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Far from it for me to take anything away from Star Citizen hopefuls - I hope the game comes out and is good and fans have fun with it. But when I look at the m
by apozem 9y ago
Far from it for me to take anything away from Star Citizen hopefuls - I hope the game comes out and is good and fans have fun with it.
But when I look at the mind-numbing scope and ambition of the project... It will be very impressive if they can deliver everything promised, as good as promised.
- ocdtrekkie 9y ago"Everything" promised is a completely unrealistic expectation. Even much smaller games with much more constrained concepts make changes during development to make a practical, functional product. They've already broken some "promises" and will surely break more. The question will be, yes, if it reaches the level of scope and experience they're aiming for, even if specific goals change along the way.
- ehnto 9y agoThat's why I am glad I backed though. We don't need another safe bet AAA war game. There is truly new ground being broken in the technology side of the project and that will filter out into the rest of the gaming industry, filling the metaphorical toolbelt with new tools. The engineering is the biggest time sink so far and it's not surprising it's creeped and taken longer than expected. They have invented novel approaches to new problems and that is worth every dollar I backed to see happen.
- yellow_postit 9y agoI've played a lot of Elite: Dangerous it is unclear how much new ground is actually being broken here. I'm looking forward to and hoping SC succeeds, but let's not ignore the competitors that have already delivered.
- ehnto 9y agoI would recommend looking at some of the more recent tech focussed ATV episodes. There is a lot more to SC than there is in Elite, which is not to detract from Elite at all. It is a different game and excels where it aims to. The underlying theme though is that SC is built of very finite systems that all interact with eachother. When Chris Roberts talks about fidelity it is often misconstrued to be about graphical fidelity. But it is equally applicable to the systems fidelity. In theory, after you have placed a cargo crate of goods in the cargohold of your ship and taken off, a pirate could shoot out your generator, hop out of their seat and pick up a gun off their gun rack, EVA to your ship, enter through a hole blasted into your hull and grab the individual crates to move to their ship. Later the pirate will store the crates in their homestead on a planet nearby, or pawn the goods at a market. Meanwhile you are left to fix your generator and ponder deep space. But the fact that you could steal the crate from a disabled ship isn't because they put in a crate stealing game mechanic . It's simply intrinsic in the way they are developing the item interaction system and physics systems in the game. That wasn't a great example but hopefully it conveys what I am trying to convey. This comment is also an example of how No Mans Sky disappointed everyone. Community based hyperbole. But I used only current features or 3.0 features to make it up so here is hoping. In the 2.5 Alpha you can already disable a generator, you can already EVA and board a ship. In 3.0 there will be planets, planet outposts and markets, cargo to steal and nefarious people to steal it.