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Vapourware Scam Citizen - Only people with too much money can become StarCitizens! WOULD YOU LIKE TO KNOW MORE?

Severian Silk

Guest
L3gdNpB.png
 

Whiran

Magister
Joined
Feb 3, 2014
Messages
641
Derek Smart, not the hero space sims needed, but the one that turned up anyway. </batman>
And just what is this hero going to do other than shill his own games while merrily bandwagoning the hate on Star Citizen's success?
 

buzz

Arcane
Joined
Apr 1, 2012
Messages
4,234
I still hold the theory that Star Citizen is some kind of money laundering scheme. I refuse to believe that this game could get for example, just yesterday, another 18k dollars from actual people still donating and putting money into it. I just find it physically impossible for that to still happen at this point in time.
 

Volrath

Arcane
Patron
Joined
May 21, 2007
Messages
4,299
Derek Smart is almost on the same level as Cleve. Sole difference being that Derek has actually released several of his botched abortions.

That said, fuck Star Citizen for taking Privateer into 2015 and then turning it into a mmo. Then again, ain't that fitting?
Derek Smart is much funnier then Cleve, more competent too.
 

Metro

Arcane
Beg Auditor
Joined
Aug 27, 2009
Messages
27,792
I still hold the theory that Star Citizen is some kind of money laundering scheme. I refuse to believe that this game could get for example, just yesterday, another 18k dollars from actual people still donating and putting money into it. I just find it physically impossible for that to still happen at this point in time.
http://www.savewalterwhite.com/
 

J_C

One Bit Studio
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Developer
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Dec 28, 2010
Messages
16,947
Location
Pannonia
Project: Eternity Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath

markec

Twitterbot
Patron
Joined
Jan 15, 2010
Messages
51,958
Location
Croatia
Codex 2012 Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Dead State Project: Eternity Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
They haven't produced much, so what exactly have they succeeded in?
Collecting 85 million dollars?
Tim Schafer is jealous.
I bet he is.

Yeah imagine what he could do with that kind of money, he might even make a 10 hour adventure game maybe even with few actual puzzles.
Broken Age is just that.

My bad I meant 15 hour game.
 

J_C

One Bit Studio
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Developer
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Messages
16,947
Location
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Project: Eternity Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
They haven't produced much, so what exactly have they succeeded in?
Collecting 85 million dollars?
Tim Schafer is jealous.
I bet he is.

Yeah imagine what he could do with that kind of money, he might even make a 10 hour adventure game maybe even with few actual puzzles.
Broken Age is just that.

My bad I meant 15 hour game.
I think 10 hours is good enough for an adventure game.
 

Volrath

Arcane
Patron
Joined
May 21, 2007
Messages
4,299
They haven't produced much, so what exactly have they succeeded in?
Collecting 85 million dollars?
Tim Schafer is jealous.
I bet he is.

Yeah imagine what he could do with that kind of money, he might even make a 10 hour adventure game maybe even with few actual puzzles.
Broken Age is just that.

My bad I meant 15 hour game.
I think 10 hours is good enough for an adventure game.
Too bad Broken Age isn't an adventure game :(
 

Severian Silk

Guest
They haven't produced much, so what exactly have they succeeded in?
Collecting 85 million dollars?
Tim Schafer is jealous.
I bet he is.

Yeah imagine what he could do with that kind of money, he might even make a 10 hour adventure game maybe even with few actual puzzles.
Broken Age is just that.

My bad I meant 15 hour game.
I think 10 hours is good enough for an adventure game.
Too bad Broken Age isn't an adventure game :(
Why are you guys quoting each other like this?
 

J_C

One Bit Studio
Patron
Developer
Joined
Dec 28, 2010
Messages
16,947
Location
Pannonia
Project: Eternity Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
They haven't produced much, so what exactly have they succeeded in?
Collecting 85 million dollars?
Tim Schafer is jealous.
I bet he is.

