[HN Gopher] Star Citizen Progress Tracker v1.0
       ___________________________________________________________________
        
       Star Citizen Progress Tracker v1.0
        
       Author : doener
       Score  : 153 points
       Date   : 2021-06-25 10:16 UTC (12 hours ago)
        
 (HTM) web link (robertsspaceindustries.com)
 (TXT) w3m dump (robertsspaceindustries.com)
        
       | aeturnum wrote:
       | This makes me think of the unofficial promise tracker which has
       | been going for years: https://starcitizentracker.github.io/
        
       | thereddaikon wrote:
       | 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?
        
         | throw_m239339 wrote:
         | > 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.
        
       | NaturalPhallacy wrote:
       | Instead of a game, they release a roadmap. The development of
       | this...I can't even call it a game...are just ridiculous at this
       | point.
        
       | FartyMcFarter wrote:
       | The version numbers say everything (example: 'Alpha 3.13.1').
        
       | InternetPerson wrote:
       | Gather round, it's time to talk about Star Citizen again! Tell
       | us, when did you first realize this game would never ship?
        
       | smudgy wrote:
       | 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.
        
       | magicalhippo wrote:
       | Has someone made a variant of Valve Time[1] for SC?
       | 
       | [1]: https://developer.valvesoftware.com/wiki/Valve_Time
        
       | moonshinefe wrote:
       | 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.
        
       | wpdev_63 wrote:
       | 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.
        
         | Cthulhu_ wrote:
         | Star Wars Online is the closest you'll probably get, also made
         | by Bioware and probably what sucked the life out of the ME team
         | at the time.
        
       | jdhn wrote:
       | 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.
        
         | jerf wrote:
         | 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.
        
           | endominus wrote:
           | 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!)
        
             | ionwake wrote:
             | > and then... takes photos of her in lingerie?
             | 
             | That was a hidden easter egg - breaking the fourth wall and
             | unrelated to the story and gameplay.
        
         | xbar wrote:
         | Is the lack of a PM the problem with Theranos? I think the
         | problems are the same.
        
           | caleb-allen wrote:
           | Well, one is a mismanaged entertainment product and the other
           | is fraud against healthcare patients.
        
           | frakkingcylons wrote:
           | I guess they're similar in that they both had problems
           | shipping a product but I think the similarities end there.
        
       | Jedd wrote:
       | 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.
        
         | Cthulhu_ wrote:
         | 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).
        
       | dstick wrote:
       | I half expected this to just say "When it's done" :D
        
       | saboot wrote:
       | Doesn't look too great on mobile, can we get a "Star Citizen
       | Progress Tracker" Progress Tracker as well?
        
         | dainchi wrote:
         | You joke, but for a while they had an actual "Roadmap for the
         | Roadmap"...
        
         | cge wrote:
         | 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.
        
         | Cthulhu_ wrote:
         | I'm amazed they decided to rebuild Jira or Trello instead of
         | focusing on getting something out the door.
        
       | xwdv wrote:
       | 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.
        
       | Aeolun wrote:
       | Is there an actual game to play now? When I backed this a decade
       | ago I kind of expected to see this game before I turned 30.
        
         | RGamma wrote:
         | Maybe you'll be able to bridge the rest of the time with Half
         | Life 3. Oh wait..
        
           | Deestan wrote:
           | In my view, Half Life 3 did come out. It was just called
           | Wolfenstein. For all practical purposes, there is no longer a
           | HL3 shaped hole.
        
             | dainchi wrote:
             | 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.
        
         | chmod775 wrote:
         | 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.
         | 
         | Here's a bunch of people having a good time and making a video
         | out of it: https://www.youtube.com/watch?v=31v7sSGfTm8
        
           | kowlo wrote:
           | Poor PNC sentenced to forever walk into that wall
           | https://youtu.be/31v7sSGfTm8?t=470
        
           | gmueckl wrote:
           | 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.
        
           | deadbunny wrote:
           | Do they even have a flight model yet? Last I played (a few
           | years ago) the flight model was worse than that of Asteroids.
        
             | dainchi wrote:
             | 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.
        
           | jiofih wrote:
           | That actually looks amazing. Hope they can get it to an
           | appealing state before the engine is outdated again!
        
             | tibbydudeza wrote:
             | They still on Lumberyard ???.
             | 
             | Reminds me of Duke Nukem sequel who never was released
             | because the dev team kept switching engines every few years
             | because of envy.
        
