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Re:Star Citizen: The Road to Release, Financials and New Par... by raesene9 on Friday December 21, 2018 @12:53PM (#18735028)
I've been very interested in following the divergant paths of Star Citizen and Elite:Dangerous which are similar projects which started at roughly the same time (both kickstarted in 2012)

E:D seem to have taken the route of getting an MVP out and functional and have been iterating on that base since then adding new content, play modes, platforms etc. As a result they had a playable game out in 2014.

SC seems to have gone more for a big bang approach of only launching once they've got more in place with, from the blog post, an alpha in 2020.

Re:Star Citizen: The Road to Release, Financials and New Par... by jdlshore on Friday December 21, 2018 @02:39PM (#18735913)
I agree. E:D is a classic example of an iterative MVP. It's been criticized as being "wide as an ocean and deep as a puddle." People have also complained about subsequent for-pay expansions being "money grabs," and "why don't they finish the game before asking me to shell out more money."

Star Citizen took a more traditional "big-bang release" approach, complete with the (also traditional) wildly incorrect release predictions. Its funding model is based on selling spaceships, particularly concept sales for ships that aren't available in game yet, which has been criticized for "selling jpegs" and "pay-to-win."

Braben and Roberts' games were both very famous in their day. They're theoretically equally capable of generating a fervent following. It's interesting to see such diametrically opposed approaches. It seems to me that Star Citizen is much more successful, which is surprising, because the E:D approach is more in line with modern startup advice. Despite the complaints about SC's funding model, it's been amazingly consistent at bringing in about $34 million in pledges a year. [1]

(The real moral of the story: people on the Internet, and particularly gamers, will complain about everything. But those complaints aren't necessarily correlated with success.)

[1] https://docs.google.com/spreadsheets/d/1tMAP0fg-AKScI3S3VjrD...

Re:Star Citizen: The Road to Release, Financials and New Par... by f4stjack on Friday December 21, 2018 @03:43PM (#18736467)
To be honest as a person who played Elite and Elite 2 ( Frontier I think was its full name) extensively in my childhood and adolescent years they were always "wide as an ocean and deep as a puddle". And speaking of Elite 2, it wasn't kidding. I still marvel at how 500kb of a game (I distinctly remember it was only a single disk and a disk to hold save files) contained entire galaxies and planets not only you can land but traverse with your ship. Sure they were procgen but still it was really breathtaking to see all those vistas I would never see - barring a wormhole

They were all about creating your own story, I think there wasn't a base storyline. It was like "here you have a kestrel with some equipment including atmospheric shielding and some pulse lasers. Now do whatever you want" But because I knew the trick trading route between Barnard's Star and Sol carrying Luxury goods and industrial stuff to and fro I could amass a huge amount of money in no time to buy me a Cobra MkIII and do military and imperial missions. And this was my story, a lot of people have different experiences with it. And even though it doesn't have any deep, life changing experiences it was fun and I think current iteration of E:D is faithful to that legacy. It is you who make the game deep with your experience I think. I don't play it, because me and internet-is-required games don't get along but from what I've seen I can make that claim.

Wing Commander and to an extent Freelancer can be seen more deep compared to Elite. But it lacked that free spirit Elite conveyed. Also on an unrelated tangent I still think a game with Freelancer controls (actiony rather than simulationy) with X-universe freedom can be a thing still.

Thanks for reading.

Re:Star Citizen: The Road to Release, Financials and New Par... by ferongr on Friday December 21, 2018 @03:56PM (#18736577)
X3:Terran Conflict and X3:Albion Prelude have almost nailed the mouseflight controls of Freelancer and the overhauled menu system is slightly less annoying and slightly more intuitive than that of X2:The Threat or X3:Reunion. The weapons are even gimballed so you don't have to track an enemy perfectly to be able to shoot them.
Re:Star Citizen: The Road to Release, Financials and New Par... by erikb on Saturday December 22, 2018 @02:46AM (#18739502)
This description makes me wonder. There are lots of games who have huge amounts of depth like Paradox's grand strategy games. And they also claim the "tell your own story" environment, reasoning that the depth gives the environment that you can use to tell a story. So kind of the opposite of what you say being required.

