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Wednesday, October 07, 2015

The collapse of Star Citizen

Derek Smart contemplates the inevitable end game of a project that appears to be in severe distress:
Last week, The Escapist magazine wrote a scathing investigative report (follow-up podcast) into this project. Something that no other media outlet had done before regarding this project. As they have said, I was not their source. In fact, only an incompetent media person would use me as a source. Given how close I am to all of this, the fact that I could not be regarded as an unbiased source even if I swore on a stack of Bibles to be unbiased etc.

For the purposes of full disclosure: What I did do, as I’ve been doing since July, was made contact with some mainstream (names withheld as per legal) media sources, trying to get them to investigate this project. This was as per my July 10th blog, Interstellar Discourse in which, right at the top, I had called for the investigation of this project and all its creators. This was because I had already been made aware of most of what is now coming to light as portrayed in The Escapist article.

As part of that effort, I gave them some of my credible sources, along with an overview of what I had uncovered and why I simply wasn’t the one to investigate this any further, due in part by information that I had access to and which was better off being in the hands of those same people (the media) who helped hype this project to what it is today.

I was wrong in making this decision and thinking that anything would come from it. They all chose to bury the story....

My question is that, with all the numerous articles out there, interviews, visits, face time etc. Why is it that nobody wants to ask the tough questions about this project? Primary question being, where did ALL this money go? We have pretty much nothing to show for it – four years later.

In response to the article, Chris Roberts, in continuing the downward trend to disaster, wrote a scathing diatribe that, on the face of it, looks like you’d have to be high to unleash that sort of tirade into the public domain. From the CEO of a $90m+ company no less. And clearly it wasn’t vetted by legal (LOL!! that would be Ortwin). It’s a Gold mine of actionable legal liability. And all it did was lend credence to some of the things being said behind closed doors about him, and which were now coming to light via these sources talking to the media.

The gist of it was that “Derek Smart is bad, this was all his fault, and he was the puppet master”. Oh, and GamerGate. He mentions me a total of 20 times. The author of the article got a single mention. And I didn’t even write the damn thing.

Sound familiar? Yes, that’s the blame game.
I was concerned about Star Citizen about a year ago, but I wasn't half as convinced that the project was on the verge of collapse by Derek Smart as I was by Chris Roberts's disastrous and very poorly considered response to Derek's questions. What Chris should have done, what I advise him to do, is to invite Derek to visit and see how development is going for himself. Give him a personal tour. Explain to him how well things are going and how good the game is going to be. Then do the same thing with Lizzy and anyone else The Escapist is willing to send.

This is a GOLDEN opportunity to show off and sell Star Citizen. Instead, Chris and his team have reacted if they have something radioactive to hide. They have reacted as if they are on the verge of being caught red-handed. There is absolutely no reason to react with anger, lengthy diatribes, and legal threats to someone who has doubts about how your project is going.

Whoever is advising Chris is going about it the completely wrong way. I know both Chris and David, and when I get the time I'm going to give them a call and urge them to rethink RSI's response to critics and doubters, because this simply is not the way to reassure anyone, not even the most sincere Star Citizen supporters and true believers.

And #GamerGate? Seriously? Derek Smart isn't #GamerGate. I am #GamerGate as are many others who wish both Chris and Star Citizen well. I don't know what that is supposed to be, other than an ill-advised attempt to dog-whistle corrupt game journos who didn't do their job covering Star Citizen in the first place.

Derek is correct. None of this has ANYTHING to do with him. Like him or loathe him, his opinions and his history are irrelevant. All that matters is the very relevant observations he has made and the very pertinent questions he has raised. And for RSI to engage in argumentum ad impertinens hominem is not merely self-defeating bad public relations, it tends to call their own credibility, as well as the future of Star Citizen, into serious question.

Ultimately, Star Citizen may well prove to be another painful lesson in "Beware the Awesome" ala Homefront:
Dave Schulman was a really good salesman at telling THQ what we could deliver, and turning back to us to say, ‘Hey, sky's the limit. Just pack more features in. Make it great. Put as many bullet points as you can on the back of the box.' When Kaos turned that into a demo to show THQ, the ideas practically sold themselves. THQ executives loved it, and gave Kaos a green light to complete the game. "Now beyond that initial preproduction phase," said one producer, "then you actually have to pay your dues. You have to actually make the thing you've been promising. I think that's where Dave Schulman's expertise fell short. He had promised so much that there was absolutely no way we could deliver."
The damning phrase: "We spent about a total of eight months of our production time making a five minute demo that was … not an actual game. It was a very nice demo. But it was all smoke and mirrors."

Labels: , ,

115 Comments:

Blogger Markku October 07, 2015 4:04 AM  

I never actually even saw Battlecruiser 3000 AD, but when it was unleashed in the video game magazines, I was left with an impression that it has the worst thing that has ever happened in software, including Atari's E.T.

NOW I understand that it was probably an overreaction to the fact that Derek was actually DEFENDING the game in Newsgroups (which I didn't even know existed, at the time). It angered the rest of the industry in epic proportions.

How funny that Chris is now in the process of making that very mistake, and it's Derek sitting in the opposite chair.

Blogger epobirs October 07, 2015 4:51 AM  

The genre of everything but the kitchen sink, oh what the heck lets have that too space adventure games seems to be like Afghanistan: The graveyard of empires.

Blogger Steve, the Dark Ninja of Mockery October 07, 2015 5:05 AM  

This guy's story is simultaneously amusing and heartbreaking:

For a legion of old-school gamers, the pitch was a symphony of dog whistles. One of those fans was Wulf Knight, a 39-year-old IT professional. The original Wing Commander had been a formative experience for him; it even taught him a trade. “I had to learn DOS to get it to run on my old 286 PC,” says the blond-haired, bearded Knight, who online goes by the handle Accelerwraith and offline lives with his wife and two cats in Madison, Wisconsin. “Chris Roberts launched so many IT careers, it isn't even funny. And now, after 10 years, he's making another space sim? It's like Tolkien coming back from the dead!”

Knight's first backing level, at $250, was Rear Admiral. This entitled him to early access to the game and a Constellation spaceship he'd be able to operate in the game, once the game exists. Then he purchased another spaceship—the $300 Vanduul Scythe. By the time the Kickstarter campaign concluded at the end of November 2012, though, Cloud Imperium's own crowdfunding website had been up and running for more than a month. It was now able to take donations directly from backers, without having to share a cut with an intermediary like Kickstarter.

