4 ms·
The saddest thing about Star Citizen is that so much money and human effort is being burned for creative development which is almost certainly going to end up b
by FatalLogic 4y ago
The saddest thing about Star Citizen is that so much money and human effort is being burned for creative development which is almost certainly going to end up buried, unappreciated, in a failed project
- prox 4y agoThis is why I like Elite Dangerous’ model better. They shipped a game and made iterative improvements. It has many flaws, but for most intents and purposes it’s a running space sim.
- em-bee 4y agoagreed, ship something and then improve it is a way better approach, then at least we have a game even if the money runs out. star citizen risks never completing, and that's just not something i feel comfortable supporting. the irony is that i long ignored elite dangerous because its name made me think it's some kind of battle oriented shooter, and not a space simulation.
- dvh 4y agoWhen I'm making game and I want to finish it fast, I limit myself to "2 of everything". If the game is about maze of rooms, I made 2 rooms (because 2 is minimal amount when you need to implement the switching). When I plan to have hundreds of guns, I make 2 because that's the minimum to test switching. 2 characters. 2 attacks. 2 NPCs. 2 endings. 2 levels. 2 quests... Only when everything is implemented I either release as mvp or start adding more content into otherwise finished game. So in case of bedsheet deformation, I would make a function that returns deformed bedsheet, but in first release it would simply randomly returned one of 2 premade assets.
- tibbydudeza 4y agoOr No Mans Sky - hyper and expectations but the team behind it has improved it so much.
- lokedhs 4y agoIf NMS has been honest with what they had vs. what their vision was, they wouldn't even have had to suffer all the negativity. Imagine if ED had marketed itself around the idea of being able to jump out of your ship and play in first person, people would have been furious. The fact that NMS managed to come back and actually implement pretty much everything they had originally promised is pretty amazing, but I think it's an anomaly, and most games that suffer from initial disappointment will end up being cancelled.
- tibbydudeza 4y agoThe problem seems to be that Sean Murray suffered from a case of Peter Molyneux syndrome whenever he got interviewed which was a lot - somehow his future ideas suddenly became a reality when he opened his mouth. Good to see they made it right and are successful.
- Gigachad 4y agoI haven’t followed the progress of this game for a long time but it reminds me of the importance of MVPs. If you can’t get something out on the market that is fun within a reasonable time, it likely never will successful. People rag on about incomplete games a lot but these days games a long past the throw over the wall products they used to be. They are living products designed to last a decade or more. Getting real players on the game and driving the feedback for future development is critical to getting a final product that is perfect.
- MrMember 4y agoI guess it depends on the developers' definition of "successful." If the goal was to ship a completed game than Star Citizen is an abject failure. If the goal was to make hundreds of millions of dollars working on an overly ambitious passion project than it has been wildly successful.
- stubish 4y agoOccasionally I fire up Star Citizen, discover the controller support is still awful, and never see all the stuff they have been working on. Having heaps of developers and artists working on fluff is great if you have the money, but you need a solid core.