn't work, simply disallow certain behaviours to begin with, e.g. like with WoW's PvP and PvE servers. If you are on the latter, nobody can attack you no matter what (although they do still allow enemy players to kill your friendly NPCs so there griefing can take the form of them denying you quest givers or vendors which is still nasty).
> Perhaps no one has found a solid formula for it or the more modern MMORPG gameplay loop doesn't allow it with the constant fetch and grind.
Yeah, I think so too (agreed with both your points). Most companies are too scared to change anything; the normal [MMO]RPGs make certain amounts of money and they are extremely risk-averse to try anything even slightly new, lest even this revenue dries up (and I'd argue the revenue is less than they want).
It's not like games can't be made to accommodate for all kinds of human nature IMO (and where they can't you can simply use opt-in mechanics, again like PvP or PvE servers). We simply have gotten to the very logical point in time where the market is cornered by several giants and several dozen hard-working smaller studios and it doesn't make financial sense for any company to experiment and look for a better formula.
> The reason it doesn't work is because of people. People do things in PvP because there are no consequences.
The reason so many games want "as open as possible" PvP as possible is because of people, too. There are plenty of people who's most fun in any multiplayer comes from acting upon other players and making other players miserable is a very "rewarding" action to them.
That's an entire quadrant of players (Killers) in Bartle's now classic diagram and of the studies that have been done in the past there's a pretty equal distribution of how people self-describe themselves to the four quadrants (and how their stats seem to align in MUDs that used to track such things). Assuming that hypothesis to hold, that's a fourth of the potential audience they lose if they don't have PvP at all, and within that quadrant it always seems like the most vocal in what they play is based on how "open" the PvP is and the raw statistics of the number of people they can act upon ("grief").
I get the impression that many of those vocal "Killer" players that strongly prefer open world PvP are possibly over-represented in MMO design efforts. Two of the quadrants ("Achiever" and "Explorer") are often pleased enough with single player games (and single player game design) to not even see a need for multiplayer games in their lives, and the final "Socializer" quadrant these days is just as often left by game designs to fall through the cracks to "non-games" like Second Life or Discord.
> I get the impression that many of those vocal "Killer" players that strongly prefer open world PvP are possibly over-represented in MMO design efforts.
That's precisely correct. I've been in WoW from 2007 to 2012 and you could tell that the people who loved ruining the fun for everybody else were the most vocal in the forums. They also became quite good in painting it with innocent colors: "think of the roleplaying aspect, are you not an RPG anymore?", "the world feels more vibrant and live", "fights for resources happen in the real world, let's have a realistic game" etc.
While in reality they simply enjoy obstructing other people's gaming. And this has been evident for so many years, and it has been known that these people are the minority -- it's truly puzzling why they haven't been shut down, hard, at least a decade ago.
The only good explanation that I have ever found was: part of the game devs are those griefers, and they defend the open-world PvP on internal meetings.
---
The other kinds of players are indeed much more quiet. I personally started playing WoW because I wanted an RPG and I didn't care about the MMO aspect for a long time. But it's what the market had available as the best game in the genre at the time. My regret from back then is that I didn't aggressively scan the market in more details. I surely would have found a single-player RPG to my liking.
yes, eve online solved "griefing" by redefining it as "pvp". in all seriousness, I think their solution is pretty good. it's never 100% safe to undock, but it's prohibitively expensive to repeatedly kill a specific pve player in high-sec.
I used to be a pretty hardcore PvPer when I was young then got tired of griefing, being griefed, fixing and getting better gear, spending hours to craft stuff that would be gone in minutes.
Basically, wasting a ton of time.
That may be fine when you're in school, but not when you have a job and a life.
EVE was an outlier probably because they could afford to be with what looked like zero competition in their heyday. Now they sold the game to Pearl Abyss, must have been doing pretty poorly.
Small studio MMORPGs focused on PvE don't exist because they can't compete with WoW and FFXIV on content generation, small studios don't have hundreds of artists, quest designers, and programmers needed to churn out enough content to compete in that field.
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.
For 5 years in WoW I only learned to hate those who were ruining my idea of gaming fun. I wasn't marked PvP (PvE servers) but I occasionally found a quest hub that I needed and of course, all NPCs were killed.
It's one of the reasons I left WoW. I don't want to be at the mercy of somebody like you who creatively invents a beautiful justification for stopping me to have my gaming fun.
I am sure whatever it is you are telling to yourself makes sense. But not to me.
I can only recall that happening to me maybe once or twice. I play SWTOR now, which is very similar to (as in copied a lot of design elements from) WoW (it feels like WoW in space), and I've never encountered all the NPCs being dead, even though the opposing faction is perfectly capable of raiding it.
You don't need to be flippant about it, if you are so worried about others "ruining" your gaming fun, when why TF are you playing an MMO? That's just like setting yourself up for disappointment.
Why? It's a mechanic in TES games like Skyrim; commit a crime, you get the option to either pay it off, go to jail (and lose some stats), or try and fight a whole town worth of guards.
I'm not very interested in TES, but how often do you choose to go to prison? I can't tell if you're saying going to prison is just lose stats and then cut to the end of it, or lose stats and have to break out.