Cloud Imperium kept accepting money and kept rolling out new ships: the M50 Interceptor ($85), the Starfarer Tanker ($175), the Drake Interplanetary Caterpillar ($225), the Retaliator Heavy Bomber ($250). Gamers like Knight didn't hesitate to snap them up. “I've got a Pokémon complex,” he says. “I have to have them all. They put it out there, I buy it.”

Knight was one of the 200 people who bought a $2,500 Javelin Destroyer. Why not? A month later, he upgraded to the special $10,000 Wing Commander package, which includes 44 ships and access to a private, in-game VIP spaceship lounge called the 1 Million Mile High Club. He's declined some of the other perks he's earned, such as the chance to spend a day with Chris Roberts. “He has better things to do,” Knight says. Like finish the game.

The average Star Citizen backer has contributed $96. To date, Knight's total investment is $22,501.


$22,501 spent on any computer game would be ludicrous. But on a game that doesn't exist yet, and which might never exist? It brings to mind the otherwise intelligent people who get sucked into Scientology or Amway.

And there is something cult-like about Star Citizen. The reality distortion field that exists around the "game". The rabidity of its adherents. The relentless, shameless focus on monetising its followers.

Blogger Kallmunz October 07, 2015 5:36 AM  

I have to confess I'm still rooting for CR , I fear you're right, just hope you're wrong.
The question I had, would it be possible for Chris to scale back and release with an ongoing development schedule? If he did do that, what would be the implications?

OpenID bc64a9f8-765e-11e3-8683-000bcdcb2996 October 07, 2015 5:43 AM  

"...made contact with some mainstream (names withheld as per legal) media sources,...'
Too bad! Full stop.
Nothing further of interest. All future "contributions" are to be considered suspect.
CaptMO

Blogger Markku October 07, 2015 5:45 AM  

Yes, but only in the sense that Duke Nukem Forever was able to scale back and eventually release. The product would be hilariously out of proportion with the time it took to develop it, and the budget. It would be a mediocre indie game.

Right now, I can guarantee you that the project is a scattered mess of assets and modules, that would all make sense in the planned scale, but that would serve no purpose in an indie Wing Commander remake with pre-planned missions. So, most of the work would go in the trashcan. And a LOT of new work would have to be done, because for that kind of a game you need some good writing. A sandbox doesn't need a plot. But for a mission-based game, it is absolutely crucial.

You couldn't make that game, and then get back on development track to release the originally planned, large-scale sandbox came. They are SO different beasts.

Blogger Steve, the Dark Ninja of Mockery October 07, 2015 6:03 AM  

Kallmunz - would it be possible for Chris to scale back and release with an ongoing development schedule?

He should've done that from the start. I don't see how he could do it now. He's made too many commitments on stretch goals and ship sales to walk back from those lavishly-funded promises without blowing up the company.

And the tech still doesn't exist to release a proper game.

So far they've got a dogfighting module, which has nice textures but laughably shite physics. Players have compared ship handling to 360NOSCOPE.

They have a Hangar module, which is like the personal space you got with Playstation Home.

And they have a Social module, which is like an early Alpha release of one of the common areas in Playstation Home or Second Life.

That's it. There's still no game to speak of. Just three tech demos.

It's as if somebody set out to build a house, didn't bother with the foundations and the walls, and threw together a shed, a driveway, and a "living module" (which turns out to be a painting of a living room), and asked you to imagine how awesome the house is going to be when it's finished... someday. And can you please contribute more money?

Blogger James Higham October 07, 2015 6:13 AM  

It never ceases to amaze me how acrimony and infighting are never far away.

Blogger dh October 07, 2015 6:58 AM  

Totally self inflicted. This is a perfect case of Terms of Service being stupid. The Star Citizen people never needed to make any promises. Is there really anyone who only donated because of promises in the terms of service?

Too many people, too many lawyers, too many "developers" and not enough production. I normally don't approve of "ship early, often" development - I still remember having a package have to "go gold" before release, but this is a great case for why you should go for the "agile" release schedule.

The idea of buying ships is a perfect one, actually, for funding development of new modules once the rest of the game is going. That would be a great way to do something like expansion packs. Advertise, and self-fund module development.

The guy behind this could have ridden this thing until retirement, cranking out 2-3 new modules a year, running a nice 20-25 person development team, basically, forever.

Blogger Machineman October 07, 2015 7:22 AM  

I've never seen such ignorant comments on the internet, and that is saying something.

Smart doesn't have any rights here; remember that.

Blogger VD October 07, 2015 7:29 AM  

I've never seen such ignorant comments on the internet, and that is saying something.

I've known Chris for over 20 years. I've analyzed several of his projects in considerable detail. Zip it, clueless fanboy.

Blogger Steve, the Dark Ninja of Mockery October 07, 2015 7:36 AM  

Machineman - Have you downloaded the Kool Aid Module?

Blogger Markku October 07, 2015 7:40 AM  

It'll be great, if only you have more faith. If it fails, it was because you didn't have enough faith.

Blogger Markku October 07, 2015 7:51 AM  

This is going to be like Christian "datesetting". It's going to end with "Star Citizen WAS released, but it was released invisibly"

Blogger Keith Glass October 07, 2015 7:51 AM  

I had a lot of hope for Star Citizen. But it really IS becoming the new Duke Nukem 2000. You would figure at least the initial game would be ready by now, but us mere supporters ( and I'm looking at my Green-level Founder card on the cabinet above my desk. . .) apparently haven't paid enough: "insider" access costs money every month on top of the $100+ so far.

It really is starting to feel like Scientology. . .

Blogger Cataline Sergius October 07, 2015 7:53 AM  

It's not really true that 95% of a project manager's job is to prevent scope creep.

It just needs to feel that way.

It's kind of funny. I had bought into the air of unreality surrounding Star Citizen myself.

Not enough to put money into it you understand but for whatever reason I was buying the hype.

The thing is I knew better. The moment I heard about the massive scope expansion my suspicions were raised but since nobody else seemed to think that there was going to be a problem, I suddenly didn't either.

Possibly I was assuming everyone else knew something I didn't. After all Roberts had been in the industry when Daikatana and Duke Nukem happened. Nobody would fail like that anymore, surely. Project management had progressed too far in the industry for that.

Or possibly it was the size of the numbers being thrown around. Those were some brobdingnagian amounts of cash flying around. That was new. What was also new was the fund raising methods. I suppose it wasn't a big leap to assume that the same old rules no longer applied to Star Citizen. After all something new and huge had to be coming down the pipe.

Unfortunately it looks like the new thing is going to be the size of the crater.

