He sure could cosplay as Porkins.BZERKER01 looks like that fat x-wing pilot that blows up in Star Wars.
He sure could cosplay as Porkins.BZERKER01 looks like that fat x-wing pilot that blows up in Star Wars.
When J_C is one of the few supporters you have, it should be an insta-red flag you're on the wrong side.... and here I am, being a disappointed sad panda because you didn't get it the first time I answered the same question.
He is Donald Sutherland from Kelly's Heroes:At least 'CAPN FLINT' looks somehow decent.
I had the misfortune to listen to a German podcast over the weekend run by German games industry veterans. All people with 20 or more years of experience in the business - for both national and international magazine publishers, games publishers and developers. They recently had the former CEO of Factor 5 on to tell them about the development history of the Rogue Squadron series for example. They had a guy on that was a developer/studio lead turned industry consultant. That guy is basically one of the people you get on board if you want to run a massive multiplayer game. Amongst his credits are lots and lots of free to play games but also stuff like Assassins Creed: Black Flag. By his own admission the largest game he ever worked on with more than 1000 people at some point working on it. 480 million dollars it cost to make that game (marketing budget included) according to him.
They talked about Star Citizen because the whole Serek Dmart thing made it over here too and the guys jumped at the chance to ask an actual insider about his opinion. The consultant was very polite (he wants to keep working in the industry after all) yet managed to state in very polite terms that what Chris Roberts has planned for Star Citizen is utterly impossible. Since Chris Roberts basically has the staff of an AAA studio, he compared it to other AAA titles that focus just on one aspect of Star Citizen costing more than 100 million to make. His verdict was that it is very unlikely to finish even just one of Star Citizen's modules on a 90 million budget if you have the staff and burn rate of a AAA dev.
He also confirmed that the burn rate is accurate - giving a $10,000 per person estimate as a ballpark number for estimating costs for development in the US. He went on to say that the way the organization of RSI/CIG is structured is very problematic because it eschews the hierarchies necessary to effectively run a 300+ people studio. You know things he's experinced with. He also had lots of anecdotes about everyone who has ever worked with Roberst basically thinking of him as a major cunt. He beasically said that he could imagine most of the things that recently came out being true going from his experience and what he's heard.
The shocking part was that the (ex-)journalists and industry veterans weren't having any of it.
One of the guys flat out asked: "But what if you are wrong and he can make the game he promised on a much smaller budget?" and "Even if not what's the downside? I never funded the game and so I don't lose anything if he fails. Also the backers at most lose $60 and that's basically no money at all".
They argued with an expert - an expert they invited to give them an inside scoop on the process of how to make AAA and free to play games - simply because he told them that what Chris Roberts claims to be making is a pipe dream and unrealistic on the budget he supposedly has to work with. Simply because "I'd like to see another Privateer" was more important to them than reality. They even mentioned Digital Anvil - a studio that managed to put out two half finished games in a period of ten years - and Starlancer/Freelancer as projects Chris Roberts spent millions on and never finished because of feature creep and mismanagement and somehow still came to the conclusion that "this time it's different".
This game will tank and take the whole crowdfunding idea with it while the whole industry stands by and waits for the second coming of Chris.
it should be an insta-red flag you're on the wrong side.
What a load of bullshit. Chris might have a problem delivering the whole package, but 90 million is more than enough to make the space faring part of the game possible. If only Chris would concentrate on just that, instead of making a jack of all trades game.His verdict was that it is very unlikely to finish even just one of Star Citizen's modules on a 90 million budget if you have the staff and burn rate of a AAA dev.
Read again. 90 million would be enough money, but not the way he's structured the company (3 different devs all working). He is making a game like a AAA dev.What a load of bullshit. Chris might have a problem delivering the whole package, but 90 million is more than enough to make the space faring part of the game possible. If only Chris would concentrate on just that, instead of making a jack of all trades game.
Also LOL'd at this part: If AAA studios can't make a AAA game for less than 100 million, than neither can Chris.
Yeah, because AAA studios and publishers are not famous for bleeding money marketing campaigns.
All in all, we can ridicule Chris for his ambitions and mismanagement, just don't believe the "experts" of the AAA industry.