If it's the former, maybe you tank the stat loss and deal with it. If it's the former, how many times are you actually going to tolerate going to prison rather than loading your save file from before you got caught? In a multiplayer game that's probably not an option. Breaking out of prison multiple times is both annoying and immersion breaking, especially if its the same prison over a short period.
Obviously the concept of a prison break is fine for gameplay. There are whole games dedicated to it. But implementing it as a punishment is by default going to be viewed as either not a punishment, due to it being rewarding, or tedious, because the player doesn't want to do it. Generally speaking, there's intrinsic loss to being put in prison already because you're forced to stop what you were actually trying to do already. Ocarina of Time had the gerudo sequence where you could get thrown into prison if caught, but then hookshot yourself out immediately. That's probably the better choice for most games because having to deal with consequences of prison are very boring. If the system to escape is easy, it should be very short. If it's not easy, you have to question how annoying it is to the player and whether it actually makes the game better.
Or go to jail, escape from jail, steal your equipment back, and assassinate a few guards on the way out.
Yeah, going to prison in video games can be quite fun and dynamic to the point where the scenario is replayable. Helps that there's a different jail in each major city in Skyrim as well.
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.
I thought so too in the past, I was ridiculing Star Citizen, I've called it a scam, now I'm happy that someone is not releasing another space game - Elite works - but tries to do something very very ambitious, something beyond everyone else. We'll see if they can generate money for the next 10 years, I hope they can.
PS: I've bought Elite but not Star Citizen ;-)
PPS: I've also bought Elite in 1984 and was blown away.
But that doesn't contradict what cletus said. Even if they wanted to be ambitious, with such a large scale there simply is no way there isn't some way to carve out a coherent core to deliver early and then iterate on.
I've done some ambitious things in my engineering career... nothing like Star Citizen in absolute scope but relative to the resources I had they were ambitious. But I always made sure there was some core I could show off before the project was complete.
If nothing else, Agile (by which I mean more the orginal manifesto rather than any specific thing like "scrum") recommends this sort of approach for a reason. The more parts you develop in isolation in your "ambitious" project, the higher the odds are that when it comes time to put them all together, they won't go together. Games have the extra problem that they can both technically fail to go together as expected, but they can also artistically fail to go together as well, making it even riskier to do this in gaming. Many is the game where the obvious fault lines between the various pieces are plainly visible in the final product. (Heck, The Ubisoft Game™ that they keep remaking and just slapping new skins on is all but a game structure designed to make this approach possible, which is basically why they keep remaking it over and over; it's not that they're artistically committed to it, it's that they've probably structured their entire game making organization around it and the rest is just Conway's Law.)
I still see little reason to expect Star Citizen to ever be anything like the hopes and dreams. I still expect that whatever finally comes out of this process will be profoundly disappointing. The process just can't work.
In this situation, I'd fully expect them to deliver something early, and then sell another game in the next generation, or sell DLC, or something like that. It's more-or-less a proved revenue model; nobody's quite doing something exactly like Star Citizen, but there's plenty of games that are "the previous game's engine and possibly content, but more". It's popular to hate on sequelitis, but I actually often enjoy those games, because the developers are not struggling just to get the engine to do what it is they wanted or learn how to do the basics, and are now creating a game quickly and confidently based on experience.
That just invites the disappointment of Star Citizen being like other games. As long as it is never finished it can potentially be completely revolutionary.
> We'll see if they can generate money for the next 10 years, I hope they can.
Even if they keep going to 10 years, they're doomed. To be relevant 10 years from now, SC is probably going to have to switch engines. That will probably mean starting from scratch on many game systems and assets.
There's a reason you don't see many (or any?) successful games that have a 10+ year development time.
I don't know if they have to switch engines in ten years. You could have made a game in 1997 with Unreal-- I can verify this because I was in a meeting with a demo at Activision where we considered this-- and Unreal is still a viable engine in 2021.
Game engines went through a period where they evolved very quickly, and they are still evolving. But the rate of change is slower, like word processors. It starts to make more sense to evolve them rather than replace them.
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.
The goals of ashes of creation are relatively modest though. It is basically a regular mmorpg but with a few different game design decisions. Many of the features looks big at a glance but when inspected further you realise that they don't do that much. Games with fully player built towns, sieges and destruction already exists, you just take one of those and add some pre crafted buildings to towns, and so on.
Still, making everything required for a regular mmorpg takes a lot of time and effort and most doesn't deliver a quality product, so it is still very likely it wont be great.
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.
Also, for anyone who just wants to fly and shoot without the grittiness and over-realism of No Man's Sky, check out Starlink: Battle for Atlas.
I love that there's this spectrum of space games in the last few years. Starlink is a fun little game, with a bad rep due to the toys-to-life aspect. (Though also, if you like the toys, they're cheap/clearance nowadays).
What's really interesting is how long cletus has had an account pushing hate on this game.. While employing the tactics they claim this game is.... Project? Logic fallacies.. Then posting that this is some unique user on their hate bait reddit.. .