Why do you think depth is not a requirement for this self story telling game? Isn't it getting boring quickly?

Re:Star Citizen: The Road to Release, Financials and New Par... by astrobe_ on Saturday December 22, 2018 @06:26AM (#18740125)
Not OP, but I think it has more to do about affordances [1] than depth.

From my experience with Oolite, a FOSS, modable Elite clone, providing a bunch of career choices (trader, pirate, bounty hunter) and NPCs that react to who you choose to be (e.g. bounty hunters will go after you if you choose to be a pirate) is a good start. Affordances for goal setting can be as simple as the traditional character/ship equipment upgrade ladder.

Oolite players tend to stick to the "non player centered universe" paradigm; that is the player is not a hero or destined to save the universe even though it is a single-player game. When a mod provides a new weapon or upgrade, it is considered better if the NPCs can use them too. They removed the Energy bomb that was present in Elite, an obvious player-only weapon.

In my experience, when the game doesn't make distinctions between NPCs and the player, your player instincts tell you to become stronger than NPCs.

A corollary of the non player-centered game paradigm is that the beginning of the game can be rough for the player. Typically in Oolite with the standard startup, the players spend their first couple hours staying away from any other ship and fleeing pirates because they cannot really fight back without a decent equipment.

One could name that a "difficulty inversion": a game that is difficult at first, then get easier as the player acquires better gears. Oolite has this problem. I was trying to make a set of mods to fix it before my interest shifted to another game. Not that I got bored of Oolite, it's just that I've found something even more interesting to work on, and sometimes I have an Oolite itch, because solving similar issues but in a full sandbox multiplayer game is even more difficult.

The endgame can be a problem too, because eventually players can afford the best gear and one-shot most things. My take on this is to use the "high-score" game approach, that is making it more and more difficult to survive (really just like Tetris). More specifically, in Elite/Oolite there's a mysterious and hostile alien race than can be used to create an unstoppable invasion force scenario. This approach both helps with increasing the difficulty proportionally to the wealth of the player, and provides a story-telling affordance.

[1] https://en.wikipedia.org/wiki/Affordance - my spellchecker doesn't know that word so I guess it's not common?

Re:Star Citizen: The Road to Release, Financials and New Par... by f4stjack on Saturday December 22, 2018 @04:17AM (#18739771)
Um... I don't? I am only telling Elite was always a game like that (wide as an ocean, deep as a puddle) and criticizing it because it was faithful to its origins is not a valid thing imho.
Re:Star Citizen: The Road to Release, Financials and New Par... by pdpi on Friday December 21, 2018 @03:15PM (#18736225)
> It seems to me that Star Citizen is much more successful, which is surprising, because the E:D approach is more in line with modern startup advice.

That advice is predicated on getting some amount of money from an investor who wants a return on their investment, rather than getting that amount of money as pre-purchases that from consumers who expect a game at the end of the process.

Re:Star Citizen: The Road to Release, Financials and New Par... by railerrudder on Friday December 21, 2018 @07:01PM (#18737872)
Yeah, exactly that.
Re:Star Citizen: The Road to Release, Financials and New Par... by erikb on Saturday December 22, 2018 @02:58AM (#18739538)
You cannot define "the game" as MVP, make it as good as possible, and then be sad about not making money.

You go there without a game(!) and put different stuff in front of people's faces that they can pay for. Simple things that you can produce in a few hours. A kickstarter page, game_object.jpgs, planning schedules that you move up one year each year, engine demos, and then you look what brings in most cash.

And only if it's "engine demo" that brings in most cash, and only if it seems that the paying customers of that "engine demo" want "more gameplay" then you start building a game. If they pay more for schedules or for kickstarter pages, then you do more of that.

So I would argue SC follows much more closely the MVP+iteration principle than ED, and that IS(!) why it is financially more successful.

All that said I would not fall into the trap of defining "financial success" as only success. Financing the building of a game that is mostly there for people to enjoy a space simulation is also a succss! And in that regard X4 and ED are much more successful than SC will ever be.

