I'm a game dev and have been following this since the idea for this game was 1st publicized. It's like the ultimate case study in the sunken cost fallacy. Roberts was 100% in charge and made some utterly boneheaded technical decisions at the beginning (the main one being use cry-engine). And despite having many opportunities and many years they've just kept going.
More details.
So Roberts initially funded a visual demo, which was made in cry-engine. He hired a bunch of 3d-artists to make cool models. Using this visual-demo he got a shittonne of crowdfunding in 2012. It was at this point that he should have dumped the demo and hired an amazing lead-dev who would figure out how they would build this game for real. Instead Roberts kept this cryengine visual demo, and hired a tonne of people who started haphazardly adding more stuff on top of the demo. So, it was really at that point the project became doomed, its been walking dead for ten years.
An important bit of color is that the people who funded the game wanted CIG to go the route of more scope but taking a long time, rather than getting a lesser game more quickly. And this continues to be the general feeling of the community as I understand it. (Including myself for that matter!)
Doomed is also strong language — the company has clearly grown significantly and crowdfunding is clearly working to sustain it financially until they release the single player game. The alpha is bigger and better performing than ever. It’s not exactly dying :)
Certainly, I won’t disagree that the project has suffered from severe management, planning, and communication issues over the years. I chalk that partly up to CIG being a new company without established processes working in a unique environment (it’s rare for a big MMO to have to support a live environment while gamedev isn’t close to complete), and partly up to massive scope creep.
Anyways, I’ve easily gotten my $45 back in enjoyment of the alpha, so I’m not salty about it.
Dude, it's a dysfunctional pile of shit that requires a high-end gpu and connection.
If they focused on improving the game's initial loading times, cutting down on a hate inducing amount of lag, and making the elevators actually render reliably for everyone at any time, instead of bullshit like focusing on making bed sheets have realistic physics, then alright.
Until then, it's a barely playable piece of shit of a digital paper weight. It boils my blood just thinking about how shitty the experience they provide is.
I know this doesn't always scale, but in my experience it's best to get a game to the playable state before you can really know if it's going to in fact be fun.
Otherwise you're just a pitchman trying to sell/hype an idea. And ideas as we know are easy.
Forget the name of the location, but when I tried playing again about a month or two ago, I tried moving from the wake up point to the elevator to head out to the lobby. The elevator never rendered and it's the only way out. This has been going on since first playing it some years ago, and it requires reloading the game which takes ~10-15 minutes.
When the game works and you're not experiencing lag, it's fun, but yeah it's still essentially a digital paper weight unless you have a rtx 20 or 30 series and a gigabit connection...
Oh and rather than putting focus on making the game actually playable, one of their recent dev goals was making bed sheets have more realistic physics... this kind of shit is a joke.
I had even less luck than this with the elevator. I couldn't open the door! Apparently it's unlike every other video game in existence, where door opening is a matter of a) walking up to the door, or at worst b) walking up to the door and hitting a button. But in Star Citizen, someone apparently coded an elaborate "door opening simulator" that requires you to switch modes and active your arm and do something complicated. I tried reading all the button prompts, and hit all the buttons, and I was able to open the door once, but then I was sent to another lobby with another elevator door and that one I couldn't open.
I was an original backer. Years ago I was able to get to the hangar and fly my basic ship around and shoot aliens and asteroids. Today I'm confounded by doors. I expect that when I try the game again in a few years, I'll probably have to read tutorials about how to make my character breathe and blink his eyelids.
Haha wouldn't put it beyond them to get to that level of detail.
The minute details don't bother me much, just that they're focused on so many of these (at times ridiculous) details, yet in my case and others, the elevator doesn't even appear.
At the least they should focus on making a playable/accessible game, then drill down
This is fake right? You enter a minigame to move your digital index finger around on the keypad sim and punch in the right opening code for the class of ship you're on and its commanding officer? And people paid 500 million bucks for this?