It's also a leadership problem. Too much money can be a good problem to have, but it requires leadership that can drive focus and delivery. It's clear that isn't what Star Citizen has.
I bought a ship relatively late, in 2013. I also built my gaming PC that I'm still using to this day around then hoping to have something beefy enough to play Star Citizen. Obviously that was stupid, lesson learned.
Chris Roberts has made some phenomenal games that I absolutely love, but even Freelancer was in production hell for years before being reigned in by Microsoft. Star Citizen is pretty much all of those huge ideas he has always wanted to build on but now with an essentially unlimited budget funded by idiots like me that believed he'd actually be able to deliver an actual game.
Seeing a progress tracker for it is just a slap in the face. They aren't being held accountable by anyone but themselves and they've proved time and time again that they're incapable of sticking to timelines. They'll just create more awesome looking tech demos that are probably not even linked together into a fully realized and playable game.
If Star Citizen could actually deliver everything it promised, it'd be a damned near perfect game for a nerd like me who loves science fiction, outer space, and epic space operas. The idea of zooming through the cosmos on my ship "Freelancer" with a group of friends doing whatever we feel like, exploring new worlds, fighting space pirates, and getting a drink on an old and decrepit space station built a century ago sounds like everything I ever wanted in a video game.
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.
Jumpgate scratched the itch years ago and I was hoping this game would too. But its just not really a game yet.
Star Citizen is pretty much the proof that unlimited resources is not necessarily a good thing for a project. Constraints can help keep things focused.
It's probably the worst and most notable example of scope creep I've ever seen. They could have released a game years ago, but instead they chose to keep piling things on, then realizing their game is already outdated before release so back to the drawing board.
Massively mismanaged project, and not just because it was overfunded.
The cathedrals that are the most visible surviving monument to the culture of the middle ages took a century each to build. Perhaps the truly great video games of our era will take just as long.
Cathedrals are built of stone and cement - materials that are durable and whose properties change little over centuries. Video games are built on ever-changing hardware and graphics APIs. Consider that, at this point, Star Citizen will span Windows 7 - Windows 11 and three console generations. How much code has changed in SC just to keep up with the march of progress around them?
Not a bad thought. But this looks more like a project that has been mismanaged like DN4. They have raised well past 370 million at this point.
They are basically making Wing Commander Privateer 4 at this point. Game wise they would have been better off shipping something years ago that worked and then iterating on it. However, it seems money wise the route they are going is their business decision and that is doing very well. There are a lot of tall 'promises' made that are not going to live up to the hype.
I personally gave up pre-buying any games ages ago. I have plenty of existing games that work. In some cases I have not played some for 20+ years and I am going back and playing them again and it is a blast as I do not remember much of it other than a vague 'I think I liked this one'.
What game I do see looks very nice. But there is not a lot of meat on those bones. In its current state looks like a very solid tech demo. When they finally ship I look forward to seeing what they got. But at this point I do not expect much.
It's a significantly different beast, but No Man's Sky started development in 2013, and I've considered it basically feature complete from the time of the Atlas Rises update (2017). Since then, there have been nine additional free updates, making it much more fleshed out than most games out there.
It's hard to look at all that and think what RSI is doing still makes sense at this point. It seems like someone is being a bit of a perfectionist. I can relate, which is why I agree with other comments that a Project Manager who can pull Roberts back from this tendency would be a huge improvement and probably make him less stressed as well.
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 a bit wonky. The FPS gameplay looks supremely uninteresting, I think they should have focused more on the roleplay and exploration aspect.
On the whole it's a really great game, but no game will ever really play like a personal movie or novel.
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?
It's hard enough to achieve that in any game unless you put the player on rails. Even games the size of a city tend to have massive immersion breaking compromises (look at any Bathesda game, Cyberpunk, etc.) Now try scaling that to a whole non-procgen universe!
Isn't part of goal for SC to be far more realistic because that's only way to be immersive?
I don't know how much truth there is in it, but I've read that there's a planet that has player spawn in one area, with space port where their space ship is being in other area, and you need to get to train station, wait for the train, ride the train to space port to get to your ship, entire process taking 10 minutes to complete?
that game leaves a lot to be desired imo. there are a ton of things to do, but each "thing" is a pretty shallow loop. important components/ships are locked behind lengthy grinds, and you need them to be viable in pvp (which is itself mostly confined to combat zones and random interdictions). it feels more like a bunch of mini-games glued together than a single cohesive game. they did a good job with the basic "fly around in space" thing, I'll give them that.
imo, eve is the best current implementation of "be a real person in space". much less in-your-face grinding, since skill training happens offline. a few noobs in cheap ships can be a serious threat to an experienced player in something expensive. player actions can have serious consequences in-universe. although the last time I played, there were some issues with capital ship spamming in alliance wars. not sure whether they've done anything about that; it's been a while since I played.
They’re dropping VR support in the new expansion. That sucks. If there’s any game perfect for VR, it’s space sims - as the prior release of E:D showed.
What, Elite: Dangerous? VR would be the only reason for me to go back to it, and me playing it in VR at the time was one of the best VR experienced I've had.