               | Ralfp wrote:
               | Gearbox eventually released that game, and it was
               | complete mess of outdated gameplay and unpolished things
               | cobbled together to fill the game time somehow.
        
         | anoraca wrote:
         | Squadron 42 was supposed to be a stand alone game that was part
         | of it, still not ready
         | https://www.polygon.com/2020/12/28/22203055/star-citizen-squ...
        
       | cletus wrote:
       | 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.
       | 
       | [1]: https://www.youtube.com/watch?v=O5BJVO3PDeQ&t=26s
        
         | nixpulvis wrote:
         | 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.
        
           | cletus wrote:
           | 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.
        
             | lokedhs wrote:
             | 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.
        
             | apetrovic wrote:
             | 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)
        
           | mrguyorama wrote:
           | 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"
        
         | EarlKing wrote:
         | 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.
        
         | [deleted]
        
         | bane wrote:
         | 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.
        
         | rm445 wrote:
         | 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).
        
         | [deleted]
        
         | spywaregorilla wrote:
         | > 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.
        
           | dreen wrote:
           | 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
        
             | wavefunction wrote:
             | 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.
        
           | zionic wrote:
           | 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.
        
             | cletus wrote:
             | 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.
        
               | wlesieutre wrote:
               | 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.
        
               | WorldMaker wrote:
               | > 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.
        
               | shadofx wrote:
               | 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.
        
               | korse wrote:
               | What about Eve online?
        
               | bluescrn wrote:
               | It's a PvP game, and a brutal one. There's some token
               | PvE, but mostly aimed at teaching new players the game.
        
               | leetcrew wrote:
               | 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.
        
               | kiksy wrote:
               | Eve solved it perfectly. The Eve universe is dangerous.
               | By undocking you consent to PvP, don't fly what you can't
               | afford to lose.
               | 
               | The game treats you like an adult that can accept risk
               | and thus the rewards from playing the game are higher for
               | me.
               | 
               | I wish more games took a similar mature approach.
        
               | bserge wrote:
               | They would lose a lot of potential players.
               | 
               | 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.
        
               | tomc1985 wrote:
               | 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.
        
               | afrodc_ wrote:
               | 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.
        
               | vkou wrote:
               | > There was a bounty hunting system where killed players
               | could put cash on the head of the killer.
               | 
               | What stops a griefer from just putting cash on the head
               | of someone they want to torment?
        
               | afrodc_ wrote:
               | 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.
        
               | opencl wrote:
               | 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.
        
           | atoav wrote:
           | 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.
        
             | spywaregorilla wrote:
             | 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.
        
               | [deleted]
        
           | wavefunction wrote:
           | >escaping from prison
           | 
           | Don't get caught. And yeah, that's an option, if you're leet
           | enough ;)
        
           | Cthulhu_ wrote:
           | 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 mean you start most TES games in prison.
        
             | branon wrote:
             | 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.
        
             | spywaregorilla wrote:
             | 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.
        
         | admax88q wrote:
         | I think its less a tale about too much money, and more of a
         | cautionary tail about the importance of project management.
        
         | MR4D wrote:
         | > Star Citizen is a cautionary tale about how too much money
         | can be a curse.
         | 
         | Star Citizen should be a B-school case study about how to raise
         | money and make a good living doing what you enjoy.
         | 
         | The fact that they _continually_ raise money over years is
         | telling that RSI is a huge success. [0]
         | 
         | [0] - https://www.gamesindustry.biz/articles/2021-03-15-star-
         | citiz...
        
           | georgeecollins wrote:
           | 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.
        
             | jarcane wrote:
             | 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.
        
             | platz wrote:
             | Making a computer or a display or many of the huge replicas
             | in minecraft isn't creative. They are just technical
             | achievements.
        
               | handrous wrote:
               | 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?
        
               | platz wrote:
               | 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.
        
               | handrous wrote:
               | Got it, that makes sense, thanks for the clarification.
        
               | ds206 wrote:
               | 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.
        
               | hluska wrote:
               | 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.
        
               | BlueTemplar wrote:
               | > thanks to Minecraft, my five year old already has an
               | understanding of exponents.
               | 
               | Wait, how ?
               | 
               | Where are exponents used in Minecraft ?
        
               | arthurcolle wrote:
               | ... 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.
               | 
               | 2^2 = 4
               | 
               | 2^3 = 8
        
               | platz wrote:
               | understanding of exponents and mathematical literacy is
               | great but it's not the same thing as creativity.
        