Blogger Unknown October 07, 2015 7:57 AM  

Funny "article"...
I'll just grab my popcorn and laugh at you. Go buy a hat or a shoe which you can eat when SC is a succes in about a year or so.
Have fun being following the ravings of that sad Derek Smart ..

Blogger Salt October 07, 2015 8:03 AM  

If a project becomes unwieldy to the point of unreleasable absurdity, is it even possible to scale back, release a working version, and use the scraped towards future next gen release(s)? Has the project become so damaged as to be useless entirely?

Blogger Josh October 07, 2015 8:04 AM  

So that's how this morning is going to go...

"EXCUSE ME SIR DO YOU HAVE A MOMENT TO TALK ABOUT OUR LORD AND SAVIOR CHRIS ROBERTS?"

Blogger Markku October 07, 2015 8:08 AM  

If a project becomes unwieldy to the point of unreleasable absurdity, is it even possible to scale back, release a working version, and use the scraped towards future next gen release(s)?

In this case, no. The scaled-back version would be such a different project. These are not merely features that you can add and remove at your leisure. The problem with a universe-sized sandbox without a predetermined plot is that to remain interesting, it needs to have an absolutely huge amount of stuff to do. Two gazillion star systems to explore would get old fast, if there is no real difference between any of them except the number and texturing of the planets and stars.

It would essentially be a decision to completely abort this project, and then use its scraps to start an entirely different project. There is no going back from that.

Blogger maniacprovost October 07, 2015 8:20 AM  

They could delay the FPS part.

So you guys are saying the hanger module isn't 3d? Wouldn't it take like two days to make an awesome hanger if they had FPS code and assets in progress?

Blogger Cail Corishev October 07, 2015 8:26 AM  

Some of the comments are making me nostalgic for the in-your-face, knee-jerk insanity of Usenet.

Blogger Steve, the Dark Ninja of Mockery October 07, 2015 8:33 AM  

I'll just grab my popcorn and laugh at you. Go buy a hat or a shoe which you can eat when SC is a succes in about a year or so.

SC backers in about a year or so.

Blogger Jack Ward October 07, 2015 8:42 AM  

@ Vox and Markku given control of dev for Star Citizen? That would be fun to watch happen. I know, it's probably zero chance; but imagine if you pulled it off the book[s] that could be written about the saving of Star Citizen.

Not to mention the additional street cred [as if you needed anymore in the gaming world]

OpenID aegis-1080 October 07, 2015 8:49 AM  

There's a lot of shilling for Star Citizen pretty much everywere since fanboys feel the need to justify their decision to spend hundreds, even thousands of dollars on an unreleased product. Idiots.

On the main point, I also agree that in the second that Roberts posted that huge butthurt letter (with copy to his lawyers, because he's an scary man, don't you know) he lost the high ground. I'm skeptical of Star Citizen because scope creep, ageism and mismanagement of funds (the latter two are accuasations levered by The Escapist's sources) are typical on overhyped tech projects.

Blogger Eric October 07, 2015 8:51 AM  

I backed SC early to the tune of $150. I knew then that it was a gamble, but so what? I loved all the WC games. I still think of them as the best mission based space fighters ever. So, I bought in hoping that CR could work his magic.

If it doesn't work out, it doesn't work out. But I do feel sorry for people like Knight. Jeesh, that kind of money on potential vaporware just seems insane!

Blogger Markku October 07, 2015 8:56 AM  

saving of Star Citizen

It couldn't be done. That's the entire point. If the facts are indeed what they appear to be, the only option would be to turn it into a mediocre indie game. Nobody would be happy with that. It would be just about as bad as allowing the project to become vaporware.

Blogger Christopher Yost October 07, 2015 9:39 AM  

Having read both Chris' pissed off response and then (scrolling back up) their legal/lawyer's (Ortwin?) letter to the article's publisher, dated on the 2nd of October, the original post appears to have jumped the gun.

What I've seen so far (this site being my central provider) has the Smart vs. Chris issue heavily resemble SJW vs. "Whomever", from a tactics 'n strategy viewpoint.

Blogger Danby October 07, 2015 9:52 AM  

I read Roberts' letter. It has the stench of a truly epically failing project. If I worked there... Well, I'd have left months ago, but if I did work there I'd definitely be looking for a different job..

Whiskey bottles, and brand new cars
Oak tree you're in my way
There's too much coke and too much smoke
Look what's going on inside you
Ooooh that smell
Can't you smell that smell
Ooooh that smell
The smell of death surrounds you

Angel of darkness is upon you
Stuck a needle in your arm
So take another toke, have a blow for your nose
One more drink fool, will drown you
Ooooh that smell
Can't you smell that smell
Ooooh that smell
The smell of death surrounds you

Now they call you Prince Charming
Can't speak a word when you're full of 'ludes
Say you'll be all right come tomorrow
But tomorrow might not be here for you
Ooooh that smell
Can't you smell that smell
Ooooh that smell
The smell of death surrounds you

Hey, you're a fool you
Stick them needles in your arm
I know I been there before

One little problem that confronts you
Got a monkey on your back
Just one more fix, Lord might do the trick
One hell of a price for you to get your kicks
Ooooh that smell
Can't you smell that smell
Ooooh that smell
The smell of death surrounds you
Ooooh that smell
Can't you smell that smell
Ooooh that smell
The smell of death surrounds you
--Lynyrd Skynyrd

OpenID DFrost October 07, 2015 9:56 AM  

I wonder what the reaction of SC backers are going to be if this game turns out to be mediocre or doesn't release. I remember my reaction when DNF finally came out after 14 years and I was finally able to play; I was not impressed with the game at all. I can only wish SC and it's backers the best of luck.

Blogger Nate October 07, 2015 9:56 AM  

"It couldn't be done. That's the entire point."

Correct.

There is no saving it at this point. If its released and its merely very good... it will be a disaster.

Blogger dh October 07, 2015 10:06 AM  

> There is no saving it at this point. If its released and its merely very good... it will be a disaster.

For the amount of money some people have put into it, it would have to be EXCELLENT.

But, when you are a childless, loveless, socially austic freak with too much money and nothing else to do, spending a few points of you take home on something like gambling is no big deal.

Blogger ZhukovG October 07, 2015 10:07 AM  

When I first heard of Star Citizen the name made me think it was some 'dime a dozen' Asian, Free with Cash Shop, game. So I only recently took a look at it.

From my disinterested point of view, it looks like this thing is doomed to failure. I honestly hope I am wrong, I hope it is a huge success, not for the game, not for its fans and not for Chris Roberts. But a failure of this magnitude may do incalculable harm to future Crowd Funded game development and the indie game industry in general.