Is that all because they can't make walking in space work in VR? I mean they could say "you need to play normally" when switching to space legs.
I'm a regular Elite VR player, and a more careful wording of the state of VR support would be that there is no VR support for the core feature added by the latest expansion: on-foot gameplay. The existing VR support (in the ship and in the SRV) remains and is currently one of the focus areas for fixes, but when you disembark your ship or SRV you're presented with a floating virtual screen.
There's a vocal minority of the Elite playerbase that want on-foot VR over pretty much every other feature request, but I think they're underestimating how much effort first class on-foot VR support would be to implement and how few of the already small VR playerbase would find fast-paced FPS combat comfortable to play in VR.
More than being buggy, the expansion is bleeding players because the on-foot gameplay loops are super grindy (even for Elite) and not very fun in the first place. The xpac has absolutely zero new ship-based content, so people are just going off to play other FPS games that don’t suck. The PC community is already more or less dead just a month after it’s release; Steam player counts are lower than they’ve been in years. Dropping VR support was the final nail in the coffin.
Yeah given what the core player base seemed to be enjoying about this game (space exploration) I always kind of wondered "who is asking for this?" when they announced they were basically adding a B-tier FPS to Elite..
I suspect internally someone pitched the "FPS is more mass appeal and will draw in new players!" idea and it just went ahead uncontested?
I've also read rumours (but enough from different places that they're likely somewhat valid) that Frontier as a company has had a lot of engineering turnover in the last 2 years, which no doubt has an effect on extending and maintaining an in-house engine and product like Elite.
To be fair, on-foot gameplay (née "space legs") has been on the promised roadmap since the original kickstarter campaign, and it's a natural extension of the landable planets and SRV gameplay added in Horizons.
Frontier definitely tried to appeal to the typical FPS crowd with the on-foot conflict zones, which was a huge misstep: it was never going to be good enough as just a small part of a much larger game, and a lot of the existing players are much more interested in the space stuff.
If you ignore the shooty bit of the on-foot gameplay, though, it really does (or at least has the potential to) add to the core gameplay. Being able to walk around station hangers and concourses, prison ships, planetary installations and the planet surface itself is definitely increasing my enjoyment of the game.
The general hope is that they're leaving a bunch of the content releases - hints of new ships, SRVs and new thargoid-related gameplay - until the console releases for Odyssey in the autumn so that a large chunk of the playerbase isn't left behind. Sadly that means that us PC players are currently beta testing Odyssey, but after the recent patches it's just about performant and stable enough to enjoy.
I actually think this release is different. Killing off VR is a big one; while it was used by a small percentage of the player base, they were the ones who were really into the game and kept the community alive.
And more than most games, Elite basically requires you to use third-party tools built by the community to do the more complex stuff like long-distance navigation or trading. Many are already long in the tooth, and Odyssey is rapidly pushing away the most dedicated part of the community.
> If Star Citizen could actually deliver everything it promised, it'd be a damned near perfect game for [...]
The thing is that this can be said about many games, but something that will always hold true is that "potential", "vision" and "promises" are not worth much (basically nothing) when it comes to games. The loop of overambitious (or false) promises -> failed execution and delivery is as old as games themselves.
Outside the MMO, Earth & Beyond, cancelled way before its time, I have a hard time naming any space game that so effectively captures the wonder, mystery, and fear of space travel as Freelancer.
I remember cruising through a desolate system brimming with the broken hulks of battlecruisers to be ambushed by alien Nomads as I tried to beat a hasty retreat with my cargo bay full of high-grade weapons salvage.
Along with that in 3.14, new power management and missile stuff that will hopefully make multi-person ships effective compared to each person in their own ship.
I'd like to think this lets them finally settle on a flight model and figure out combat balance, but not optimistic because the planned ship armor/damage system isn't in yet. I'll continue to fire it up for a couple of hours every patch to go sightseeing, but it's a ways off of gameplay that I'd want to sink real time into.
All that said, you can get in for $45, and I've paid more than that for worse games. I'm looking forward to my next sightseeing trip to the volumetric clouds of Crusader.
I wanted a game and I believed deeply in Chris Roberts vision because it's something that matches my own idea of a perfect game. Enough so to spend $120 on it sight unseen, without even the hangar demo being out for it. Eight years later and there's still nothing but a bunch of ever-increasing and ever-expanding 'systems' they want to show off.
I'm not interested in tech demos. I don't care about how they're adding one more new system into the 'game.' I don't care that they've figured out some beautiful lighting or entry into a planet or gigantic dune-like space worms or an FPS system or a prison system or anything like that. I'm not interested in going sightseeing, even if they are very impressive to behold. My computer that I bought for Star Citizen can't even really run it competently the way it is now.
I've given up on it. if they ever do release an actual game, I'll reevaluate then. But frankly I can't share your enthusiasm for it.
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 day (Or they just don't care anymore).
(Assuming they're actually building a game, instead of doing something else with that money, of course)
Remember [Freelancer]? It was released back in 2003, some people are still playing the game today, and they even go as far as creating an open source version of it called [Librelancer].