I don't believe that Chris Roberts will be able to make Scam Citizen. Every month that goes by without release just means that he's losing fans and financial support. Already there's a showing of fans dropping support of the game with cash. The prices of the higher tiers is insane for something that's not even in alpha state as a complete game.
Perkel: According to the charts I've seen funding as been dropping off. I'll take the word over an industry professional over the pie in the sky prediction by Chris Roberts, especially considering they changed the TOS to buy them an additional year and refused all accounting of where the money was spent, despite the original TOS stating the contrary.
It is more p2w than that. The ships they buy, they get insurance for them. If the ship they pilot gets blown up and they cannot buy a new one they get the one they paid real money for and skip through grinding. Also can beat people with weaker ships from day 1.Wow, people are really paying thousands of dollars to get them? But well, if you can get them ingame as well I don't mind whales.
Well, if you read between the lines, he basically admits that he thinks it's impossible.I'm sure I was hearing the same podcast (with Heinrich Lehnhardt at spieleveteranen podcast) and it wasn't as extreme as stated here. But it's true that there were some anecdotes which basically confirm that the danger of feature creep is real with Roberts.
It is just not possible to do it simultaniously, with the kind is mismanagement CIG is having. If they would have went the Braben route, releasing it add on by add on, it would be easily achievable.
Yes, you are right. I originally wanted to write "all but impossible".:Flash:
My impression was that he believes that it's unlikely but not impossible.
Teut Weidemann explicitly says that the 250 million budget for the titles he worked on (Assins Creed whatever, ...) are without any marketing costs, which elevated them to 400+ million.Roberts has a pretty successful marketing but I guess it comes at a fraction of what Ubisofts premier line is used to.
Well, you are just like these journalists in the podcast. "Let's ask an expert." Expert says "I don't believe it, all the less ambitious games I know of cost more". Journalists / Morkar put finger in ear and say "Nanana, didn't hear you, I don't see why it shouldn't be possible."Look at Elite: Dangerous. Frontier has to make the game with a lot less money and technically they aren't as different in eyecandy and all. Roberts is more ambitious and money consuming with multicrew ships right from the start and a sophisticated fps part. Plus he emphasizes more on individual unique scenes. The biggest budget is probably for the movies. I don't see why it shouldn't be possible with such a budget to develop the game (in stages).
I know they are doing modules seperately, but I think they should focus on one modul alone, build it to its fullest, release it, and then move on to the next one. Because right now with 4-5 modules all of them barebones. If they wait until all of the modules are in place and working together, it will take a lot more time.:Flash:
My impression was that he believes that it's unlikely but not impossible.
And my personal guess is that people on the project are actually less paid than American industry standard hence some ex-employees bitching about roberts salary. Probably a lot of young ones and people are making a game basically nobody has done before in this age.
Roberts has a pretty successful marketing but I guess it comes at a fraction of what Ubisofts premier line is used to.
Look at Elite: Dangerous. Frontier has to make the game with a lot less money and technically they aren't as different in eyecandy and all. Roberts is more ambitious and money consuming with multicrew ships right from the start and a sophisticated fps part. Plus he emphasizes more on individual unique scenes. The biggest budget is probably for the movies. I don't see why it shouldn't be possible with such a budget to develop the game (in stages).
EDIT:
That's what they already doing. They just do it in modules which aren't connected but you can walk around in your hangar, do training missions and dogfights and heaving different ship models as well. Furthermore they have already a fanzine running (for a 10$ subscription) with lore content and the like.
You can argue that Elite is the better deal here (which it is) but it's not that there isn't already content available. Right now it's like Elite Dangerous in early beta-stage with the dogfighting.
When/If Squadron 42 comes out I guess it's already a better deal than Elite for the money with around 60$ for a full Wing Commander Sequel and a Privateer game on top later on.
I know they are doing modules seperately, but I think they should focus on one modul alone, build it to its fullest, release it, and then move on to the next one. Because right now with 4-5 modules all of them barebones. If they wait until all of the modules are in place and working together, it will take a lot more time.
As for SQ42, isn't that supposed to come out in episodes? So they can't even finish that one before releasing it.