Blogger Nate October 07, 2015 10:11 AM  

ok... I just read Chris' entire response. That couldn't have been a bigger disaster if he had repeated "Star Citizen is never coming out" 10,000 times.

Blogger Nate October 07, 2015 10:15 AM  

"But a failure of this magnitude may do incalculable harm to future Crowd Funded game development and the indie game industry in general. "

Crowd Funding I fear is over.

The best way to build a massive game of epic scope is to release a smaller expandable fun version of it with say 30% of what you expected to do... then spend 10 years updating it... expansion packs and new content every few months... and once a year or so... a major whole-new-game type update.

Blogger Robert Coble October 07, 2015 10:22 AM  

There are many object lessons in the history of large software projects, not limited to game development projects. Two that readily come to mind are:

(1) Nearly 66% of all large software development projects come to an end without producing ANYTHING usable. The IRS Tax System Modernization project comes immediately to my mind: an estimated $2-6 BILLION boondoggle project that ended after 10 years and thousands of developers with NO SOFTWARE, NO HARDWARE, nadda, zip, bupkiss delivered.

(2) Beware the SECOND large project, following the successful FIRST large project. All of the "bright" ideas that were considered during development of the FIRST successful project will crop up as "required features" for the SECOND project. Second projects may (eventually) deliver "something" but it will usually not be something that users will be happy using.

I'm not now and never have been in game development, although I have a background in flight simulators (as an electronics technician and as a software engineer). My expertise is (was: I'm now retired from the Development Wars) as a software engineer specializing in large "crunch mode" projects. Usually, that meant pulling somebody else's chestnuts out of the fire after the project management burned through most of the money and most of the project schedule without producing anything but glowing "progress" reports in beautiful PowerPoint slides. When I hear incessant cries of "On time, on schedule: more features, please!" I get a sinking déjà vu feeling in the pit of my stomach.

For some good reading on the problems associated with large software projects, read Fred Brooks' classic "The Mythical Man-Month, Anniversary Edition".

The Mythical Man-Month, Anniversary Edition

The mistakes are all there, waiting to be repeated, especially for those who are totally ignorant of the relevant historical literature on the subject. I was always amazed at how ignorance of the historical software development project pitfalls was considered a "virtue" by project managers who were promoted primarily because of their technical expertise. Technical expertise as a developer does NOT provide project management expertise.

Consider this analogy: you might have the best carpenter in town at building dog houses, but I don't think you would consider that person qualified to manage the rebuilding of the World Trade Center twin towers, no matter how many wonderful doghouses he had built. One of the major problems is scale; scale NEVER occurs linearly, in spite of the purely linear thinking of most managers. ("If one woman can produce a baby in 9 months, then 9 women can produce a baby in 1 month.")

Blogger ZhukovG October 07, 2015 10:26 AM  

@35. Nate

I agree. It would help manage fan expectations during development. After release it will give them something to look forward to.

Though the 30% initial release, should include some features (crafting, player economy, raiding, whatever fits), that can tide players over between new content.

Sort of a Theme Park/Sand Box hybrid.

Blogger Markku October 07, 2015 10:28 AM  

The human mind can do amazing things in a situation where the loss of faith in a project would mean certain failure of the project, but continuing to believe in it can still postpone that moment at least until tomorrow.

Finnish Ponzi-scheme, WinCapita

"Even after Kailajärvi's disappearance, many club members still had faith in the club, forwarding reassuring emails to each other. In March 2009 the biggest Finnish newspaper Helsingin Sanomat published an article[15] about the wild-running conspiracy theories surrounding WinCapita. Many former members still believed that the club had been legitimate and that the police and the Ministry of the Interior were concealing evidence. It was stressed in the report that the chief suspect Hannu Kailajärvi had reportedly already admitted in the questionings that the operation had been fraudulent."

Blogger Markku October 07, 2015 10:32 AM  

Remember StarForge? Amazing-looking project. Minecraft in space, but with photorealistic graphics instead of blocks. This was the best thing ever.

Then it was released

Blogger Skylark Thibedeau October 07, 2015 10:39 AM  

What about CLANG. First Person Swordfight introduced by Neal Stephenson. Kickstarter funded flop.

Blogger jaericho (#107) October 07, 2015 10:46 AM  

I put in my money but it was during the Elite Dangerous release that I came to expect nothing more from Star Citizen. A buddy of mine was stoked when the hanger module came out and I was thinking, "Can I fly this thing? No? Then what's the point?" Something about it left a bad vibe about it. It's too bad. I wanted SC to succeed. Even if it only turned out to be a fun, short, single-player game.

Blogger lubertdas October 07, 2015 10:49 AM  

Crowdfunding is NOT over... we're just entering the Caveat Emptor phase.

I've contributed to a total of three Kickstarter funds---all by developer Harebrained Schemes.

Both of the Shadowrun games I've contributed to have been completed successfully. I joined those two at minimal levels. Their latest project, BattleTech I've joined at the $125 level because of the following facts:

* A record of successful Kickstarter projects
* The involvement of Jordan Weisman, the creator of the BattleTech universe
* The involvement of other creatives in the game itself and additional fictional background books
* Achievable goals that aren't "pie in the sky"

If developers are going to use Kickstarter successfully, they need to follow in Harebrained Scheme's footsteps.

https://www.kickstarter.com/projects/webeharebrained/battletech

Blogger Red Jack October 07, 2015 10:55 AM  

Crowdfunding is doable, but it needs a good project manager. PM's are hated by the creative people because they have to say "No" alot.

Stay on scope (and don't change it!) Stay on time, and if you drift be open about it. Otherwise you end up with a paniced project that no one really wanted. I have seen it to many times in the engineering world.

Oh, and for the love of all that is holy keep the salesmen away from the scope!

Blogger Markku October 07, 2015 10:55 AM  

A good Ponzi-scheme also needs a good villain. With WinCapita it was the police. If any suspicious things turned up, the police were behind them. They were protecting the bankers, and since WinCapita was good, salt-of-the-earth middle class people making money, well, can't have that. It's just the police eroding trust in it at the behest of the bankers.

Now SC has a villain.

Blogger Josh October 07, 2015 11:03 AM  

Crowd funding is the most brilliant way of separating gullible idiots from their money and raising capital with absolutely no risk.

OpenID Jack Amok October 07, 2015 11:06 AM  

The best way to build a massive game of epic scope is to release a smaller expandable fun version of it with say 30% of what you expected to do... then spend 10 years updating it... expansion packs

The "30%" initial release is the core "fun loop" - the basic mechanics that make the game fun - and the core tech needed to support the game (the graphics engine, the AI, network transport, etc. depending on the game). So your core code is all written, debugged and proven in that initial release, your asset pipeline is established, and you know if the damn thing is fun to play or not. In other words, all the tough parts are done.