The scale of Star Citizen is way larger than Freelancer, and the potential of the game is greater as well since you can do many things in the game. If one day Star Citizen releases and delivered what's promised, the game will last for a very long time. So for the fans, the wait maybe worth it.
(And hopefully it will be released before Elon Musk, NASA, ESA, CNSA or ROSCOSMOS etc give us the real-world version and make us actual 1-heart space-slaves LOL)
For the non-fans, however, the market is largely fulfilled by Elite Dangerous, No Man's Sky etc.
I don't know how you can seriously mention Freelancer without mentioning that it was completely taken out of the over-promising grip of Chris Roberts. Great game, but I despise the fact that people attribute the work of those programmers who worked to actually put the thing out (when he got his golden parachute and all they got was more crunch) to that huckster.
And if you read any of the profiles of Chris Roberts or people talking about working at RSI on Star Citizen (Kotaku did a multi-part series on it years ago), you'll see an image of nothing more than a petty, micromanaging boss who does nothing but interfere in literally everything, resulting in a dysfunctional studio. This isn't surprising; any cursory glance at their roadmaps, their former promises, their history, their delays etc, clearly paints a picture of severe mismanagement, no matter how much fans excuse it.
In fact, one aspect of Freelancer that's been left to history is the fact that when Microsoft bought some equity in his studio before acquiring them entirely, some producers claimed he later used part of that money to fund his failed movie ventures instead of Freelancer, which were also later held afloat by a weird German tax fraud scheme (the mastermind of which later went to jail, which also resulted in German law changing and his whole excursion into the film industry collapsing instantly). His response to this was "it's fine, because it was general equity stake and not earmarked for Freelancer." The fact they had to wrestle Freelancer away from him is absolutely not surprising when he quite literally was dicking around on C-tier shitfilms like Wing Commander while people busted their ass.
People here are mentioning the notion of auteurs, of visionaries, etc. I disagree; that's an insult to actual creatives. Hideo Kojima is creative and has proven himself time and time again with both his repeated success and his wide array of unusual work. Everything I've seen of him indicates to me that Chris Roberts is, essentially, an overly ambitious child of a man and petty boss who was lucky Richard Garriott ever gave him a chance, and has ridden on almost nothing more than his legacy at Origin Systems, and has been desperately attempting to capture that again ever since.
> Hideo Kojima is creative and has proven himself time and time again with both his repeated success and his wide array of unusual work.
...I'll disagree with. Kojima seems to be a guy who wants to actively subvert expectations which, with the release of Death Stranding, felt even more like a rebellious teenager wanting to stick it to the system above all else, and not make an actual fun and engaging game. (Not to mention that the premise and general plot have been beaten to death long ago and are well-known for most but the most juvenile of gamers.)
"Unusual work" does not equal "interesting and fun result". In fact I find most modern incarnations of "unusual" to be rebelling against the "norm" just for the sake of it.
But I in general have a beef with a lot of these Japanese "creators". They might be unusual on the background of a lot of the copy-paste Japanese (or generally Asian) works but on the global scale they are nothing special.
In fact they are a running joke in no small amount of circles: "Oh, a Kojima game? I bet now we'll have a crying raven, or a talking baby, or cows will turn out to be the superior race on Earth all along? And I bet there will be a government conspiracy even if most of humanity is already dead? And the protagonist will be just a regular guy who reluctantly saves the world?"
I kid you not, the above is almost word-for-word quote from a table discussion I had with a few other guys and girls when Death Stranding was 2-3 months away from release.
You and others might find this unconstructive and maybe even obnoxious but I'd still like to bring the perspective on you that guys like Kojima are in fact fairly predictable as well, and not in a good way.
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
> 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.
I paid $45 for a ship a long long time ago. The "game" was as buggy and incomplete as they get. I had an incredible time playing around.
I'm still in awe at what they have achieved. You really do feel like you are in space. I can float around the station for an hour and not get bored. I walked into a space ship and got lost inside of it one time. So much if it is realistic. Nothing compares.
Sadly, it's just a great tech demo. That's all it will ever be. I wish RSI would be more honest.
Clouds are done, at least the first iteration and its going to be in the game for us in about a week or 2. Culling i belive they will hit, door alignment is mostly like a small technical addition for the doors to dynamically go down depending on how the players landed and how far down the ground is. Something small but will be helpful.
The million players thing is still being worked on and they have said their aiming for this year, they go into more detail on monthly reports. That counts as one of the more major techs like the Icache system which also wasnt on the roadmap but is on the progress tracker. ITs competed already. They get a decent amount of stuff done and info out about things once in a blue moon your going to miss large swaths of info.
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.
It's a problem across the artistic genres. Authors who become too famous to be edited often have a bad decline in their later years, because they really need to be edited. (One of the things I respect Larry Niven for is his insistence that he be edited, even though within his niche he reached the point where he could have done the same thing.) Movie directors that become too big to say no to often turn out to not quite have been the raging individual talents they thought they were, but instead have been the front person for a talented team; I think there's good reason to believe that this is what happened to Star Wars, for instance, that George Lucas is in fact not on his own a supreme talent but instead turned out to be a good person to have on the team. A whole HN thread could be filled naming the flabby, overcomplicated, self-indulgent movies that directors have made when they got large enough to be allowed to do whatever they wanted. It would be a much smaller thread naming such movies that ended up good in the end. I think there's a few. But in my opinion, as much as we complain about studio meddling and such, the track record on just writing a blank check to a creative isn't actually that good either.