               | IntrepidWorm wrote:
               | 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.
        
             | wlesieutre wrote:
             | _> but still you can 't play it forever_
             | 
             | Says you.
        
               | falcrist wrote:
               | Yea, Minecraft is a huge sandbox with lots of features.
               | Players often come back to it over and over again years
               | later.
        
             | cbozeman wrote:
             | There are still enough EverQuest players for Daybreak Games
             | to continue to make expansion packs for the original
             | version.
             | 
             | That game came out in March 1999. It's so old, it's creator
             | is dead.
             | 
             | You _can_ play something forever if you 're dedicated
             | enough.
        
               | crooked-v wrote:
               | For even more of a classic, the Avalon and Genesis MUDs
               | (text-based multiplayer RPGs), both created in 1989, are
               | still running.
        
               | Zardoz84 wrote:
               | EA don't think that. See what they did to kill the
               | servers made by the community when they plug off the
               | Battlefield 2142.
        
             | MaxfordAndSons wrote:
             | The anticipation of an experience can be more enjoyable
             | than the experience itself.
        
           | hluska wrote:
           | 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!!
        
             | MR4D wrote:
             | Thanks!
             | 
             | 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.
        
         | notjustanymike wrote:
         | > 7 weeks: Enabling support for AI janitors to use multiple
         | tools in either hand.
         | 
         | I think I see your point.
        
         | wiz21c wrote:
         | cletus i'm bored... ? ah nnaaah... Klytus I'm bored !
        
         | bob1029 wrote:
         | 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.
        
           | dash2 wrote:
           | 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.
        
           | ASalazarMX wrote:
           | > 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.
        
         | have_faith wrote:
         | 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.
        
           | spookyuser wrote:
           | 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.
        
           | skohan wrote:
           | 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.
        
           | cletus wrote:
           | 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.
        
         | xioxox wrote:
         | 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.
        
           | MrZongle2 wrote:
           | 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.
        
             | notjustanymike wrote:
             | Yep did this as well, but knew full well it wasn't ready.
             | Checked back this year, lo and behold a full and wonderful
             | game.
             | 
             | It's just how Egosoft works apparently.
        
         | SkyMarshal wrote:
         | _> 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.
        
         | Zenst wrote:
         | 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.
        
         | waynesonfire wrote:
         | 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.
        
           | wavefunction wrote:
           | 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.
        
           | lowdest wrote:
           | 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.
        
         | neversaydie wrote:
         | 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.
        
           | castlecrasher2 wrote:
           | 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.
        
         | Grakel wrote:
         | 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.
        
         | KingOfCoders wrote:
         | 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.
        
           | AlexandrB wrote:
           | > 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.
        
             | georgeecollins wrote:
             | 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.
        
               | BlueTemplar wrote:
               | Wait, it's the same Unreal evolved over the years, rather
               | than brand new versions started from scratch ?
        
             | m0llusk wrote:
             | They already have plans to switch engines in the near
             | future. That is in the progress tracker mostly as
             | "renderer".
        
               | zlynx wrote:
               | That isn't exactly switching engines. That's the Vulkan
               | renderer they're working on. It is a component of the
               | same engine they're already using.
        
           | jerf wrote:
           | 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(tm) 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.
        
             | KingOfCoders wrote:
             | I do think if they "deliver early and then iterate on."
             | people would lose interest and it would be much more
             | difficult to raise money.
             | 
             | PS: I've introduced Agile in several companies as CTO, no
             | need to convince me ;-)
        
               | jerf wrote:
               | 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.
        
               | KingOfCoders wrote:
               | "It's more-or-less a proved revenue model;"
               | 
               | Excatly, and it will exactly produce the games we
               | currently have.
        
               | georgeecollins wrote:
               | 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.
        
           | Bombthecat wrote:
           | I have a feeling that star citizen will also release in 3d
           | the same time as time 2d release..
        
         | username90 wrote:
         | 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.
        
       | anewguy9000 wrote:
       | lol musk will have colonized mars before this game is out
        
       | liaukovv wrote:
       | How many years has it been?
        
         | duskwuff wrote:
         | 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.
        
       | beardedscotsman wrote:
       | I've moved full to Mac since I purchased Star Citizen. I guess
       | I'll never get a chance to play this.
        