But that's probably why the "30%" hasn't shipped - because they haven't solved the tough problems yet.

Blogger Christopher Yost October 07, 2015 11:18 AM  

I've yet to read anything factual to excuse all this obvious hating.

It's like a CHORFIE bandwagon all up in here.

Perhaps it's context? Is there more that Chris has written that would make his latest response actually come close to fitting in with how it has been described here?

How it reads is he gets his mad off his chest, responds to each point made in a professional manner and then ends it with an open invitation to each of their locations, etc.

Came across as pretty straight-forward and open.

Blogger Nate October 07, 2015 11:24 AM  

@47

So... how much money have you given to Star Citizen?

Blogger MidKnight (#138) October 07, 2015 11:25 AM  

@lubertdas

One other note - they already self-financed the basics. They've put their own money where their mouth is.

In other cases - where the developer of the product already has the product ready, or near ready, and it's a matter of arranging for manufacturing and orders - it also can work.

Blogger Were-Puppy October 07, 2015 11:26 AM  

@36 Robert Coble
Usually, that meant pulling somebody else's chestnuts out of the fire after the project management burned through most of the money and most of the project schedule without producing anything but glowing "progress" reports in beautiful PowerPoint slides.
---

Oh man, how many times have I seen this over the years?
The sad thing is, usually the guy who has to stop the titanic from sinking gets the blame for all the shitty decisions that were made before he even came onto the project. I have no idea the countless meetings I had been in getting yelled at about some feature that I fought tooth and nail against being there at all.

OpenID Jack Amok October 07, 2015 11:29 AM  

I've contributed to a total of three Kickstarter funds---all by developer Harebrained Schemes.

We used to share office space with those guys. Jordan knows what he's doing from a project management POV. He's also had to run with shoestring budgets so he's quite aware of the need not to squander money or time. Thinking you have plenty or either is often deadly.

Blogger Josh October 07, 2015 11:30 AM  

I've yet to read anything factual to excuse all this obvious hating.

Fact 1: gullible idiots gave $90 million to make a game.
Fact 2: there is no game.

Blogger Markku October 07, 2015 11:33 AM  

Senior Character Artist Seth Nash, and several character designers - and that Star Citizen currently does not have any full character builds complete.

Roberts responded, saying "You've been able to walk around your hangar since August of 2013. I'm pretty sure that was a complete character walking around rather than a mass hallucination.


This is either pig-ignorant, or more likely, spectacularly dishonest. A human model that you see from behind - with hilarious rubber head physics - is a "completed full character build", or else the only other explanation is that it's a "mass hallucination".

You can purchase a human model with walking animations from an asset store for less than a hundred bucks.

Blogger VD October 07, 2015 11:39 AM  

It's like a CHORFIE bandwagon all up in here.

You're lying. Also, you're fat. Sorry, no offense, but it's true.

How it reads is he gets his mad off his chest, responds to each point made in a professional manner and then ends it with an open invitation to each of their locations, etc. Came across as pretty straight-forward and open.

You're lying. Also, you're fat. Sorry, no offense, but it's true.

Save the rhetoric for politics, fanboy.

Blogger Were-Puppy October 07, 2015 11:39 AM  

The only kickstarters I have contributed were smaller things for artists. They were actually produced.

So when it's a really big one like this, how can a person look at it and know it is going off the rails?

I became very interested in a previous post here that mentioned Shenmue III. As I look at it, every thing seems ok.

So how would I look at it with a suspicious eye that it isn't going to become a Star Citizen type failure?

Blogger Nate October 07, 2015 11:55 AM  

holy God in heaven...that SC video looks like complete shit. hey its 2015... do the elevators work yet?

Blogger Travis Landenwitsch October 07, 2015 11:56 AM  

The only way this hurts crowd funded games, is now people will be less likely to fund big budget games. Games like Divinity: Original Sin will be fine, because they only ask for a comparativley small amount.

Blogger YIH October 07, 2015 12:00 PM  

I've yet to read anything factual to excuse all this obvious hating.
The projected release was Nov. 2014.
It's now Oct. 2015. Still no release, lots of hype, (good looking to be sure) demos.
TOS changed to deny refunds until May 2016 when it was originally Nov. 2015
Allegations that investor's money was used for non-game dev purposes such as home rent and pet film projects.
Looks to me like 'Citizen Con' is going to wind up having a very ironic name.

Blogger Markku October 07, 2015 12:00 PM  

Exactly. It is RIDICULOUSLY easy to make a man run in a static room these days. Gone is the era of Doom and Quake, where you had to first make your 3d engine, so that if you had anything three-dimensional on the screen, it meant that your project was already quite far.

These days, you license an engine (say, Unreal or Unity), and a human asset with running animations (one might even be included in the engine), get a 3d artist to model the room or purchase them from asset stores and hey presto! A man runs around in a room.

Blogger KiTA October 07, 2015 12:01 PM  

If you are interested in the game everyone mentions that Derek Smart made, Battlecruiser 3000ad, Derek took all the content from it and implemented it in the updated expansion/sequel/thing he did -- Universal Combat CE. Which he then put up on Steam for Free.

http://store.steampowered.com/app/345580/

Blogger Markku October 07, 2015 12:10 PM  

Perhaps this will illustrate how friggin' easy it is these days.

You can download Unity free of charge.

Blogger Quadko October 07, 2015 12:22 PM  

@3 Knight spent $22,501

Wowza. That probably could have funded an indie Elite / WC1 remake knock off quite nicely right there, and provided a core for everything else they want if they'd had a good vision and starter design.

Blogger Markku October 07, 2015 12:34 PM  

I'm sure that it's a pure coincidence that if the company got sold, those ship models would be the only things with real monetary value. Especially for movies, if they really are as accurate as the article leads you to believe. And it would all have been funded by someone else. All you needed to do was to promise them things, and put your own models into an engine tutorial code.

Excellent deal.

Blogger Anonymous Robot October 07, 2015 12:35 PM  

Primary question being, where did ALL this money go?

If you want to hang out ...?

Blogger ZhukovG October 07, 2015 12:39 PM  

47. Christopher Yost

No one 'hates' Star Citizen.

How does one hate, that which does not exist?

Blogger Josh October 07, 2015 12:53 PM  

No one 'hates' Star Citizen.

I think Mr Yost is projecting.