EDIT: It looks so easy in that video! I'm not sure why I had so many problems opening the door, but I did. Maybe I'll try it again. Maybe I'll just wait a few more years to see if the game gets better first, though.
I suspect that the rationale for adding more and more complicated systems is to increase the sunk cost fallacy for existing players, who will have invested increasing amounts of time into learning how they all work. (And perhaps, to make everything seem less like a video game and more like a "real life simulation").
There is no way that a new player would do anything but bounce right off this game, but perhaps that is by design.
Just tap F, instead of holding it. Holding it brings up the equivalent of a context menu, like right clicking in a 2D application. Some items have more than one action, rather than make you open up a dialog to pick from a list of actions, they tried to simplify it into the context menu. For what it's worth, the actual design goal is that most things are in-world buttons or screens, and that the context menu is less necessary.
Last time I tried it, it didn't crash but after taking the lift and walked around the space station for a while I got bored. Apparently there's a game in there somewhere but I couldn't find it.
Apparently there is a way to actually find a ship to fly in, but they sure made it difficult to find out how to fly it.
Ah I understand that sentiment. One time I had the luck of getting to the lobby and experienced less lag than usual, only to be stuck in a similar way. Ended up having to dig through posts to figure out how to find shops, purchase from them, get my ship, how to start the ship, and take off.
Ngl, it was enjoyable when it worked, but I'm also the type who likes to aimlessly explore. Found myself heading to a random space station and then to a random planet and that was fun enough for me... until I got booted after walking around the planet for a few moments. Didn't know you have to rest at a location to have it count as a checkpoint, and upon reloading the game ended up starting back where I first spawned in the beginning of the game... only to find no elevator yet again...
Heads up though, when you get to a lobby there's usually a location nearby with screen panels or kiosks, and they usually have a yellow UI (forget if the UI is visible prior to interacting with the screen). You can use those to call your ship to a hangar
> Oh and rather than putting focus on making the game actually playable
Do be cognizant though, this is one of the reasons why the game is taking so long to make. They have a split focus on getting the game done off in another build, whilst maintaining the playable alpha that hasn't got all the game systems they've built connected to it. Most games don't have a requirement to be a fully playable game during development. If something isn't working in a dev build, you just say "Hey, don't go there, it's broken in this build." But with the alpha, everyone expects a working game even though the whole codebase is constantly in flux.
I'm fully aware of this reality. Wasn't suggesting "fully" playable in alpha, just "playable". If one has difficulty achieving something as simple as getting into the only available elevator since it's the only available exit, then the proper and consistent functioning/rendering of that element needs to be focused on in dev. For something like that to fail to function/render a high percentage of the time a player loads up the game, it makes the game unplayable and the game's initial load time not worth waiting for.
Dude, no excuse. Of course shit never pans out perfectly in dev, but cmon. It's been over 10 years, it's barely playable, and they're focused on shit like making realistic bed sheet movements.
It's a joke. Especially given how much funding theyve received and have next to nothing to show for it.
Multibillion dollar companies doing far more complex things have been built in the 10 years since the first people paid for Star Citizen, and the fact they have a broken alpha to show for it after a decade of spending tens to hundreds of millions on development is either the greatest scam or most colossal mismanagement story in tech.
Well you can sort of play it, it just doesn't feel like a half billion budget game.
Of course, since they are constantly moving the goalposts and making the scope of that game bigger, they will never actually deliver everything they promised.
If they have an audience already willing to give them money, why wouldn't they keep that going indefinitely?
What changes if they release a game? The reviews will inevitably not live up to inflated expectations.
And the other change would be that they'd have to start giving a relatively predatory cut to Steam. Compared to their payment processor or crowdfunding platform fees now.
They had to build a company from scratch and are making two games in parallel. The open development nature of the game also slows it down a lot.
They were idiots to promise anything deliverable within 5 years, but I am not surprised at how long it is taking. Big games are hard, big companies are slow.