         | danparsonson wrote:
         | Don't feel bad, no-one else will get a chance to play it either
         | ;-)
        
         | liaukovv wrote:
         | Mac support feature added, release date pushed back by 5 years.
        
       | warpech wrote:
       | I love the UI aesthetics on the timeline. Anyone knows of a
       | components library with such sci-fi look and feel?
        
         | amarshall wrote:
         | Maybe Arwes
         | 
         | https://arwes.dev/
         | https://news.ycombinator.com/item?id=24282270
        
       | arduinomancer wrote:
       | This feels like that scene from Malcolm and the middle with Hal
       | fixing the lightbulb.
       | 
       | They're making a game but first they have to build and launch a
       | progress tracker website?
        
       | Ardren wrote:
       | 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.
        
         | falcolas wrote:
         | 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.
        
         | duskwuff wrote:
         | > When is the estimated release for S42 or Star Citizen.
         | 
         | At the rate at which the scope of the project has been
         | expanding? Never.
        
       | danso wrote:
       | So the "Core Tech" for the year are:
       | 
       | - volumetric clouds
       | 
       | - interior/exterior culling
       | 
       | - "dynamic door alignment"
       | 
       | - ship engine swapping
       | 
       | So looks like they won't be completing their magic millions-of-
       | players-on-a-single-instance tech any time soon. [0]
       | 
       | [0] https://www.robertsspaceindustries.com/comm-
       | link/transmissio...
        
       | manigandham wrote:
       | 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.
        
       | yb17178 wrote:
       | Looks like less is done now than before. Chris roberts and sandi
       | Gardner are theives and prey on the dreams of hopeful space
       | gamers. Shame.
        
       | platz wrote:
       | 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.
        
       | least wrote:
       | 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.
       | 
       | Sadly, Star Citizen will never be that game.
        
         | 2pEXgD0fZ5cF wrote:
         | > 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.
        
         | sen wrote:
         | Another vote for Elite Dangerous. It might not be quite as
         | flashy and beautiful but it's depth is seriously awesome.
         | There's so much to do.
        
         | karmicthreat wrote:
         | 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.
        
           | Cthulhu_ wrote:
           | 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.
        
         | wlesieutre wrote:
         | We're almost to one complete star system! Crusader and Orison
         | look pretty great: https://www.youtube.com/watch?v=7ZDrCUwHclg
         | 
         | 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.
        
           | least wrote:
           | 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.
        
         | twic wrote:
         | 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.
        
           | arp242 wrote:
           | I think Duke Nukem Forever and Daikatana showed us that
           | longer dev times don't necessarily produce better games.
        
           | sumtechguy wrote:
           | 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.
        
           | AlexandrB wrote:
           | 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?
        
         | admissionsguy wrote:
         | 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.
        
           | zerd wrote:
           | Falcon 9 1.0 was announced in 2005, launched in 2010 and cost
           | about US$300 million [0].
           | 
           | Star Citizen was announced in 2010 and has raised over US$300
           | million [1].
           | 
           | It's wild to me that it takes twice as long and similar
           | amount of money to make a game launch than a rocket launch.
           | 
           | [0] https://en.wikipedia.org/wiki/Falcon_9_v1.0 [1]
           | https://en.wikipedia.org/wiki/Star_Citizen
        
             | Sebguer wrote:
             | John Carmack once said that launching a rocket is actually
             | easier than modern game development.
        
           | alexgmcm wrote:
           | Or at least a roadmap for the roadmap.[1]
           | 
           | [1] https://www.extremetech.com/extreme/313367-star-citizen-
           | deve...
        
         | slfnflctd wrote:
         | 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.
        
         | bovermyer wrote:
         | Elite: Dangerous comes pretty close to your specified dream,
         | what with the new expansion.
        
           | falcolas wrote:
           | 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.
        
             | Cthulhu_ wrote:
             | 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.
        
               | spjwebster wrote:
               | 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.
        
           | sbarre wrote:
           | A word of caution that the newest expansion is still pretty
           | buggy for a lot of people.
           | 
           | The console release is in the early fall, and that's when
           | most of the community expects the PC version to reach a more
           | acceptable level of stability.
        
             | wayoutthere wrote:
             | 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.
        
               | sbarre wrote:
               | 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.
        
               | spjwebster wrote:
               | To be fair, on-foot gameplay (nee "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.
        
               | wayoutthere wrote:
               | 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.
        
