Well, then I don't know what you meant by "a critical part of that concept is a feature-complete v1.0 release to kick off the process, so that everyone can start playing game properly." Usually kicking a process off comes at the "start" of a process. But if that's not what you meant, fine.I neither stated nor implied that the game must "start" as a feature-complete v1.0 release. A game begins as a concept and a pitch. It then proceeds through the pre-alpha, alpha, and beta stages, and finally into v1.0 release. After that comes continued development. However, v1.0 is a very important milestone. Continued development is best done post-release or in beta, not stretched on for years during what is still an alpha.
These are all fine arguments for why a project like Star Citizen should be failing commercially. But there's a rather obvious counter-example to all these points, isn't there? In the case of SC, consumers have not universally turned against the game. Consumers have not quickly lost confidence. It's somehow more popular now than ever.If we indeed look at virtually any early access product—setting aside the countless early access games that were abandoned or "released" clearly incomplete (DoubleFine's Space Base 9) in an alpha or beta state, that is—we'll see that most consumers prefer to enter early access during a beta state, not an alpha state. "Feels like it's still an alpha" is one of the most common complaints seen in Steam early access reviews. If a game enters early access but is still in an alpha state, then the developers must make that abundantly clear.
Furthermore, there is a strong expectation that the early access game will very soon become a feature-complete product. This might take months, or it might take a year or two, but to still be in an alpha state after years of "early access" with no clear end discernible by virtually anyone will universally result in consumers turning against the game, labeling it abandoned at worst, in development hell at best, etc.
In addition, If we look at early access titles on Steam, we'll see that all of them have a roadmap as a standard feature of their product page. When that roadmap gets scrapped, changed around, when features appear and disappear—when not only the game-in-progress but even the public summary of its blueprint are in a state of chaos, in other words—consumers quickly lose confidence in the game.
To sum up, if Star Citizen were an early access title on Steam, it would be checking virtually all of the boxes for doing everything wrong.
SC is not the only example of a game in perpetual pre-release state either; Tarkov, Dwarf Fortress, and Project Zomboid come to mind. There have also been lots of games that spent many years in early access and went on to release in a decent state. So I don't think any of the points you bring up are iron-clad laws of game development.
Tarkov is in Beta and approaching release. The other two are made by very small development teams. Chrissie Roberts has taken in a half a billion dollars and picked the wrong engine intentionally to fuck you over. Meanwhile, those three games you cited had maybe 1% of Clown Immoral Gaymes funding if that. This is why you're a moron since you can't actually argue honestly.
Tarkov is in Beta and approaching release. The other two are made by very small development teams. Chrissie Roberts has taken in a half a billion dollars and picked the wrong engine intentionally to fuck you over. Meanwhile, those three games you cited had maybe 1% of Clown Immoral Gaymes funding if that. This is why you're a moron since you can't actually argue honestly.
At the time there wasn't any better engine. Even now there isn't any engine that can from get go support SC other than their reworked version of cryengine + amazon pluging into AWS servers. If he knew what kind of money he could pool he would probably start from engine itself first instead of reworking cryengine for years. Same with scope and how much detailed game could be.
Also the team itself is what people forget about. In 2012 there ware only 5 people. So it wasn't just a game that they had to do but create studio itself first. Creating new studio from nothing with very shaky financing isn't something easy as well. The pool of talents at start probably also wasn't great as not many good devs would want to join some new dev with couple of millions and look for other job after a year or two where funds will dry out.
There are plenty of engines out there that can do what he wanted. He didn't want them because he intended to fuck you all so hard to make you all cultists to his personality.
Also the team itself is what people forget about. In 2012 there ware only 5 people. So it wasn't just a game that they had to do but create studio itself first. Creating new studio from nothing with very shaky financing isn't something easy as well.
There are plenty of engines out there that can do what he wanted. He didn't want them because he intended to fuck you all so hard to make you all cultists to his personality.
Such as ?
2012:
- Ogre engine
- Unreal Engine 3
- Cryengine
and that is it.