OpenID Steve October 07, 2015 1:00 PM  

The average Star Citizen backer has contributed $96. To date, Knight's total investment is $22,501

That's an insane amount for pixels that don't exist. I don't think I would want to play in a game with PVP elements if some 70 IQ Saudi could have a $500,000 advantage.

@47So... how much money have you given to Star Citizen?

Its not nice to ask those questions when the likely amount could have bought a dozen hookers and a "moslem invention clock case" full of cocaine.

Allegations that investor's money was used for non-game dev purposes such as home rent and pet film projects.

If you where a dinosaur that made water fall up my love, the hugo award winning story of a lack of game physics after $90million spent.

No one 'hates' Star Citizen. How does one hate, that which does not exist?

Perhaps you did not see the die verse city in tech posting today. All of those """qualified""" blacks, Hispanics, & women could get together and form their own tech company if they are actually qualified, but who would do the work. Oh yea the obamacare website was the most die verse tech company and 3 Asian/white guys created a page for free that had everything the CA obamacare site lacked.

OpenID true-poser October 07, 2015 1:30 PM  

Well, it's obvious that SC project supporters and SC project opponents talk past each other.

Supporters are already playing the game in their heads. The release will probably hurt the game if it's less then stellar.
It's like with a book and its film adaptation. You can visualize the book as you wish, but the film forces its cold and hard visualization on everyone, love it or hate it.

Opponents appeal to ratio, to feasibility of the final product.
They are likely to fail, as supporters are there for the ride, for being "in", not for the actual release, no matter how they rationalize it.

Personally I think the project is too big and diverse already to be integrated into a single game.
There's no head large enough to fit all the features and their interaction even at high level, so it's hard to believe the game will be whole gameplay-wise.
Never mind the codebase integration, that'll be a pain for years to come.

However, if consenting adults gave their money on this, why not watch the experiment?
There is a chance it really can be done, though a slim one.
It's not like it'll hurt the genre, it's dead for more than ten years already.

Interestingly, both Smart and Roberts share the notion that an encompassing sim is something worth doing.
Nevermind that inclusion of a walking simulator already means 3x more work (make flying in space good, make walking good and make them play together nicely), all who tried it before were doing it wrong due to [list of appropriate reasons].

Okay.jpg.
No, there's one game that handled both flying and walking and included shooting and ship interiors and it all played together very good for reasons that will become obvious immediately.
It's Privateer: ASCII Sector.

Blogger Christopher Yost October 07, 2015 1:36 PM  

@54

Ohmygawd ohmygawd he responded!!1!

I can't tell if your reply is purposely ironic or not. I read your SJW book (liked it) but I don't remember if I'm supposed to continue asking for facts, go straight out rhetoric or something in-between.

Blogger Markku October 07, 2015 1:41 PM  

Meanwhile, here's some version log from the launcher of Elite: Dangerous

Elite Dangerous CQC (1.4)
The CQC (1.4) update adds Close Quarter Combat Championship to Elite: Dangerous. It also adds three new playable ships: Imperial Eagle, Federal Gunship and Federal Assault Ship. New scenarios and missions have been added along with a host of tweaks and fixes.



Elite Dangerous Powerplay (1.3)
Powerplay is now available for PC and Mac. As well as adding the Powerplay feature the update includes two new ships (the Imperial Courier and Diamondback), collection, fuel transfer and prospector drones, updated mission system and a host of other tweaks and changes.



Elite Dangerous is now available on Mac
Mac and PC players will be able to crossplay in a shared galaxy and all players have access to both formats from their accounts.



Elite Dangerous Wings (1.2)
Wings update (1.2) adds player and NPC wings to the game as well as playable Fer-de-Lance and Vulture ships. It also contains a wealth of fixes, tweaks and improvements to the 1.1 Community Goals release.

---

Now that there is what the development of a SUCCESSFUL massive universe sandbox sim looks like.

But hey, it's nice to walk around a hangar with a rubber head and dysfunctional elevators too!

Blogger Christopher Yost October 07, 2015 1:45 PM  

@48

I gave $35 at the very beginning. Was worth the time just spent on their forums gabbin' 'bout possibilities and "realities" of space warfare.

I'm happy to provide you with those facts so you can use 'em in an attack to provide yourself some personal meaning. ;)

Blogger Josh October 07, 2015 1:47 PM  

I'm happy to provide you with those facts so you can use 'em in an attack to provide yourself some personal meaning. ;)

Looks like you're projecting again...

Blogger SirHamster (#201) October 07, 2015 1:49 PM  

I gave $35 at the very beginning. Was worth the time just spent on their forums gabbin' 'bout possibilities and "realities" of space warfare.

Good for you if you got your money's worth. That's still not a game.

Blogger SirHamster (#201) October 07, 2015 1:56 PM  

However, if consenting adults gave their money on this, why not watch the experiment?

Based on some of the info from Smart, the experiment has tripped fraud regulations. The "consent" is based off deception, and this will harm the gaming industry when it all goes up in flames.

Maybe Smart is mistaken ... but the response from Roberts does not help the case that SC is going well and making progress.

Blogger Markku October 07, 2015 1:59 PM  

One of the major accusations:

"His immediate response to everything was to insult people, and accuse everyone of being idiots," he said. "It was like the Eye of Sauron. You never wanted to say anything in an email or a meeting that would bring the Eye of Sauron on you. He couldn't control his temper, and had no problem making a public scene of it."

*reads response*

*does not feel relieved*

Blogger Christopher Yost October 07, 2015 2:13 PM  

@58

I've yet to see an actual release date that was scheduled (there wasn't one).

The closest there was to it were projected dates for Alpha. I'm not positive on the modules, they may have been the forerunners or whatever.

Allegations are not facts. Find an actual fact for and/or of 'em and then people should care.

Blogger Krul October 07, 2015 2:13 PM  

@47 Yost - "I've yet to read anything factual to excuse all this obvious hating."

This was VD's assessment last Friday:

"I sincerely hope that's not the case with Star Citizen. The success of Star Citizen after such a brilliant crowdfunding campaign would be absolutely wonderful for the entire industry and could launch a much-needed new era of creativity and innovation. The success of Star Citizen is in the material interest of every professional game developer. But after more than two decades in the game industry, I've learned to recognize the danger signs of a derailing development project and more than a few of them are observable around RSI of late."

Saying "I want this to succeed but I'm afraid it will fail" is not hating.

Blogger Josh October 07, 2015 2:24 PM  

Allegations are not facts. Find an actual fact for and/or of 'em and then people should care.

I already posted two facts.