I'm not sure it's possible, no matter how good you are, to ever get to the point that you don't need someone else assessing what you're doing and willing to be critical, at times even harsh if necessary. You will always be too close to your own work. Cultivating a dispassionate attitude can help, but you'll still be too close to your own work.
Absolutely agreed. The other big example I can think of is Kojima, one of very few game directors I personally consider a true auteur. I just wish he still has people around him that could tell him, "So the player defeats the boss, learns about her genuinely heartbreaking tragic backstory as victim to vicious war crimes, and then... takes photos of her in lingerie? While she walks around and makes suggestive poses? Is... Is that really the tone we want to go for at this point?"
It's a shame, considering how on-point a lot of the messages in his earlier games were (the speech by the AI on the role of automated systems filtering human knowledge to "create context" out of endless junk data streams - in a game that came out in 2001! - always sticks out to me), even if sometimes his actual scientific knowledge was a bit shaky. (You know why Solid Snake never lost his full head of hair? Male pattern baldness is a dominant gene!)
It means what that guy was saying was wrong, so yes, what I said is better if you value the truth over incorrect statements. Next time think about thanking people who try and help you understand context
>Or it was a way to sneak something inappropriate while pretending it was a reference.
I agree with the first point - but dont understand your second point. A reference to what? I don't understand
>I mean, neither of us chatted with the creator about it so don't act like you know it for a fact.
Know what for a fact? It's a well known easter egg - have you actually played the game? Im getting a feeling you haven't.
>Also, "next time do X", really? Gave me a good giggle at least.
I was just giving you advice as if you were a younger me, it is not a personal attack just unwarranted advice, not sure why you would laugh. I mean't no disrespect in any case. I think its good to talk to people with counter arguments and I appreciate it. I just wish you didn't keep making points I don't quite understand and then moving onto another one - such as "talking with Kojima" himself is the only way to resolve any of what I believe are straight forward points.
But I appreciate your time in replying. Im just trying to avoid coding a particularly thorny issue in my hobby project.
Nope, I admit I didn't. But I got told by several of my acquaintances, then watched a few videos and I have to admit I wasn't won over -- quite the opposite in fact.
But I get your point, easter eggs are being put in games all the time, that's true.
> I was just giving you advice as if you were a younger me
Sounded like that to me as well but still, no hard feelings. :) I just don't take kindly to anything said that sounds condescending.
---
As for our discussion, I am sharing an empirical historical observation. I am not an avid gamer in general -- even though I was there where Diablo 2 and StarCraft 1 came out and I played them in the computer clubs I was frequenting... very long time ago, at least two decades now. I also played Quake 2 and 3 a lot to the point of almost being a pro and winning a few tournaments.
But again, I never was a hardcore gamer in the meaning of playing 100+ games over a course of a year or two, for example.
I did give a good amount of games a fair try however and Kojima's games always struck me as made by a person who just wanted to surprise the consumers of his media -- and coherent story and engaging universe be damned in the process.
Maybe I am too big of a fan of logical and coherent story universes -- could be the case.
But "Death Stranding" for me was a final nail in the coffin. I watched a playthrough and while it was moderately pleasant to consume it passively, the premise is absurd -- dead people turning into nuclear bombs, guys living like spiders, couriers addicted to the rush of delivering packages, and let's not even mention the baby in the bottle or the Lovecraftian monsters the protagonist encounters here and there. Oh, and the protagonist was immortal if I remember correctly? And yeah, a government conspiracy, nevermind that most of humanity is gone and there's no need for it -- although that part I can somewhat understand and maybe justify, since at my age I lost all faith in people and I know that power corrupts and that some people would literally destroy the world just so they can have the last word.
Most of what was in the game felt very... out of place. It's like Kojima threw a dice on each story / premise element.
I enjoy and appreciate artists that try to be unconventional. But my opinion -- and I of course I am not going to claim that my opinion is a fact -- is that his shtick is shock value and randomness. I get it how that can be appealing for people who consume mostly the same stuff all the time but I'd personally grow tired of it at the middle of his second game.
Thank you for the long reply and admitting you hadnt played the game - careful forming opinions from frens ( I disagree with most of mine usually). Im sorry I really had to skip the mid portion of your comment,as you were talking about possible "spoilers" in death stranding - which is a game I havent played yet. It could be terrible I have no idea. I do recommend though that you play metal gear solid 3 snake eater, its just fantastic. I dont believe you can understand the depth of the worlds kojima creates unless you try it. I too stopped playing metal gear solid 2 - I found it too boring. However MGS 1 and 3 were just incredible. Such great characters. Thanks again, lets touch base if/after you play it. I still have to try MGS5 but I know the story line was ruined my Konami before he got fired/quit.
>I just don't take kindly to anything said that sounds condescending.