Re:Star Citizen: The Road to Release, Financials and New Par... by ryandrake on Friday December 21, 2018 @03:01PM (#18736113)
At the risk of over-simplifying, it just seems like SC needed/needs a good project manager or producer, someone who is solely focused on shipping something. So many software projects end up in this perpetual alpha state because nobody has an actual step-by-step plan to ship it and is cracking the whip on it.

Bias: I’m a project manager :-)

Re:Star Citizen: The Road to Release, Financials and New Par... by everyone on Friday December 21, 2018 @03:43PM (#18736477)
I always got the impression they needed a lead programmer.. After Roberts initial crowdfunding round (based on the visual demo he made in Cryengine with contractor art assets) The 1st thing he should have done is hire one really good programmer who could have planned out how to make this, what engine / technology stack to use.. The core architecture for its main features, and then slowly build up a team to work towards that plan.

Instead he just seems to go on a mad hiring spree of artists, throwing more and more complete AAA assets on top of the POS visual demo he had made in Cryengine.. What boggles my mind is that it seems they never veered from this strategy, 100's of millions of dollars and 8+ years later, and it appears they are still throwing stuff willy nilly onto that original dumpster fire.

Seems like one of the best examples of the sunken cost fallacy in action that Ive ever seen.

Re:Star Citizen: The Road to Release, Financials and New Par... by erikpukinskis on Saturday December 22, 2018 @12:12AM (#18739052)
I have been following development pretty closely on YouTube, although I'm not a backer. I don't think you're right. To me the cycle looks something like:

1) Hack together assets as close to AAA as they can get, on top of a POS tech demo. Enough to show to people and get sales (this is a very Hacker News startup-y technique)

2) Pick one part of the system that "needs to work" by release, hire a few good coders and have them actually write a proper software subsystem

3) Hack together another POS tech demo, with the proper subsystem in place

4) Redo all of the assets that have already been done to use that new subsystem

They've gone through this several times with many many subsystems. It's not clear to me this will ever crystalize into a system that has a certain quality bar it hits across the board. So in that sense you might be right that they should've taken a more top-down high falootin' architecture approach from the beginning.

But that's speculation too. Design is hard, and you generally have to try stuff in order to figure out a large system. Some degree of iteration is necessary. At a certain size waterfall just won't work.

But for sure your characterization of "he's just throwing artists at cryengine" is not correct.

Re:Star Citizen: The Road to Release, Financials and New Par... by everyone on Saturday December 22, 2018 @10:29AM (#18740930)
Im not suggesting 'waterfall' . As far as I'm concerned waterfall was conceived simply to be an bad example.

I can sum up my point very quickly.. They used CryEngine.. Maybe the worst possible choice imaginable for this kind of game. They needed someone early on to choose not Cryengine, to choose some tech-stack that they wouldnt be fighting a constant losing battle against.

Re:Star Citizen: The Road to Release, Financials and New Par... by erikpukinskis on Sunday December 23, 2018 @12:30PM (#18747222)
What label would you use for it? I’m not trying to be disingenuous. Big Design Up Front?
Re:Star Citizen: The Road to Release, Financials and New Par... by everyone on Sunday December 23, 2018 @01:04PM (#18747389)
Eh, does everything need a label? Just prototype an iterate on the core things u need to do in your game as early as possible, with just one programmer if possible. Try and decide those big decisions like, what engine to use, and test that your choice will adequately handle the important things u need for the project. Before hiring a tonne of people and spamming code and assets everywhere.
Re:Star Citizen: The Road to Release, Financials and New Par... by clavalle on Friday December 21, 2018 @03:19PM (#18736259)
SC's had exactly that...they just don't last long.
Re:Star Citizen: The Road to Release, Financials and New Par... by theandrewbailey on Friday December 21, 2018 @01:04PM (#18735122)
SC is already in playable alpha, and has been for years. It's Squadron 42 (the single player mode) that's planned for 2020.
Re:Star Citizen: The Road to Release, Financials and New Par... by sroya on Friday December 21, 2018 @01:27PM (#18735345)
It’s not playable, it’s a buggy mess. A $200 million buggy mess. CIG has never made a single deadline it’s set for itself.
Re:Star Citizen: The Road to Release, Financials and New Par... by LastMuel on Friday December 21, 2018 @02:54PM (#18736047)
It appears that you're posting an opinion rather than informed fact. You should attempt following the development if you have a keen interest.

