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[kotaku] Inside the Troubled Development of Star Citizen - Page 11

post #101 of 124
Quote:
Originally Posted by PhotonFanatic View Post

I kind of called this when they announced star citizen. I remember thinking something like "Bets on whether or not they ever deliver..."

I'm sure a ton of people were thinking the exact same thing. Big fat pie in the sky promises typically don't end well. Unfortunately that concept is beyond some people.

The scary thing is that many devs are now following this type of business model.
post #102 of 124
I reckon Chris will knock it out when it's ready, 5 years is about the right sort of time. I'm expecting Squadron 42 next year, not bothered by that at all. Rather have a good game game than the current derivative clap-trap pumped out by most. I usually give a game year or so to get patched (apart GTA 5 but that was long wait but gave it 6 months). PU component will take time to majure...
post #103 of 124
AM I the only one that is much more excited about the SP campaign of SC than this massive monstrosity of a Space MMORPG that seems to keep getting more and more elaborate with every telling? Just give me a great story, incredible and realistic graphics, and a decent AI and I'll be more than happy to fork over the $59 for this game and take back anything I have ever said about Chris Roberts!
post #104 of 124
Quote:
Originally Posted by Majin SSJ Eric View Post

AM I the only one that is much more excited about the SP campaign of SC than this massive monstrosity of a Space MMORPG that seems to keep getting more and more elaborate with every telling? Just give me a great story, incredible and realistic graphics, and a decent AI and I'll be more than happy to fork over the $59 for this game and take back anything I have ever said about Chris Roberts!
No I've been pretty excited for it. Then again i have no financial investment in it. Got this free a while back.
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post #105 of 124
Quote:
Originally Posted by Majin SSJ Eric View Post

AM I the only one that is much more excited about the SP campaign of SC than this massive monstrosity of a Space MMORPG that seems to keep getting more and more elaborate with every telling? Just give me a great story, incredible and realistic graphics, and a decent AI and I'll be more than happy to fork over the $59 for this game and take back anything I have ever said about Chris Roberts!

One of the first design requests I made sure to put in was for a good mission selection/replay system, and hopefully with built in mods (or "cheats" e.g. Goldeneye).
Over the years the games that I play most are ones with highly polished singleplayer mechanics and the ability for the user to customize aspects of gameplay.

Add in good Co-op and I'm in heaven.


On a completely different subject, just now I was listening to a podcast about game design, and one of the comments that came up was how developers have to fight to get new ideas implemented, that developer resources are often so stringent that experimentation basically never happens. If someone were to try something and it fails, they would probably get in a lot of trouble.
Maybe you could say that's just responsible management, but it's obviously also a big problem in the industry when experimentation is basically never done anymore.
Which just makes me think, when I hear about Chris Roberts pushing for ideas that eventually fail... That's actually a good thing.

Given that Star Citizen has probably already had more experimentation than every other big budget game in the last five years it's probably safe to say they should quit dreaming and just get on with it, but as long as progress is being made, I can't fault the adventurous attitude.
post #106 of 124
Quote:
Originally Posted by lombardsoup View Post

The scary thing is that many devs are now following this type of business model.
Doesn't that only apply to indy devs? too many features and no sense of how to get it down one a timely manner and realistic budget? Seems more like AAA devs have more issues with bugs that delivering a game lacking features.
post #107 of 124
Quote:
Originally Posted by Majin SSJ Eric View Post

AM I the only one that is much more excited about the SP campaign of SC than this massive monstrosity of a Space MMORPG that seems to keep getting more and more elaborate with every telling? Just give me a great story, incredible and realistic graphics, and a decent AI and I'll be more than happy to fork over the $59 for this game and take back anything I have ever said about Chris Roberts!

Yeah looking forward to S42, I like story based games otherwise it's just pixels on a screen, who care's, SC I'll see how good they are weaving player to player comms...I use GlovePie for voice commands. With ED I feel they need to craft a better player to player comms, should just be able to hail cmdr X and I can start talking to a player...
post #108 of 124
Quote:
Originally Posted by starliner View Post

Doesn't that only apply to indy devs? too many features and no sense of how to get it down one a timely manner and realistic budget? Seems more like AAA devs have more issues with bugs that delivering a game lacking features.

That's currently plaguing quite a few AAA releases outside of this genre, including a certain JRPG that has been in development for 10 years.
post #109 of 124
That was a fairly detailed article. sounds like SC won't be out until at least 2019.
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post #110 of 124
Quote:
Originally Posted by cdoublejj View Post

That was a fairly detailed article. sounds like SC won't be out until at least 2019.

And rightfully so, you're getting 2.5 games in 1 with some of the best assets in the biz on a new engine with mmo features.
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Overclock.net › Forums › Industry News › Video Game News › [kotaku] Inside the Troubled Development of Star Citizen