           | leetcrew wrote:
           | 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.
        
           | rozab wrote:
           | 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.
        
             | vsareto wrote:
             | 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.
        
               | Cthulhu_ wrote:
               | It can work, but not in a procedurally generated /
               | sandbox game; you need to add a campaign, a story, custom
               | designed environments, etc.
               | 
               | One example where things do / can work is Space
               | Engineers, where players can build and program maps in
               | the sandbox for others to play.
        
               | williamtwild wrote:
               | Don't forget No Mans Sky
        
               | Ekaros wrote:
               | 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?
        
             | EamonnMR wrote:
             | 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!
        
             | Ralfp wrote:
             | > make tradeoffs between realism and fun
             | 
             | 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?
        
         | sleepy_keita wrote:
         | I still play Freelancer sometimes. It's a great game.
        
           | Causality1 wrote:
           | Yes, and so easy to mod. The cancelation of the sequel broke
           | my heart.
        
             | Ralfp wrote:
             | Sequel would break your heart even more, because it was
             | going to be completely different animal with much more
             | linear game and Xbox360 exclusivity.
        
             | beckingz wrote:
             | It's so good to see the Discovery servers still running
             | after all these years.
        
               | Causality1 wrote:
               | Still running you say? Hmm. I'm stuck in a hotel for a
               | week with nothing but a Cherry Trail tablet. I think I
               | know what I'm spending my weekend doing.
        
           | emptysongglass wrote:
           | 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.
        
       | bravetraveler wrote:
       | Functionally equivalent to my countries debt counter.
       | 
       | It's there to be pointed at but achieve nothing
        
       | notum wrote:
       | The game I regularly forget I own.
        
       | bilekas wrote:
       | This is an incredible ongoing project that just sums up all of
       | the pitfalls in development.
       | 
       | Bad initial design, change of engines, licensing issues,
       | unbelievable feature creep, questionable management..
       | 
       | And I'm not sure exactly, but this progress tracker suggests the
       | game will be complete by March 2022 ? Its just begging for
       | criticism.
        
         | gmueckl wrote:
         | 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.
        
           | bilekas wrote:
           | ok
        
         | screecwe wrote:
         | They haven't changed engines. Lumberyard is just a fork of
         | CryEngine 3.8
        
           | wavefunction wrote:
           | They had to adapt the changes they had made to CryEngine to
           | Lumberyard which were different versions of CryEngine if I
           | recall correctly.
        
       | peanut_worm wrote:
       | 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.
        
         | ud_0 wrote:
         | 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.
        
           | imtringued wrote:
           | >Judging by what's being accomplished, the often-repeated
           | reasoning of "it's just very complex and ambitious" is not
           | enough of an explanation.
           | 
           | It's not. You grow your game organically and incrementally
           | and release early if it is too complex to be ready at launch.
        
         | moritonal wrote:
         | Maybe from the fact they have a bespoke custom progress
         | tracker? Seems a lot of time's been spent on looking good on
         | paper.
        
           | jgoldshlag wrote:
           | Look at the times on some of that stuff too. 5 weeks for one
           | dev to make a tool to close old JIRA tickets? WTF?
        
         | gorbachev wrote:
         | Because they're redoing large chunks of the game every few
         | years when the stuff already in is decided to be obsolete.
         | 
         | There are items on the progress tracker for replacing the
         | rendering engine even now. It's insanity.
        
       | a-nikolaev wrote:
       | Star Citizen becomes http://progressquest.com/ 2.0 ?
        
       | ghastmaster wrote:
       | 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.
        
       | nirui wrote:
       | Well at least this thing has reached v1.0 LOL
       | 
       | 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].
       | 
       | [Freelancer]:
       | https://en.wikipedia.org/wiki/Freelancer_(video_game)
       | 
       | [Librelancer]: https://github.com/Librelancer/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.
        
         | Krasnol wrote:
         | > 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.
        
         | eghad wrote:
         | 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.
        
           | aseipp wrote:
           | 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.
        
         | bluescrn wrote:
         | > Well at least this thing has reached v1.0 LOL
         | 
         | But now somebody has to support and update the progress tracker
         | indefinitely...
        
         | sleepy_keita wrote:
         | Whoa, TIL Librelancer! I'll have to check this out. Thanks!
        
           | Zardoz84 wrote:
           | 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
        
       ___________________________________________________________________
       (page generated 2021-06-25 23:01 UTC)