Not ignoring the past couple pages I'll have to go back through them but I wanted to respond to this real quick first. That's exactly what they were doing initially... Before they were handed 500 million dollars. Squadron 42 was going to serve as a prologue to the MMO and the MMO's star systems were going to be filled with jpegs of planets. Not actually simulated planets that you could land on with massive amounts of content inside atmosphere.Oh no, not the "CiG had to build themselves from the ground up!" bullshit from you too... dear lord, my dude, most fucking gaming companies build themselves from the ground up, starting with just a few people, small projects, using the profits of one to move to the next, little by little, growing over time… not CiG though! CiG decided to start right off the bat with two big ass projects at same time, one of them being a MMO, a MMO dependent on technology that they still need to develop.
Unity was hardly doing 3D comfortably back in 2012.You forgot Unity and a plethora of multiplayer engines that were available then.
So they should have sat on their asses for 2 years further holding up development? Who could have known Unreal would become the behemoth it did anyways? This is a bad and disingenuous argument. Regardless, the game is cloud-native and they merged codebases with Lumberyard which gives them far more extensive integration with AWS, the service they would have used anyways.Unreal 4 was released in 2014
Which was a technical disaster and certainly less capable than everything else on the market. HeroEngine was a massive flop and only two games on the market ever used it for a reason. FYI The Elder Scrolls Online lists it because they prototyped some gray box shit on it early in development but it's most certainly Zenimax Online's proprietary engine.There was also HeroEngine that powered such games as Star Wars The Old Republic. Chrissie intentionally chose an engine that had no multiplayer components and is unable to provide MMO player counts due to server scaling and other issues.
You forgot Unity and a plethora of multiplayer engines that were available then. Unreal 4 was released in 2014. There was also HeroEngine that powered such games as Star Wars The Old Republic. Chrissie intentionally chose an engine that had no multiplayer components and is unable to provide MMO player counts due to server scaling and other issues.
Oh no, not the "CiG had to build themselves from the ground up!" bullshit from you too... dear lord, my dude, most fucking gaming companies build themselves from the ground up, starting with just a few people, small projects, using the profits of one to move to the next, little by little, growing over time… not CiG though! CiG decided to start right off the bat with two big ass projects at same time, one of them being a MMO, a MMO dependent on technology that they still need to develop.
This was all their fucking choice and needs to be stopped being used as a fucking excuse for Chris Roberts poor ass management skills.
Not ignoring the past couple pages I'll have to go back through them but I wanted to respond to this real quick first. That's exactly what they were doing initially... Before they were handed 500 million dollars. Squadron 42 was going to serve as a prologue to the MMO and the MMO's star systems were going to be filled with jpegs of planets. Not actually simulated planets that you could land on with massive amounts of content inside atmosphere.Oh no, not the "CiG had to build themselves from the ground up!" bullshit from you too... dear lord, my dude, most fucking gaming companies build themselves from the ground up, starting with just a few people, small projects, using the profits of one to move to the next, little by little, growing over time… not CiG though! CiG decided to start right off the bat with two big ass projects at same time, one of them being a MMO, a MMO dependent on technology that they still need to develop.
When you're Chris Roberts the man who has always been stifled by the moneymen and you're handed 500 million why would you arbitrarily scale things down?
Unity was hardly doing 3D comfortably back in 2012.You forgot Unity and a plethora of multiplayer engines that were available then.
So they should have sat on their asses for 2 years further holding up development? Who could have known Unreal would become the behemoth it did anyways? This is a bad and disingenuous argument. Regardless, the game is cloud-native and they merged codebases with Lumberyard which gives them far more extensive integration with AWS, the service they would have used anyways.Unreal 4 was released in 2014
Which was a technical disaster and certainly less capable than everything else on the market. HeroEngine was a massive flop and only two games on the market ever used it for a reason. FYI The Elder Scrolls Online lists it because they prototyped some gray box shit on it early in development but it's most certainly Zenimax Online's proprietary engine.There was also HeroEngine that powered such games as Star Wars The Old Republic. Chrissie intentionally chose an engine that had no multiplayer components and is unable to provide MMO player counts due to server scaling and other issues.
Reality is that CIG bought CryEngine for pennies on the dollar and has benefitted greatly from being able to hire individuals from Crytek while Crytek was hovering bankruptcy status for about half of Star Citizen's development.
You forgot Unity and a plethora of multiplayer engines that were available then. Unreal 4 was released in 2014. There was also HeroEngine that powered such games as Star Wars The Old Republic. Chrissie intentionally chose an engine that had no multiplayer components and is unable to provide MMO player counts due to server scaling and other issues.
