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

Discussion in 'MMO(RP)G / Online Discussion' started by Morgoth, Sep 10, 2012.

  1. omega21 Arcane

    omega21
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    I choose to believe all the numbers are fudged rather than accept that people are this silly.
     
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  2. Drakron Arcane

    Drakron
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    At this point, most of Star Citizen money was raised outside Kickstarter and its failure will not reflect itself on KS because it stopped being a KS project for well over a year now.
     
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  3. JustMyOnion Educated

    JustMyOnion
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    The season pass includes a 3 hour singleplayer campaign and some multiplayer shit. Hardly something that could conceivably inflate the budget by much. It's also only $20 so even if half the base game owners bought it it would merely even out the losses.
    The numbers are bullshit in any way. A $230m marketing budget? You could give the season pass its own GTA5 sized marketing campaign with that. Unless the publicly known budget for that is wrong either and it had actually a $1bn budget.
    By that logic, every PC hardware manufacturer out there is a potential investor. So far, I've seen more or less loose cooperation with Logitech and AMD, but nothing that hints at outright financial stakes in SC. Saitek probably has to pay royalties to use the brand name, maybe a set amount up front, but I wouldn't call that an investment in the game rather than their own hardware.
    Remember, Star Citizen is still a "belieber" thing.
     
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  4. Duellist_D Savant Patron

    Duellist_D
    Joined:
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    Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech
    I seriously doubt that Mad Catz has any budget of significant height to invest in SC.
    The last years haven't exactly been ripe with games that require joysticks and Microsoft took a big chunk out of the gamepad market on PC
     
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  5. ArchAngel Arcane Sad Loser

    ArchAngel
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    Mad Catz sells fighting sticks for fighting games community like mad.
     
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  6. Duellist_D Savant Patron

    Duellist_D
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    Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech
    I honestly doubt that the fighting community is of any significant size to make the sales bring in much money.
    Only talking about europe, but over here, thats a niche genre among the niche genres and turds willing to shill out for a fighting stick are even more rare.

    Sincerely, a guy who had serious problems finding anybody who at least had HEARD about stuff like Guilty Gear.
     
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  7. ArchAngel Arcane Sad Loser

    ArchAngel
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    In USA and Asia it is a significant community.
     
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  8. Duellist_D Savant Patron

    Duellist_D
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    Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech
    Lucky you then.
     
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  9. Archibald Arcane

    Archibald
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    I don't think that they have any impact on budget at all, its just that game is cut into pieces and sold in chunks.
     
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  10. tyrannosaurus rex Unwanted Douchebag! Shitposter

    Unwanted
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    Why is that faggot not running with the money. What kind of faggot spits on the chance to embezzle 80 Million. It's obvious it's reached it's peak and it's only downhill from there and likely to end in a trainwreck.
     
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  11. Crispy Don't get old. Undisputed Queen of Faggotry

    Crispy
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    Just like this sentence.
     
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  12. tyrannosaurus rex Unwanted Douchebag! Shitposter

    Unwanted
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    Itz
     
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  13. Aenra Guest

    Aenra
    I recently posed a question here regarding the 32bit version of the engine and how ludicrous using that sounded for a game as "immense" as SC. I also hinted at how this made CSI look like in my eyes, in terms of competence/awareness. I was at the time corrected, and lacking insider info, well, if someone knows better, fine by me. Except i now see professionals raising that very same question, making me once again wonder at the veracity of my own thoughts. And the butthurt imminent if it's to be the case. For those of you that have yet to stumble on to it, do have a look at this, am curious to see what you think;
    This is Ascent's James Hicks commenting:

    On the status of the Star Citizen project: A professional opinion from Ascent: The Space Game’s James Hicks
    The technical concerns
    In June this year, Cloud Imperium Games made an offhand announcement to the effect that it had almost finished getting its game engine to operate in 64bit 3D space. To CIG’s fanbase, this sounded like a cool new development (which it sure is!), but in Florida it set alarm bells ringing in Derek Smart’s head, here in Australia it made me very concerned, and I can guess that somewhere in England, if he heard it, David Braben responded with something like, “Come again?”

    With the absence of such an announcement until that time, I had been assuming CIG either wasn’t going to need 64bit 3-D space or had done it already and wasn’t going to announce it.

    If 64bit 3-D space is something you need, and you don’t have it, it’s a complete project killer. Without a solution for 32bit vs. 64bit 3-D positioning, your engine will not have enough accuracy to display spaceships in a steady position within a large environment. This is one of the core reasons games usually avoid truly huge environments, and if you are going to “go big,” you run into problems immediately. Between frames, objects will appear to shift positions. Close to the game engine’s “0,0,0,” the effect is so small you can’t see it (less than a pixel). Get a little further away and your spaceship will seem to vibrate a little. Further still and it wiggles. Further again and it’s jittering all over the place — ugly and unplayable.

    On the other hand, with 64bits to work with, you can be accurate a huge distance from “0,0,0” — big enough, depending on your implementation, to work with a full-sized star system like ours, as a matter of fact.