Yeah imagine what he could do with that kind of money, he might even make a 10 hour adventure game maybe even with few actual puzzles.
Broken Age is just that.

My bad I meant 15 hour game.
I think 10 hours is good enough for an adventure game.
Too bad Broken Age isn't an adventure game :(
This is strange because it has everything an adventure game should have.
 

Infinitron

I post news
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Staff Member
Joined
Jan 28, 2011
Messages
100,217
Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://robertsspaceindustries.com/comm-link/transmission/14839-Letter-From-The-Chairman

OPEN DEVELOPMENT

If you have followed Star Citizen from our kickoff in October, 2012, you know that the game we’re building today is a bigger and more technically accomplished project than I thought was possible back then. The original crowd funding goal was to raise enough money to deliver regular community updates, access to the multiplayer dogfighting alpha and a single player campaign called Squadron 42. You can see the first goal, which was achieved on 25th of October 2012 here. It’s no secret that I originally thought I would have to build a smaller game first and then over time add features and content to get close to the full living universe that I have always wanted to realize. This community came together and, both through your financial support and your belief in the project, made something incredible possible. You went above and beyond in backing our dream and so we are going to, also. Because of you, we’re building cities where I had hoped for just landing pads, we’re building armadas of starships where I asked for squadrons and we’re populating a living, breathing world in ways I didn’t dare to dream of in 2012.

You all know that already; you’ve lived that. You’ve seen Star Citizen evolve and start to come together. You’ve watched our atoms form molecules, our modules form a real, playable game (that you can boot up and play today!). There are people out there who are going to tell you that this is all a BADTHING. That it’s ‘feature creep’ and we should make a smaller, less impressive game for the sake of having it out more quickly or in order to meet artificial deadlines. Now I’ll answer those claims in one word: Bullshit!

Star Citizen matters BECAUSE it is big, because it is a bold dream. It is something everyone else is scared to try. You didn’t back Star Citizen because you want what you’ve seen before. You’re here and reading this because we are willing to go big, to do the things that terrify publishers. You’ve trusted us with your money so we can build a game, not line our pockets. And we sure as hell didn’t run this campaign so we could put that money in the bank, guarantee ourselves a profit and turn out some flimsy replica of a game I’ve made before. You went all in supporting us and we’ve gone all in making the game. Is Star Citizen today a bigger goal than I imagined in 2012? Absolutely. Is that a bad thing? Absolutely not: it’s the whole damn point.

NF_Arccorp_PaintoverJuin_26062015.jpg


Will it take longer to deliver all this? Of course! When the scope changes, the amount of time it will take to deliver all the features naturally increases. This is something we are acutely aware of. How do we balance the mutually conflicting wants of the community; to have this hugely ambitious game, but not wait forever for it?

Our answer is to embrace open development and share features and functionality that will go into the final game before everything is completed. Originally we had just planned to share a multiplayer dogfighting alpha and then the beta of the game (which would have just been Squadron 42). As we smashed every stretch goal, and continued to power through additional ones, it was pretty apparent we had to find a way to keep people engaged while we were building this virtual universe. In today’s 24/7 short attention-span world people don’t have the patience to wait around for years. This is why we decided on multiple modules: the Hangar, so you could first see your ships and walk around them in the manner you would in the final game, then Arena Commander, to allow people to get a taste and give feedback on the basic dogfight and flight mechanics. Star Marine, which will be available shortly, is the module for backers to experience and give their feedback on the First Person Shooting component of the game. Not long after that we will be releasing the next level of Arena Commander, allowing players with bigger ships to fly them with friends, on maps that are closer in size to the huge ones you’ll have in the final game. Then we’re rolling out aspects of the Persistent Universe: first there will be just planet side environments to explore, but not long after you’ll be able to transition to space and fly to another destination, and then after that to another system. We have taken this route to allow people to experience and give feedback to make the game better as we build it. Almost no one else does this. And we’re still doing it: case in point, our first 16-player version of Arena Commander went to the PTU on Saturday! I’ve said it countless times: my goal is to make the journey of Star Citizen’s development worth the price of admission and the final game be the best bonus in the world.