Unreal 4 can't work with game like SC, its asset system would blow up. Unity was in version 3.0 and was basically experimental indie engine at the time that barely could run calculator, that time is why Unity got moniker of being slow as shit engine from. Hero engine can't be used in any mmo game where latency is important. The other multiplayer engines were all custom made and there wasn't any multiplayer game which was latency sensitive.
Using cryengine at the time was the most logical choice.
You're arguing with the benefit of hindsight knowing that Unity became a billion dollar company rather than the rinky dink engine for extremely basic 2D/3D games that it was back in 2012. You're also suggesting that they opt for Unity instead of CryEngine circa 2012 because it had some rudimentary netcode included? What a joke. Not to mention they would have had to use Unity 3.0 since the prototype was worked on prior to the Kickstarter in December and Unity 4.0 released in November.Unreal 4 does work with games like SC. You're lying there just like you're lying about Unity. It was version 4.0 in 2012 idiot.
CryEngine was not the most logical choice retard.
3They should have made the game using existing engines that were capable of doing the original pitch which was single player. The entire multiplayer pitch came along 3 years after the initial pitch. Thus, they could have done it in Unreal 4 originally.
Not ignoring the past couple pages I'll have to go back through them but I wanted to respond to this real quick first. That's exactly what they were doing initially... Before they were handed 500 million dollars. Squadron 42 was going to serve as a prologue to the MMO and the MMO's star systems were going to be filled with jpegs of planets. Not actually simulated planets that you could land on with massive amounts of content inside atmosphere.
When you're Chris Roberts the man who has always been stifled by the moneymen and you're handed 500 million why would you arbitrarily scale things down? Elite Dangerous exists as a cautionary tale to the whole "we'll release the space module and add everything else and it will be just as good as Star Citizen after Odyssey comes out!" narrative.
My problem is not with people stating it, it's why people keep stating it.I mean you just said what i said. I just stated the fact that it wasn't just creating 2 AAA games but also creating AAA studio of huge size at the same time. Usually studios that go to 1000 employees are studios that were for decades in marketplace.
I can't bring you original site since it was removed
When you're Chris Roberts the man who has always been stifled by the moneymen and you're handed 500 million why would you arbitrarily scale things down?
You're arguing with the benefit of hindsight knowing that Unity became a billion dollar company rather than the rinky dink engine for extremely basic 2D/3D games that it was back in 2012. You're also suggesting that they opt for Unity instead of CryEngine circa 2012 because it had some rudimentary netcode included? What a joke. Not to mention they would have had to use Unity 3.0 since the prototype was worked on prior to the Kickstarter in December and Unity 4.0 released in November.Unreal 4 does work with games like SC. You're lying there just like you're lying about Unity. It was version 4.0 in 2012 idiot.
CryEngine was not the most logical choice retard.
https://unity3d.com/unity/whats-new/unity-4.0
https://en.wikipedia.org/wiki/List_of_Unity_games#2012
3They should have made the game using existing engines that were capable of doing the original pitch which was single player. The entire multiplayer pitch came along 3 years after the initial pitch. Thus, they could have done it in Unreal 4 originally.
Unreal 4 was released in 2014 like just you said. 2 full years after SC initial fundrising.
The fundrising was not for Squadron 42 single player game but for Star Citizen MMO. Squadron 42 was streatchgoal in initial 30 day campaign.
I can't bring you original site since it was removed and instead their current site was created but kickstarter archive has it.
Star Citizen Kickstarter
More capable than CryEngine? I said it before and I'll say it again. What a joke. There was CryEngine which they got for pennies on the dollar with no royalty attached and plenty of talent had experience with. There was Unreal 3's UDK which existed on a weird 25% royalty model and remained closed source unless you paid undisclosed vast amounts of money, there was HeroEngine which released the month that Star Citizen hit Kickstarter and there was Unity in its infancy.You're making excuses. You made the claim that there wasn't any other engine available. I proved you to be a liar and wrong. It has nothing to do with the value of the company etc... I also proven your to be wrong about Unity 4.0 with actual videos of the 3D engine. It was quite capable for the time.
Yeah just give up 25% of your crowdfunding earnings because UDK gives you some light networking functionality. Brilliant. Not to mention this post from 2012 seems to indicate that CryEngine did in fact include networking at the time. That always reeked of bullshit to me but I was playing devil's advocate with your premise.Yes, crowd funding is perfectly acceptable with UDK games; however, a $99 commercial UDK license is required and all revenue earned through the crowd funding is subject to the standard UDK royalty (25%).