Blogger Harsh October 07, 2015 2:25 PM  

How it reads is he gets his mad off his chest, responds to each point made in a professional manner and then ends it with an open invitation to each of their locations, etc.

You're obviously new if you thought that would pass as a convincing argument around here.

OpenID true-poser October 07, 2015 2:30 PM  

@74

Yep.
However, these allegations will take root only in the disillusioned already backers, those who don't want the ride anymore.
It's highly ineffective to try to sway the emotional stance by rational reasons and vice-versa.
Backing a project is a leap of faith, then sunk costs kick in, and it becomes just highly uncomfortable to get out of this, even if allegations will hold water.

In a hypothetical case if the project crashes and burns in a worst way possible for CIG, there will still be a two-digit percent of backers that'll hold to their beliefs.
That's if they won't ship the game before. Then it'll be Piranha Games and Transverse debacle.

Blogger Nate October 07, 2015 3:55 PM  

"I've yet to see an actual release date that was scheduled (there wasn't one)."

So... after 90 million dollars... your best defense is... "They haven't failed to meet any release dates because no release dates have ever been set."?

This is a great example of Beaten Wife Syndrome.

OpenID Steve October 07, 2015 4:09 PM  

"They haven't failed to meet any release dates because no release dates have ever been set."? This is a great example of Beaten Wife Syndrome

Perhaps you should sell him one of your wife's glocks by calling it a "a $2,500 Javelin Destroyer"
-bgs

Blogger Mark October 07, 2015 4:33 PM  

@76 From here.

One major point of concern includes the seemingly silent alterations to the Terms of Service. In total, a revision to the Terms of Service includes 178 removals and 199 additions, and was instated after the initial release window for Star Citizen had already passed. The original ToS that backers agreed to when contributing the project was ToS v1.1 listed on the RSI website, and stated that if the game failed to be delivered within 12 months of the original Kickstarter estimated delivery date, refunds would be available. At the time, the project held a November 2014 release date, making the non-delivery period November 2015. This was changed on February 1, 2015 to ToS v1.2 to reflect a new timeframe of 18 months. The anticipated delivery date had also changed at this time, to the end of 2016.

Blogger Carl Philipp October 07, 2015 4:39 PM  

@35 "The best way to build a massive game of epic scope is to release a smaller expandable fun version of it with say 30% of what you expected to do... then spend 10 years updating it... expansion packs and new content every few months... and once a year or so... a major whole-new-game type update."

So... Dwarf Fortress, then.

Blogger Markku October 07, 2015 4:41 PM  

So... Dwarf Fortress, then.

MUH MAN!

Blogger EF October 07, 2015 5:04 PM  

I've backed a few games on kickstarter. Some were great, some poorly executed but all were late to ship. I wonder if the devs--since there's no publisher breathing down their necks--are just simply working easy, 40 hour weeks with no crunch time(s). This might explain all of my disappointment with crowd funded games.

Blogger Carl Philipp October 07, 2015 5:20 PM  

@85. I mayyy have invented magma landmines at some point. Not to brag of course.

Blogger Markku October 07, 2015 5:21 PM  

throw good money after bad
to spend more and more money on something that will never be successful


#JustSaying

Blogger darrenl October 07, 2015 5:35 PM  

Just starting to read that linked article.

Wow...this is like Vanguard all over again, except without the drugs(?)

Blogger automatthew October 07, 2015 6:01 PM  

Smart's article reads like one of Robert Lindsay's gossip posts about Bigfootery.

Blogger Cail Corishev October 07, 2015 6:43 PM  

Crowdfunding as a concept strikes me as vaguely sketchy and probably abused more often than not, but I admit that's just an impression.

A while back, I clicked on someone's old GoFundMe link for some reason. That one no longer existed, so the site popped up a page of campaigns in my area. There were a bunch of them: many for medical expenses, but also people looking for help paying off flood and fire damage, projects to fund conferences, and even a fund for a headstone. Some were outright "Help me buy a new X" without any pretense to charitable need. Most weren't looking for a lot of money, but I was amazed how many there were. Apparently it's become common to think, "Hmm, I need $500 to pay for that; time for a crowdfunding campaign."

Also, every SJW seems to have a Patreon account these days.

It's not that I can point to anything specifically wrong with it; and it seems like a logical, free-market way to fund things of value that don't fit into traditional funding models. But then, maybe that's a sign that the project may not be as valuable as people think?

I dunno, maybe it just bothers me that the other side seems to be profiting a lot more from the method than we are.

Blogger JDC October 07, 2015 6:45 PM  

We need Quiet to perform a Fulton Extraction on this game and be done with it.

Blogger Derrick Bonsell October 07, 2015 7:06 PM  

@October 07, 2015 7:22 AM Smart is actually in great position to understand what Roberts is setting out to do and has a perspective most in the industry do not.

Blogger SirHamster (#201) October 07, 2015 7:10 PM  

@80
However, these allegations will take root only in the disillusioned already backers, those who don't want the ride anymore.

There are more than just "highly enthused" and "disillusioned" backers. The ones in between are on the fence; they aren't deluded fanboys, and they should have access to accurate information to make a choice to continue backing SC.

The charges of fraud are serious and should be investigated to disprove or confirm. If true, every moment leaving SC alone is time where backer money is wasted and made unrecoverable.

If false, this would help existing backers have confidence that their money is being used properly ... An unlikely result given the accumulated news, but still worth the trouble to demonstrate.

Blogger Cataline Sergius October 07, 2015 7:12 PM  

This comment has been removed by the author.

Blogger Cataline Sergius October 07, 2015 7:14 PM  

@91 Cail

It's not that I can point to anything specifically wrong with it; and it seems like a logical, free-market way to fund things of value that don't fit into traditional funding models.

There is something quite a bit more primitive at work here, I think.

Consider it in terms of tribal warfare. Where one tribe ritually destroys their own wealth to humiliate an enemy tribe.

Observe the pride they take in doing it. The bragging rights they award themselves afterwards. And the status they gain within their group for having done so.

Blogger Derrick Bonsell October 07, 2015 7:38 PM  

@October 07, 2015 7:22 AM Smart is actually in great position to understand what Roberts is setting out to do and has a perspective most in the industry do not.

Blogger James Dixon October 07, 2015 7:38 PM  

> Crowdfunding as a concept strikes me as vaguely sketchy and probably abused more often than not, but I admit that's just an impression.

Properly executed, crowdfunding merely ensures that a creative team will get paid a certain minimum amount for the product they produce. Ideally the money should be placed in an escrow account which can only be accessed once the project is completed. If it's not completed within a certain time frame, then the money can be refunded.