So while it will take longer to build the full vision that all of you are helping to achieve by contributing your funds, our plan is to have you play large sections of it without having to wait for everything to be done like you would on a normal retail product. That is the advantage of being online and on the PC. It should be a win / win: you get to play a more limited version early, a version that is closer to the original goals, but you know the bigger, fuller featured version is coming – and the best bit is that you get it all for your initial pledge!

Is ‘feature creep’ a worry? Sure… it’s always a worry, and we are well aware of it. However, building the game to the stretch goals embraced and endorsed by the community is not feature creep! We made the decision to stop stretch goals at the end of last year. That was a hard choice to abandon one of the central tenets of crowd funding projects, the idea that the sky is the limit… but it’s one we felt we had to make for the better of the game. Today, we have a radical design that’s like nothing else in the industry and we’re building towards it every hour of every day. We count on the community’s continued support to build the game to the high level that we set out to accomplish. Allowing independent authors to do more is the point of crowd funding, and going beyond our limitations is the entire point of Star Citizen.

Occasionally I see comments out there from people who haven’t taken the time to watch the thousands of YouTube videos of people running around their ships and hangars or dogfighting in space, or visit our site to read the vast amount of information we make publicly available that call us vaporware or a glorified tech demo. Arena Commander, which is still evolving, is a better looking and playing game than a lot of finished games out there. We are maintaining a live game and building one all at the same time. It’s harder than just developing, as most companies that run online games will tell you, but it’s worth it, both to ensure you get to experience features as soon as they are ready and to make a better game in the long run.

This is all being made possible by your enthusiasm and support. As we promised since the start of the campaign, we invest every dollar raised into the game. Anyone with knowledge about game development can assess our spending based on the information we share every month. It speaks for itself that from the outset our TOS provides for an accounting to be published if we ever had to stop development before delivering. With the progress and the funds we’ve raised this is no longer an issue, but quite obviously we wouldn’t have provided for this clause, if we weren’t using your funds very carefully for the development of Star Citizen.

The rest of the team and I are immensely grateful for all your support and passion. We’re hard at work on finishing up the next Arena Commander patch, Star Marine, the Persistent Universe, Squadron 42, as well as working on something special to show you all at Gamescom!

We genuinely want people to be happy with their decision to back Star Citizen, because I and everyone else on the team passionately believe in Star Citizen. This is the dream game that all of us have wanted to build all our lives. And while I can’t promise you everything will always go smoothly or features or content won’t arrive later than we want them to, I can promise that we will never stop until we have achieved this dream.

To paraphrase a key speech from the beginning of Squadron 42;

Several years from now, when you are surrounded by your loved ones, and they ask you what did you do during the battle for Space Sims and PC games, you can look them in the eye and say; I helped make Star Citizen.
 

Kem0sabe

Arcane
Joined
Mar 7, 2011
Messages
13,244
Location
Azores Islands
Several years from now, when you are surrounded by your loved ones, and they ask you what did you do during the battle for Space Sims and PC games, you can look them in the eye and say; I helped make Star Citizen.

What a very Derek Smart thing to say.

001.jpg
 

J_C

One Bit Studio
Patron
Developer
Joined
Dec 28, 2010
Messages
16,947
Location
Pannonia
Project: Eternity Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
Several years from now, when you are surrounded by your loved ones, and they ask you what did you do during the battle for Space Sims and PC games, you can look them in the eye and say; I helped make Star Citizen.
If the day comes when my loved ones ask this question, I will kill myself. Because that will mean that my life failed and this is one of the most important things I achieved.
 

Metro

Arcane
Beg Auditor
Joined
Aug 27, 2009
Messages
27,792
How much has he gotten... like $100 million? Unreal.
 

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