"b-b-b-but the thread you linked says you need to create your own back end"But if you have source access, you could probably remove the existing networking, and put in something massive-like instead. https://www.gamedev.net/forums/topic/627063-cryengine-3-for-mmo/
GG nice try though try reading the links you're providing next timeMMO wasn't even thought about. Multi-player yes, but MMO was not.
More capable than CryEngine? I said it before and I'll say it again. What a joke. There was CryEngine which they got for pennies on the dollar with no royalty attached and plenty of talent had experience with. There was Unreal 3's UDK which existed on a weird 25% royalty model and remained closed source unless you paid undisclosed vast amounts of money, there was HeroEngine which released the month that Star Citizen hit Kickstarter and there was Unity in its infancy.You're making excuses. You made the claim that there wasn't any other engine available. I proved you to be a liar and wrong. It has nothing to do with the value of the company etc... I also proven your to be wrong about Unity 4.0 with actual videos of the 3D engine. It was quite capable for the time.
Yeah just give up 25% of your crowdfunding earnings because UDK gives you some light networking functionality. Brilliant. Not to mention this post from 2012 seems to indicate that CryEngine did in fact include networking at the time. That always reeked of bullshit to me but I was playing devil's advocate with your premise.Yes, crowd funding is perfectly acceptable with UDK games; however, a $99 commercial UDK license is required and all revenue earned through the crowd funding is subject to the standard UDK royalty (25%).
"b-b-b-but the thread you linked says you need to create your own back end"But if you have source access, you could probably remove the existing networking, and put in something massive-like instead. https://www.gamedev.net/forums/topic/627063-cryengine-3-for-mmo/
Every MMO needs its own backend. Hence the importance of source code access, which you're advocating for Cloud Imperium to give up by saying Unreal 3 and Unity would have been better.
At this point I can dismantle every single one of your absolutely retarded arguments and you'll just continue to pretend that you were right and you won the argument. No one else will call you out on your bullshit ITT because Star Citizen lol but I just want you know in your most private moments that you're a fucking moron.
GG nice try though try reading the links you're providing next timeMMO wasn't even thought about. Multi-player yes, but MMO was not.
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No engine is capable. Everything would require extensive modification. You're the one suggesting that another engine would have been more suitable.1. Cry Engine isn't that capable as evidenced by the lack of progress in Jesus Tech.
The irony of this entire post. I'd call you a retarded cuckold but that insult requires another consenting adult and given that you've behaved like an absolute spastic for the past five pages I doubt you'd find one. Go break your hand by punching your desk and a couple of walls and save us a couple weeks from your schizo ass. Also I still want to see that hairline fucker.2-3. Moving the goal posts to win. Fuck off you goddamn retarded cultist. You lost this round so suck it up buttercup.
4. Persistent Universe doesn't mean an MMO you retarded inbred sheep fucker. It meant that the company would track your progress and store said data like NMS. Jesus you people are such a bunch of dishonest fucks that it's hilarious.
No engine is capable. Everything would require extensive modification. You're the one suggesting that another engine would have been more suitable.1. Cry Engine isn't that capable as evidenced by the lack of progress in Jesus Tech.
The irony of this entire post. I'd call you a retarded cuckold but that insult requires another consenting adult and given that you've behaved like an absolute spastic for the past five pages I doubt you'd find one. Go break your hand by punching your desk and a couple of walls and save us a couple weeks from your schizo ass. Also I still want to see that hairline fucker.2-3. Moving the goal posts to win. Fuck off you goddamn retarded cultist. You lost this round so suck it up buttercup.
4. Persistent Universe doesn't mean an MMO you retarded inbred sheep fucker. It meant that the company would track your progress and store said data like NMS. Jesus you people are such a bunch of dishonest fucks that it's hilarious.
Persistent Universe doesn't necessarly mean Massive Multiplayer Online my dude.GG nice try though try reading the links you're providing next time
Congratulations you've graduated frombuttons to
What about cats?
Fuck cats.
Persistent universe doesn't mean an MMO (...)
Persistent Universe doesn't necessarly mean Massive Multiplayer Online my dude.GG nice try though try reading the links you're providing next time
Congratulations you've graduated frombuttons to