It's not something that I tend to witness - are you sure people aren't just trying to help generally ( that is the way I tend to take it when it happens )
>Maybe I am too big of a fan of logical and coherent story universes -- could be the cas
Ah ok I see - thats kind of interesting - can you recommend anything? I havent played games in ages
I might not be very constructive about it but for years I can't understand what's so different or interesting about the guy. His main goal seems to be randomness. He is so desperate to be different. And of course, he's not.
I'll admit I bought in to Star Citizen - I am/was in a good place financially and the money spent isn't something I fondly miss.
I remember the early days where Chris Roberts would say anything to folks asking for things like "can my guy be left handed to shoot but right handed to right?" or "can my character have a tattoo that isn't visible to anyone?" - these aren't really examples but they were the level of questions I remember folks asking. He'd answer "yes" to anything and everything.
I quickly realized that the game would become a chore when folks were euphoric that you'd have to manually load cargo on your ships. It felt like folks didn't want a space game but a second life and there was already a great space game that didn't waste my time doing stupid loops that I didn't want (Elite Dangerous, though they did add stupid loops with Engineering).
After that I kept following the project's development and having a giggle as the madness increased over time.
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 Star Citizen would be the game to break the mold that WOW created 20 years ago and gave us the next generation of MMO.
They cant even finish the single player campaign which they did all the mocap and VA work for years ago. Is Mark Hamill going to still be alive when Squadron 42 is released?
> 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.
You can see people play this on Twitch, but it'll only be fun if you have a bunch of buddies to roleplay with in the world. Not much of a "game" yet for lack of interesting gameplay loops.
For all the vastness and detail in it, this world is still only a partialy complete single solar system and an even tinier fraction of what was originally promised (about 100 handcrafted star systems). At the same time it is empty, desolate and devoid of fun things to do. The sheer size of everything, which sounds so cool on paper, is a fundamental curse for the gameplay: PvP relies on players encountering players. PvE or anything with NPC involvement needs to be handcrafted to be fun. Generated missions always have a bland structure and get repetitive and boring fast.
The end result is that there is no really good way to actually make use of all that empty volume that the game already has. And that ratio is only going to become worse if all the other solar systems get added. And Star Citizen revels in that available playground with excessive travel times, low ship ranges, few ways to discover and intercept nearby ships, etc.
For comparison, Elite: Dangerous has an even vaster playing field, but it does three things that make it work: the vast majority of the galaxy is designed for lone explorers cruising out there and trying to survive without assistance. The rest of the gameplay is contricted to "the bubble", a tiny part of the galaxy that contains civilization. There, all the PvP and PvE gameplay is concentrated. Little tricks help focus most of the gameplay on very few spots in each solar system, forcing encounters to happen quite naturally. Arrival in a solar system is always at a specific point near its star. Likewise, trading and resupply happens at only very few places in each system. These are the places you need to reach as a miner or trader to make money. And these are the spots to stake out as a pirate or bounty hunter. Supercruise also turns the vastness of space within a system into a playing field of reasonable size that also reveals most of the traffic.
Gearbox eventually released that game, and it was complete mess of outdated gameplay and unpolished things cobbled together to fill the game time somehow.
They're on the 5th(or 6th?) iteration now, and the flight model still feels like crap. Part of that is that they have to rebalance every ship with every Iteration, and they keep making more ships...
Also, the large size of the world kind of destroys any kind of balance, given that ships need to travel at 1000+ m/s to make travel possible, but combat at those speeds is basically a dps fest where you click on a small icon in the distance, with no dodging or outflying the other pilot. They've tried to adress this in like 3 different ways at this point, and nothing has worked.
Regardless, I will never understand why they didn't just massively reduce weapon ranges and copy ED's flight model, given that it is pretty much the best in the "WW2 dogfights in space" business, and has been out for over 8 years now.
Given all the prep work HL:Alyx did, I wouldn't be surprised if there eventually was a HL3, it's just going to take another decade or so until enough people have a VR headset(or future disruptive equivalent) to make it worth it.
How do they have so little done after so long? And with so much money? I understand game development is very difficult but I don’t think games normally take over 10 years to make.
There has been an absolute mountain of work done on Star Citizen, it's just not in the areas you would expect. As far as I can tell, all the money went into building an engine that generates more money which in turn allows the project to drag on, with all other considerations being secondary.
That doesn't mean they're not working on an actual game (or games), but it follows that almost all the effort goes into the in-game asset sales funnel. Creation of new assets and selling them.
What you and I would likely consider core parts of game development, namely focusing on technology and gameplay, has never been a priority except in short bursts. But even during those short burst of priorization, development seems to have been hampered by duplication of effort, incompetent programming, and absent project management. Judging by what's being accomplished, the often-repeated reasoning of "it's just very complex and ambitious" is not enough of an explanation. On top of this, I believe there is actually a disincentive of making gameplay progress too quickly, because much like many SV startups there is probably more value in keeping the unicorn phase going.
That being said, I don't think SC is a scam. It's just a victim of its overall design in some respects, while continuing to be very successful financially.