They've switched to a quarterly release system and have, in fact, just released their Q4 drop last evening. I would grant you that they have had a history of missing deadlines, but stating that they have "never made a single deadline" is disingenuous at best.

Re:Star Citizen: The Road to Release, Financials and New Par... by swampthinker on Friday December 21, 2018 @03:36PM (#18736401)
Is the frame rate still limited by the server-side tickrate?
Re:Star Citizen: The Road to Release, Financials and New Par... by jdlshore on Friday December 21, 2018 @03:46PM (#18736495)
No, and it never was. The frame rate was limited by a large in-memory working set, high CPU load from tracking too many entities, and lack of multi-threading.

Those issues were fixed in the 3.3 release earlier this year.

Re:Star Citizen: The Road to Release, Financials and New Par... by Laforet on Friday December 21, 2018 @04:02PM (#18736625)
I'm not too worried about bugs TBH as long as the underlying game.mechanism is sound. For example, Subnautica have had severe FPS issues from the beginning yet it never became a gamebreaking issue.

Last time I looked into SC (a few months ago), the only gameplay loop consisted of picking up cargo and dropping it off with no failure conditions attached. What else has been added since?

Re:Star Citizen: The Road to Release, Financials and New Par... by fapjacks on Saturday December 22, 2018 @05:53AM (#18740045)
I guess you're using a different definition of gameplay here? You can fight other players, race, FPS, and more, and this has been available for a lot longer than a few months, unless you're also using a different definition of what constitutes a few months: http://www.infoapps.cc/en/starcitizen_playable.html
Re:Star Citizen: The Road to Release, Financials and New Par... by raesene9 on Friday December 21, 2018 @01:05PM (#18735141)
yep but unless I'm misreading the original kickstarter https://www.kickstarter.com/projects/cig/star-citizen promised the single player mode in 2014
Re:Star Citizen: The Road to Release, Financials and New Par... by theandrewbailey on Friday December 21, 2018 @01:26PM (#18735335)
That was before the funding took off, and Roberts decided to scale it up in response.

Edit: The page reads "estimated". "Estimated" isn't "promised".

Re:Star Citizen: The Road to Release, Financials and New Par... by libraryatnight on Friday December 21, 2018 @01:24PM (#18735320)
I've watched people play the alpha on streams and jesus it looks boring and terrible.
Re:Star Citizen: The Road to Release, Financials and New Par... by mesozoic on Saturday December 22, 2018 @02:47AM (#18739508)
Apparently SC realized they can make a lot more money if they never actually released a game. I guess they're big fans of "The Producers".
Re:Star Citizen: The Road to Release, Financials and New Par... by giobox on Sunday December 23, 2018 @10:20PM (#18750056)
Haha, I’ve never considered the similarities between “The Producers” and Star Citizen before, but it’s worthwhile to think about.

Actually shipping a finished product would turn off the donation stream...

Re:Star Citizen: The Road to Release, Financials and New Par... by ocdtrekkie on Friday December 21, 2018 @01:04PM (#18735134)
This is only partially accurate. Elite: Dangerous definitely focused on getting that "release" 1.0 version ASAP. But Star Citizen has been playable for years as well, it just doesn't presume to call itself "done". Star Citizen is currently on version 3.3.7, and a decent amount of playable features have been around a long time.

They're not that dissimilar, just the labels of what they've chosen to state of their status. Elite: Dangerous added planetary landing more or less around the same time Star Citizen did, for instance, but E:D called it an expansion and Star Citizen called it a new version for their alpha.

Also, you are confused Squadron 42, a single-player game, which has an alpha in 2020, and Star Citizen, which is more analogous to Elite: Dangerous, which is ongoingly available.