But that means you have to fund the creation out of your own pocket until completion. It seems that's not something the SC team was willing to do (or perhaps not capable of doing). That in itself would be enough to set off alarms for me.

OpenID Steve October 07, 2015 7:46 PM  

@91 I dunno, maybe it just bothers me that the other side seems to be profiting a lot more from the method than we are.

Maybe you should hit up the girl with the go fund me site for birth control. I imagine if you had a pic of a pretty girl you could get people to pay for your groceries. I would much rather donate to a local charity that could possible help a white family than give to some big charity that 90% of the funds get spent inside the HQ, with only 1% actually doing charity work but only for non Asian minorities.

Blogger Jack Ward October 07, 2015 7:53 PM  

Markku @61 That was most interesting. It was fun watching the post apocalyptic street scene build from nothing. And, this design engine is a free download? I would think they have a pro version for money. As for 'saving' SC, my continuing error is that I've come to believe you and Vox can do just about anything.

Blogger Markku October 07, 2015 9:12 PM  

Yes, you have to pay about 2k USD for the Pro, as a permanent license for one "seat". (Usually equivalent to one programmer, but "seat" is more exact legalese). The only major difference is that the free version will tell the user in a splash screen that the game has been made with the free version. You still have all the features, but that little thing is going to mean that no company is going to want to live with that. They'll pony up.

Blogger Markku October 07, 2015 9:16 PM  

And to be clear, it's not merely a design engine, it's a game engine. It's programming languages are Javascript and C#, whichever you prefer. Both give you the same functionality. What you see there is level design. Then you would just place the actors in place, attach your JS/C# code to them (and usually a "WorldManager" -object which is responsible for interactions between them, and export a game ready for distribution. These days, the overwhelming majority of multiplatform games are made that way, with Unity.

Blogger Markku October 07, 2015 9:54 PM  

Here's a let's play of an actual, interesting indie game made with Unity, currently in early-access in Steam, made by a studio of four people.

https://www.youtube.com/watch?v=Gcdrl6Uq9zY

Let me repeat: Four people.
Also, let me repeat: Pre-alpha.

This is roughly the level of completion that we should be seeing by now in SC. Instead, we see one room with dysfunctional elevators and rubber heads.

OpenID Andrew W October 07, 2015 10:24 PM  

About a year ago, there were many posts about how Star Citizen might kill EvE online. Meanwhile, CCP had realised they had a problem, found a good producer, and told her "your goal is to make sure we deliver stuff that works, is fun, and is good gameplay, on a decent schedule. Everything else is secondary.".

12 months later ...

Blogger maniacprovost October 07, 2015 11:03 PM  

Wasteland 2 was made with unity 4. There is a statue in the game that says, "They should have used Unreal Engine."

OpenID Jack Amok October 08, 2015 12:42 AM  

Ugh, Unity...

I shudder to think what's being done to the thought patterns of kids who grow up learning to program with Unity.

OpenID Jack Amok October 08, 2015 12:53 AM  

But that means you have to fund the creation out of your own pocket until completion. It seems that's not something the SC team was willing to do (or perhaps not capable of doing).

What you're describing is basically guaranteed pre-sales. Frankly, having something like that - even though it's in escrow and untouchable until the product is complete - ought to be very useful in acquiring more traditional funding. "Look, there's $10 Million in guaranteed sales if we do this, and all we need is $1 Million from you..."

Blogger James Dixon October 08, 2015 4:05 AM  

> Frankly, having something like that - even though it's in escrow and untouchable until the product is complete - ought to be very useful in acquiring more traditional funding. "Look, there's $10 Million in guaranteed sales if we do this, and all we need is $1 Million from you..."

Exactly.

Blogger RCR_Chris October 08, 2015 12:09 PM  

@100, 101,102

I believe Unreal Engine is also free to download and use, without restriction. IIRC, the cost is 5% of gross revenue from whatever you build after the first $3K.

Blogger Floyd Looney October 08, 2015 5:14 PM  

They raised $90 million because they literally promised people the game they have always dreamed of. So far they got racing and a battle-dome sim. Oh and a stupid garage-like thing. Too bad they can't plug their ships into the Elite:Dangerous universe...

Blogger Markku October 08, 2015 10:39 PM  

That is of course just a quip, but the ships wouldn't fit the Elite background story. Star Citizen ships (except the cruisers and destroyers) have wings for flying in the atmosphere. It is a specifically mentioned item in the Elite background story that those kind of ships were never developed in it, because the space stations were always outside the atmosphere, and the thin wings would have been the obvious weak point of a ship design, where they are unnecessary. Cut out a wing, and there goes half your weapons.

Blogger Floyd Looney October 09, 2015 2:32 AM  

I figured. Seriously though, I am shocked that nobody has created a way to replace the garage with a star field of some type.

Blogger Remper October 09, 2015 7:36 AM  

1) Don't give a damn about Star Citizen for about 2 years
2) Poorly-written article in the Escapist appears
3) Don't research anything or catch up on what is happening in Star Citizen right now
4) Write a post full of concerns about Star Citizen future
5) ???
6) PROFIT

Guys, Star Citizen has the most open development process ever done for a AAA-game. Everything they did so far is perfectly reasonable and what they promise is doable. No one had a single concern about game's eventual completion before Derek Smart's posts and the Escapist article. Not because we (backers) are stupid zealots, but because every week we are given a detailed explanation on how things are going.

Keep in mind: most of the Star Citizen backers doesn't give a shit when the game will be released. This is the project that has to be done right. For now, we trust Chris Roberts with taking as much time as he needs to create the game we asked for. And for the last 2 years he hasn't done anything to cast any doubt on his decisions.

What I'm really afraid of is that baseless allegations in the game press will scare potential partnerships with other companies and the constant intake from the new backers, which will make Chris to downsize the project – that would be really a shame. So until you have actual facts about Star Citizen development going south, I would kindly ask you not to generate any additional shitstorm. Don't try to destroy our dream.

Blogger Markku October 09, 2015 7:48 AM  

The ??? is Chris Roberts' response. Had it not been the way it is, all this would almost certainly have gone away, because Derek Smart has just about the least amount of credibility of all people developing this sort of a game. He made the most legendary example of the very mistake he is talking about. If it were just Derek Smart not having faith in the project, all this would have gone away almost immediately. But Chris turned it into a promising lolcow, and hoo boy, will it be milked.

Derek Smart was only the trigger.

Blogger SirHamster October 09, 2015 10:14 AM  

So until you have actual facts about Star Citizen development going south, I would kindly ask you not to generate any additional shitstorm.

Fact: There is still no game.

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