Star Citizen (and Squadron 42) - Chris Roberts' space flight sim SP game and MMO - by EvaUnit02
faetal on 29/10/2013 at 11:32
Even of the whole thing is a car crash, it'll be one for the books.
I wonder if all of the extra money is coming from wealthy gaming fanatics essentially doing a Civ-style "hurry production" thing.
Volitions Advocate on 29/10/2013 at 12:12
Seeing as how you dont have to settle for your first pledge, I'm guessing that a great deal of original backers just continually give them money as a new stretch goal is announced. For them it's probably like taking in MMO subscriptions on a monthly basis without having to provide anything other than some sweet PR vids.
They had better stop accepting money, or they'll never finish the game.
icemann on 29/10/2013 at 12:46
If this one fucks up it'll be the one that people point at when talking against crowd funding for games and how it can go. I for one love crowd funding and the unexpected sequels and spiritual successors that we've gained / will gain from it, but just saying.
EvaUnit02 on 29/10/2013 at 14:37
The stretch goals aren't feature creep, just extensions of what they already had planned in their pipelines. Eg the recently met stretch goal for planetside infantry FPS combat is just new environments for the boarding action FPS stuff. They're using CryEngine, so there's a fully fleshed out FPS system out of the box.
Quote:
Even though we’ve fully funded the base game, every extra dollar helps to make the experience better. The content we talk about in these stretch goals isn’t “feature creep”; it’s elements we’ve been building and planning that will be all that more impressive with additional resources. In essence, you’re putting things we’ve already discussed for the future into development now. The extra funding means we’re secure in assigning resources to go ahead and begin developing that richer content we had initially planned to fund through the game’s success upon release.
(
https://robertsspaceindustries.com/comm-link/transmission/13345-Letter-From-The-Chairman-25-Million)
It'd be completely unrealistic to expect the majority of the stretch goals to fulfilled upon release. MMOs are ever evolving products however and I'm confident that most, if not all, will implemented/delivered with time. This is a network of studios largely staffed and led by AAA development veterans, who know what they're doing (unlike say (
http://www.kickstarter.com/projects/missingworldsmedia/the-phoenix-project-city-of-titans) City of Titans).
faetal on 29/10/2013 at 16:12
"Spend gold to hurry production"
EvaUnit02 on 14/10/2014 at 05:46
Persistent Universe, first gameplay video (pre-alpha)!
[video=youtube;7Gx-3iwXvoQ]https://www.youtube.com/watch?v=7Gx-3iwXvoQ[/video]
Since the last time this thread was bumped the space combat has been playable publicly in the form of the Arena Commander dogfight module (which is treated as an in-universe pilot training simulator).
henke on 14/10/2014 at 06:01
That looks fantastic.
Doesn't look "persistent" the same way No Man's Sky is tho. Those cutscenes seem to mask the loading in of the planet geometry. Just look at how much the view changes from before to after the cutscenes.
Shadowcat on 14/10/2014 at 06:29
I'm not sure what that has to do with persistence? (I guess it's not clear to me why you quoted the word.)
henke on 14/10/2014 at 07:24
I had to look up the definition of persistence to make sure I wasn't using it wrong.
Quote:
1. the fact of continuing in an opinion or course of action in spite of difficulty or opposition.
2. the continued or prolonged existence of something.
So yeah. #2 is what I mean. As I see it, when it comes to videogame worlds persistence basically means "no loading screens". When you move from point A to B you do so in real time without any cuts.