Seeing the >$300mil donation bar for that site always makes my jaw drop. It's incredible that people wasted so much money on a scam / vaporware that repeatedly over promised and changed the rules to weasel out of releasing or giving refunds. Seriously, give it a read on wikipedia sometime.
It's incredible this wasn't labeled a scam and shut down. Warm fuzzy intangibles like "community" and "the idea of a game" aside, imagine what good in the world that $$$ could've done otherwise.
On desktop, meanwhile, it apparently assumes that you're using one maximized browser window. If you aren't, eg, if you're using half of a 16:10 screen, it pops up an enormous modal overlay warning you that you're on a mobile device and should visit the site on a desktop. Apparently, the only detection mechanism it uses is browser width.
community actually voted or pushed on it not to change until we get like a major tech implemented or had a big addition besides planets like the gas giant were getting in a few days. So that's mostly on the backers. Im surprised since they have gotten one of the big techs before server meshing done and it hasnt changed. i guess people just forgot about it.
CIG know what people really want to know about the development status:
When is the estimated release for S42 or Star Citizen.
They know what this answer is, but they will go to great lengths not to share. For example, this detailed look at what each team/person is doing, but only for 9 months. With no idea how they relate to an actual release.
Frankly, at this point, I don’t believe that CIG has any realistic idea when it will be done. I’d say it will be when they run out of financial runway, but they keep extending that by selling hopes and dreams.
This progress tracker only shows the planning until Q1 2022. If you expect a final release then, the joke is on you. The planning timeline will always be extended. Features will always be added. It is a proven business model. Releasing a finished game, however, not so much.
Is Starfield (only recently saw an announcement from Bethesda about this) going to bite into the massive-universe and do-all-the-things market?
I played Elite (the original) on the C64, and loved it. I've been 'meaning to play ED for years' - but still haven't. I bought No Man's Sky, was disappointed, as were many, at the time, but about a year ago started playing again - got excited (again) and then lost interest due to the heavy time commitment required to do anything useful.
I suspect games like Red Dead Redemption II would be a similar time-sink without an awful lot of ersatz (in-game) accomplishments. I'm tempted, but wary.
RDR2 is, overall, a more enjoyable game because you can dip in and out of it; with Elite, No Man's Sky, etc you're pretty much expected to play it for a lot of time with little happening in the meanwhile (with more stuff happening in NMS in the same amount of time).
I would be pretty cool if there was a mass effect mmo imo. I prefer the lore of that game over whatever is in star citizen and bioware has actual experience developing AAA.
If EA had half a brain they would beatup robert and take his development money.
Star Citizen is no longer a video game, it's a sci-fi simulation.
Definitely a vast change in scope, and probably disappointing for early backers, but I'm actually intrigued and excited about how far they can go with this.
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.
I haven't been contacted and it didn't really cross my mind to ask. It would probably be pretty fun if I were to devote my full time to it. One of the sticking points was that I'm a freelancer and actually didn't have the kind of rig necessary to run the actual builds. I was producing in-flight subsystems for a 2D overlay that could be hooked into by an API from custom code in cryengine. Commonly known as a HUD. My take on it was to make it vector based and procedurally generated. That took too many cpu cycles away from the game itself, and with the stack at that point there was no happy medium. I got the impression that ten people rewriting it as a set of prefab graphical sprite animations was better than me trying to invent a whole API. So mine was shelved. Another thing I did was a surprise for CR, basically a tool to prototype solar systems as you would like them to be and then reverse out masses and gravitation to make them procedural. He wasn't into it. He said "there's no way we're designing solar systems in Flash". So.. ehh. I've thought about writing my own infinite universe type game, but I'm kinda more interested in a-life and markov chain based sims in my spare time now. Ships passing in the expanse.
I feel Star Citizen is a bit of a meta game where the way to play is not by playing the actual finished product but rather by just bikeshedding feature after feature and seeing how many you can cram into a game, never really finishing.
About ten years now. It's not quite up to Duke Nukem Forever levels yet (15 years), but it's already one of the longest development cycles for a commercial game.
The plot of any game like this is going to be the most bland, insipid storyline ever imagined. It will speak to absolutely no-one, but it will have some filler cinematics that have nice graphics.
In general, this is the case the higher profile and more money is poured into it.
Refund nut jobs argue their opinions are fact.. . Based on opinions.. Moving goalposts from 7 years ago that were debunked... Failed to pan out and claims the company was going bankrupt any day now.. .. While magically making a profit... Logic fallacy. .. How do they work.
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 that this sounds cool but why are you spending any effort on this before you have a core game?
star Citizen development just seems to be completely unfocused with periodic sales of ships to top up the coffers. How much better could it have been had they decided on core features that were a complete game and then just added content releases every 6-12 months?
For anyone who just wants to explore without the grittiness and over-realism of Elite Dangerous, check out No Man's Sky. Side note, there's a great Internet Historian video [1] on the redemption of NMS after over-promising on release.
Also, I see another game that seems to be falling into the trap of being too ambitious before having core gameplay and that's Ashes of Creation, sadly.
[1]: https://www.youtube.com/watch?v=O5BJVO3PDeQ&t=26s