All in all, this game is definitely worth your time and money if you're into this game genre. There's even a demo version if you're not sure.
The first time I played factorio I played for 24 hours straight, and I am not normally someone who finds games any fun at all.
But seriously, Factorio is a great game. A game I imagine myself still playing 10 years from now.
Other titles which are still in EA but are releasing constant stream of information plus software updates:
- Space Engineers/Medieval Engineers (weekly YT blog)
- Rust (weekly blog)
- Rogalia (daily to weekly Steam blog)
- Project Zomboid (weekly blog)
- Kenshi (between weekly and monthly changelist)
- Factorio (weekly blog)
- Don't Starve Together (multiplayer addition to Don't Starve)
- DayZ (I only play maybe once per year but the blog updates seem quite frequent)
Titles which had a long EA period but ended up releasing IMHO amazingly polished products: - Terraria
- Kerbal Space Program
- Prison ArchitectAlso their blog is excellent: https://www.factorio.com/blog/
I've generally been pretty gung-ho with early access games if they have a Linux/SteamOS version available. Kerbal Space Program and Planet Explorers have taken weeks' worth of my time (and that time was enjoyable, even amid the bugs; in fact, the bugs were part of the reason why I enjoyed them). With both of those games, I had a chance to experience their evolution from alpha-quality-at-best to finished product. That's not an experience normally possible in the release cycle of a non-early-access game.
Not quite Factorio level (yet) though.
I've gotten some fun out of the alpha game itself, but also quite a lot of value out of these videos and other info they put out. It's a fascinating look into game development, which is something I'm interested in but not looking to pursue a career for myself.
Thursday is "Around the Verse" day, so they should be releasing one of their status update videos tonight. These are rotating through the four studios and covering what a particular studio has been working on over the last month, followed by a deeper dive into some particular subject.
Last week was the Austin studio update and touched on growing the studio's build systems. Previously they've covered subjects like QA testing, ship designs, procedural planets, procedural space stations, and a lot more. It's usually really interesting to watch.
I think this week is the UK studio. They're the ones working on a lot of the bigger ships, so I've got my fingers crossed for a look at the Aegis Reclaimer. But they were late in getting the video up last month, so we might be waiting until tomorrow. It's already 11 PM over there.
I just see so much cruft, so many useless people such as producers, talking a lot but not doing a lot. Taking all the credit, but not actually working apart from meetings.
The PO comes up with an idea, we break it up and enter it into jira, etc...
I guess it is interesting for people who don't work in IT projects.
I really wish they'd occasionally give even a cursory nod to the programming team.
https://www.youtube.com/watch?v=hMcLjNW8-SA&list=PLVct2QDhDr...
Watching Mark Abent demo bugs in his "handy dandy test level", all the "shenanigans" that result, and then show us the code and what the actual issues were, has been pretty much worth what I pledged right there :)
But the thing is, Star Citizen promised a level of capability of a game that has never existed up to this point. And I have backed it personally for... well, a lot. But even if it never comes out, I won't really feel cheated, because I know exactly what the goal is, and the challenges meeting it includes. It's not a scam if it fails, if it fails it was poor management and an impossible goal.
But I'd argue, seeing that even some Early Access games on Steam seem to have gained some Star Citizen-style features, that Star Citizen has raised the bar for what a space simulation game going forward should be able to do. And for that alone, it's worth it.
To use your Casino example, this is like going to that casino and paying for a shrimp appetizer, never receiving it but saying "well at least I got a nice experience and story out of it". People are pissed because they paid for something and still haven't gotten it (at least that's the story I keep hearing).
Having said that; if you believe that a game is about paying for an experience (not a disc or digital license), then you (and a lot of other people) have gotten their money's worth.
So for those people who are mad, it's really more like going to the casino and expecting to get a huge windfall playing blackjack. Like yeah it might happen but don't think of it as an investment opportunity.
Kickstarter on the other hand seems to deliver an EA game, which then has the same risks as a normal EA title. Often times you've just thrown away some cash without even a demo to show for it.
Editing to add that we're not even mentioning the fact that they are basically building a global development company with studios sprinkled all over the US and EU to keep up with the new funding expectations, those things don't happen overnight.
It's not clear to me what their development timeline is, although constant Alpha releases are promising.
> Editing to add that we're not even mentioning the fact that they are basically building a global development company...
I think this is where a lot of the risk exists. Normally a development studio grows by successfully releasing games (in terms of money). Star Citizen is in uncharted waters in that regard.
I think this is the key. A lot of people are sucked into the idea that kickstarters are a sure thing, but you can't spend money that way. Kickstarter isn't a place to buy stuff, it's a place to throw money away and maybe get something cool out of it.
Nothing separates you from this community: http://store.steampowered.com/app/252490/Rust/ you would fit right in and you'd have just as much fun. Nothing you said passes scrutiny. You're in it for a ride with the developers, and that's what's fun to you. Not the product. And that's ok.
The point I was trying to get at was that I wouldn't buy an unfinished game (or anything else) and expect a "final" product. If I ever do buy a steam greenlight game, it'll be for the same reasons I bought Star Citizen.
I also should have mentioned that I bought Banished well before it was finished, but it was after I read a lot of that guys development blog, and was interested in the content of just that part, and wanted to support that. It was a fun ride, and in the end, a (I feel) very polished game came out of it.
Here is a Reddit post that covers in great detail the claims made by No Man Sky's maker about the game's content, as compared to reality on launch:
https://www.reddit.com/r/Games/comments/4y1h9i/wheres_the_no...
https://www.rockpapershotgun.com/2016/08/17/broken-promises-...
It may be that the game is perfectly fun for people as launched, but that's separate from the concern that the game's maker misrepresented it.
Why does there seem to be a horde of people who think kickstarter is for pre-ordering finished products and getting pissed when they don't receive them? That's just not what it is!
In some cases they have no choice, because some kickstarters are really expensive. It might make sense to pre-order Ubuntu's $700 smartphone for example, but nobody would ever throw Canonical $700 for some "goofy schwag" and just hope they might or might not get a phone later.
The check and balance you're looking for is traditional capital investment, I think?
Because if all things on Kickstarter clear a bar of "this is a sound business", then those projects probably wouldn't need Kickstarter.
edit: for clarity
There are different funding sites with different rules and different popularity due to those rules and the vagaries of advertising and attention. Kickstarter doesn't need to cater to every type of project or business.
Being able to back something to get that thing seems to confuse to many people into believing it is a shop where you buy things rather than an investing in something you would like to exist, but may never actually exist.
I preordered Star Citizen back in 2012 or 2013. Whenever the original Kickstarter was. I've kind of forgotten about it. I've never preordered another game--or anything really. And I don't think this was a bad experience.
I haven't received a game yet, but I have played some demos that were really fun. I've seen hours of content (Sure, that content is freely available, but so is NPR), read some great stories, and had some great conversations about the game.
In 2013 I paid $60 for a game I have not yet played. That year I also went to a casino one night with $80 in my pocket. Both times I came away with nothing but a fun experience and some stories. In both cases I feel like I paid for some entertainment and received it.
This isn't a post to excuse vaporware titles on Steam Greenlight or preordering broken-on-launch games. Quite the contrary. I won't buy EA games until at least a year after they come out. I will NEVER buy a pre-release game on Steam. But I bought Star Citizen. I took a gamble, and I had some fun. I wouldn't have done that if I didn't think there would be some fun along the way.
Star Citizen could never come out, and I wouldn't really feel cheated, because I still got something out of it.