Re:Star Citizen: The Road to Release, Financials and New Par... by munchbunny on Friday December 21, 2018 @01:42PM (#18735480)
That's not a good comparison either.

Elite: Dangerous had their alpha in 2013, playable beta mid-2014, with a 1.0 release end of 2014 that was a complete game.

Star citizen had a very scaled down version (Crusader) available end of 2015, as what amounts to an alpha.

I personally hope Star Citizen delivers, but there is really no equivalence here. Frontier delivered much faster.

Re:Star Citizen: The Road to Release, Financials and New Par... by m0llusk on Saturday December 22, 2018 @07:09PM (#18743355)
What exactly was delivered? Physics based flight model? Procedually generated planets and cities? First person interactions with voice and face control? Large sandbox game environment based on comprehensive fictional world building?

What we are discussing has never been delivered before which might explain some of the perceived delays.

Re:Star Citizen: The Road to Release, Financials and New Par... by lstodd on Friday December 21, 2018 @03:47PM (#18736504)
In terms of gameplay E:D didn't deliver. I ceased keeping track in mid-2017, but by then it was inferior to FFE.
Re:Star Citizen: The Road to Release, Financials and New Par... by munchbunny on Friday December 21, 2018 @05:47PM (#18737391)
What's FFE?

Whether or not you liked E:D, it's still a fully released game that felt polished, albeit shallow.

But that's besides the point. Parent poster was drawing equivalencies between the two games' release timings, and my point is those equivalencies aren't actually comparable.

Re:Star Citizen: The Road to Release, Financials and New Par... by mynameisvlad on Friday December 21, 2018 @07:11PM (#18737926)
I think it's Frontier: First Encounter, which is a 1995 game that's the precursor to E:D in the Elite series.

https://en.wikipedia.org/wiki/Frontier:_First_Encounters

I don't see how E:D is inferior to it, but YMMV.

Re:Star Citizen: The Road to Release, Financials and New Par... by Raphmedia on Friday December 21, 2018 @01:08PM (#18735169)
Sure, it's a playable demo but it's barely a full fledged game.

Don't get me wrong, their development cycle is fine if they can keep with it and releasing content is awesome from them. However, I wouldn't recommend anyone that isn't a Space Citizen enthusiast to get their hands on Squadron 42.

Re:Star Citizen: The Road to Release, Financials and New Par... by raesene9 on Friday December 21, 2018 @01:07PM (#18735155)
didn't the original Star Citizen kickstarter promise the single player mode for delivery in 2014? It definitely seems that way from reading the page at https://www.kickstarter.com/projects/cig/star-citizen
Re:Star Citizen: The Road to Release, Financials and New Par... by fapjacks on Friday December 21, 2018 @01:30PM (#18735365)
Again with your "promise" claim, which is false!
Re:Star Citizen: The Road to Release, Financials and New Par... by wapoamspomw on Friday December 21, 2018 @02:59PM (#18736096)
After they got funding they promised, repeatedly, that it would be out in 2016.

https://www.pcgamer.com/roberts-space-industries-denies-squa...

"Squadron 42, the single-player portion of Star Citizen, doesn't have a hard release date, but it was expected to be ready sometime this year. There's even a little “2016” over the “Answer the Call” logo on the Squadron 42 web page. However, that came into question when German site Gamestar reported that, in an interview at PAX West, Cloud Imperium Games boss Chris Roberts said the game probably wouldn't be out until mid-to-late 2017."

A fun reddit thread from Jan 2016:

https://www.reddit.com/r/starcitizen/comments/40fsop/do_you_...

Re:Star Citizen: The Road to Release, Financials and New Par... by clavalle on Friday December 21, 2018 @03:20PM (#18736265)
'Yeah, I can fix your car. I estimate about a week.'

...one year later.

'Well, I never promised!'

Re:Star Citizen: The Road to Release, Financials and New Par... by Dayshine on Friday December 21, 2018 @06:28PM (#18737653)
Yes, you're right, it's stronger than promise, it's "sold as".