    The problem is that GPUs are crap at 64bit calculations. You either need to accept hideous performance (accept the unacceptable) or need to be painting a 32bit picture for the GPU, a snapshot based on the larger 64bit picture your game engine has… every frame. If this sounds complex, that’s because it is. Deciding to go 64bit has ramifications all down the line of your project. It complicates absolutely everything that comes afterwards.

    And that’s why announcing that you’re almost ready to do it, six months after your initial projected completion date, sets off alarms in the heads of people who’ve been through this issue before.
    ...
    Once you’ve solved the 64bit issue, however you solve it (and there are a few options), you quickly run into the next problem.

    GPUs, and therefore game engines, have a limited draw distance. This is called a “far clip plane.” Generally this will stretch, at most, a few kilometers out. You can push it further, but GPUs use even less accurate math to deal with depth, a pathetic 24bits of information. You can stretch the information out by changing the “near clip plane,” or how close the game engine will display things, to go out a little further.

    But in Star Citizen, you need to be able to see your hands on the controls less than a meter in front of you and a gas giant that could be a million kilometers away.


    Full article at: http://massivelyop.com/2015/10/21/ascents-lead-dev-offers-insight-on-the-star-citizen-controversy/
     
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  14. Drax Arcane

    Drax
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    (sigh)
    They didn't need to have that feature at the beginning of the dev cycle, they were mainly working building other, more specific, mechanics and features (mostly related to ship building - which included not only a whole custom system for the way ships work but also all the player interaction coming from ships being worldspaces- and the underlying architecture for the PU - server-client comms, load balancing, etc). The scenario they were using in early alpha was merely a placeholder to test other things, once they started putting all the pieces into a playable alpha, they started working on THAT aspect, including the implementation of 64-bit space coordinates, something that IIRC is not part of the default engine. (I may be wrong about that last part)

    They always knew that they were going to use a 64-bit space thingy, having entire solar systems without it is retarded, is not like they just figured it out one day and had to run to add that, it was always part of the dev plan.
     
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  15. Aenra Guest

    Aenra
    Why /le sigh?
    If i knew everything, i wouldn't be asking, now would i ^^
     
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  16. Drax Arcane

    Drax
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    Sorry, it's a reflex.
     
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  17. Lyric Suite Converting to Islam

    Lyric Suite
    Joined:
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    People like their AAA shit. And to be frank, i don't blame them. Let's not forget that back in the day shit like Wing Commander was also the AAA shit. PC gamers (the regular kind, not the uber elitist Codex types) have been waiting for a proper AAA PC game for a long time now, and Chris Roberts promised them that, so they all jumped into it in droves.

    What is interesting here is not so much that gamers would go to any length to get their AAA fix, but that publishers still think the PC is dead as a platform even after looking at the massive response to something like Star Citizen.
     
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  18. Drakron Arcane

    Drakron
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    Hardly, we just had for the first time a Tales game on PC.

    There been a shift towards PC gaming lately, even if they are still multiplatform its a bit odd seeing what 10 or 15 years ago be a single console exclusive not only being the usual XBox/PS we seen in the PS3/Xbox360 era but now also with a PC version.

    The current console generation doesnt seem to be catching up and even Japan that been traditionally a Console region have shifted to PC due to the lack of sales on consoles.
     
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  19. tyrannosaurus rex Unwanted Douchebag! Shitposter

    Unwanted
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    Publishers have exploited the PC market to the best of their capacities and squeezing yourself between those that dominate the limited AAA catalog is not worth the risk of a transition. No one was making AAA space MMOs, then EA tries the old republic and that didn't work as well as they expected.

    It takes an indie to be foolish enough to think charging no lives 15 000$ for a ship in an non existent game will work as a main business strategy. No publishers would have risked themselves in a crazy venture like that.
     
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  20. Perkel Arcane

    Perkel
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    Mar 28, 2014
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    Dude from Limit Theory implemented 64bit precision also mid project and that was one guy and he described why, cost and purope of it in one of his dev videos.
    SC has currently like 200+ devs and core staff stolen from crytek (literally people who made cryengine).
    And no you don't need 64bit precision for everything.
     
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  21. Drax Arcane

    Drax
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  22. Grotesque ±¼ ¯\_(ツ)_/¯ Patron

    Grotesque
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    Divinity: Original Sin Divinity: Original Sin 2
    :)

    [​IMG]
     
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  23. :Flash: Arcane

    :Flash:
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  24. Blaine Cis-Het Oppressor Patron

    Blaine
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    Grab the Codex by the pussy
    The very fact that Cloud Imperium Games staff members use phrases such as "folks who have absolutely no insight into our finances" on a regular basis when speaking officially is a massive red flag.

    Also, wow, what a load of BS. :lol:
     
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  25. J_C One Bit Studio Patron Developer Sad Loser

    J_C
    Joined:
    Dec 28, 2010
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    Location:
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    Project: Eternity Wasteland 2 Shadorwun: Hong Kong
    I don't get it. In Hungary it is mandatory to make the yearly fiscal report public. I can go into the registry court and ask for the report of any company. I can't see specifics of course, but I can see their yearly income, assets and liabilities etc. Isn't this the case in the US.
     
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