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.
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