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During last night's BAFTA ceremony, Star Citizen's Chris Roberts revealed the target timeline for each of the game's components to be released. Star Citizen is a four-games-in-one creation that includes a persistent first person universe, a single player campaign, space exploration and combat and an FPS component. If all goes according to plan, Star Citizen should be in final release in 2016.
Check the image below and let us know what you think in the comments.
Source: Polygon
Comments
hmmm
In their last year of work, they managed to go from single seater dogfighting to improved single seater dogfighting with a few more ships.
I'm not sure a persistent universe alpha for end of 2015 is a very realistic estimation of what they can accomplish.
I think it's hard to say exactly when each module will be released during the year, but I was thinking 2016 would be persistent universe alpha and 2017 would be the official launch.
It's also a bit strange we don't see Arena commander 3.0 and 4.0 listed in that schedule, as those modules were included in previous schedules and were considered a core part of the game's evolution. Was this schedule pic made by MMORPG or it is a rip straight from a CIG presentation?
This game doesn't have the development power to deliver on everything it promised. It is unfortunate, but you are very accurate with this assessment and the slow cycle at which stuff is accomplished. It is nothing to be ashamed of by this company, but it does mean that people who think it will be all peaches and happy thoughts will be sorely disappointed.
>>> I dont think they even give a shit if the game releases or not. >>>>
Then you neither understand the mayority of the backers nor the developer team. Does it matter if it takes longer to develop ? No! Not if the end result is why we backers support this project.
We give CIG the time and the money. Many people do not understand this. We do. We give the money, you do not. And the vast mayority of the 730.000 backers are NOT investing thousands of dollars .. thats just propaganda. If that would be the case, we would be at 700 million instead of 70 million.
Oh, all they did is put out a dogfight simulator in 2 years! --> Do some reading i suggest. The biggest part of the development - the solo campaign Squadron 42 - is done without public testing at the moment. We backers DO test the technology, but not the story (yet). in 2015 most of the pieces of the puzzle (revealed and unrevealed) come together, that is why the schedule speeds up now.
Have fun
Of course it does.
The development cost money and longer it takes, lower the quality of the product due delays.
I think it will become apparent very soon how overblown Robert's ambitions are, how much of Star Citizen is no more than big words and how negatively it affects the management of the project.
iir, this was very same issue with Freelancer.
If you are still testing the technology, you are not ready to develope the content yet - no story. Do not get fooled, Squadron 42 is still just on the paper...
its the internet and a gaming forum and not only a gaming forum but a mmorpg gaming forum.. So yes the place is full of people like that sadly.. Over the last few years its what these type of sites have turned into.. a place for people to rage and cry about every tiny thing in the world and its getting worse..
Every new game release or alpha, beta or early access they all explode at the same time complaining about something..
Wait what did you really just say that ?
2016 is perhaps a tad optimistic unless they aim is a MVP release. But it is nice to see that they have a time-line. Now the question is... What good does a dead-line do when your "investors" have given you carte blanchè to break said dead line. I guess it is a question of "we run out of money at (insert date) and the game need to be done then" But that is not a good way to handle dead lines.
I hope his real investors put more well defined border around him... It is generally a bad idea to give creative people to much freedom... Because they just keep adding and building.
This have been a good conversation
It is not a matter of opinion. Let me explain how it works.
Assume you have a budget for your development. With that given money, you can do n amount of work. If you are delayed, it means you either pour more money in to keep with the original development plan or you drop some of the features and hinder the quality.
Since money aren't infinite resource, the latter is how it usually ends up.
Delays are not occuring because you want more quality, they occure because you failed to deliver what you were supposed to. No other reason there.
Publisher or not, funds are not infinite. People won't be showering Roberts with money forever. Same issue as Freelancer.
In fact, it is the other way round - investors will likely pour more money in so they can at least get some of their investment back but backers...? If they get fed up waiting or are unsatisfying with what they see/get, they will just go play something else.
Nothing of that invalidates my point - Squadron 42 being just on paper, there are only getting the some very basic technology framework together, thus no contrent yet.
Just because there is a podcast and forum post does not make it working piece of code. You make a huge leap there.
In fact, most of the podcasts are either very general development topics, some utterly menial, routine tasks any developer goes through or just the paper feature descriptions. There is nothing impressive to see.
Podcasts do not give you any insight into an actual development state, it is just marketing and PR.
--> That is why there are hundreds of dev posts besides these podcasts, with MUCH more detailed information. That is why there are detailed 20 page progress reports on the website every month. In addition to that there are several well connected backers that live near the CIG studios and know members of the dev team - their unofficial insider reports are confirming the official reports ("Hard work, progress being made, pieces of the puzzle coming together in 2015, more talent constantly being added to the team").
--> Have fun
You plan your project in dependance on your budget, not the other way round.
Also, curious where did you get those implied figures from... Do you mind sharing your source?
I never said the delays are due internal causes only. I think you do not understand the point being made there at all...
Illusions crumble with time, not getting stronger. I am not sure you understand or even read points you reply to... There will be "nothing" to come back to, it would be a reason why pleyers left in the first place.
Please do provide me with some official material about Squadron 42 content that is already implemented - not just on paper. Apparently there is those hundrends of podcasts but somehow I must have missed that big memo...
Quantity does not substitute for quality. "We ordered 6 boxes of paper clips today!" is not saying much about development state but it seems like you make no difference there.
--> Have fun
Work on the programming of the modules has been going on for at least a year now. Detailed reports about this work can be found on the CIG homepage under "Monthly Reports" (about 15-20 pages per month).
The part about the work on the various landing zones (planetary environments like ArcCorp, Beijing and Terra Prime etc.) may be especially interesting for you.
https://www.youtube.com/watch?v=3UaFSd-ezQc
(very early Alpha version 2013 of Terra Prime landing zone, CIG has made great strides since then)
Have fun
looking forward to this game but I have major doubts they can meet that launch schedule without cutting features
how big and skilled is the team working on this thing?
Crush your enemies, see them driven before you, and hear the lamentations of their women...
About 280 people. Around 200 in the various CIG studios (working basically 24/7 via a handing over system across timezones from the US Santa Monica to US Austin to the UK and back). Some 80 contractors, including such names as Andy "Gollum" Serkis for motion capturing. CIG was looking for experienced contractors in specific fields (e.g. Illfonic for FPS, Crytek engineers for the game engine itself, Moon Collider for AI etc.). Number of employees is still growing (especially with the new CIG studio in Frankfurt, Germany, near the Crytek HQ).
Skill wise its a mix of very experienced people (e.g. amongst the producers) and new talent. The first 6 months of the project they had to build up the offices and teams, as the project was much more successful than expected and allowed a much more ambitious, revised schedule.
Have fun
Made me laugh, and I mean laugh out loud. Been playing games a while hfztt ? :-)
Where the big problem lies with the amount of time it takes to develop is technological advances during that time. You work hard to make everything look good on current hardware. 5 years down the road, that hardware is crap and you have to update graphics, then you have to make all the changes work, then you are another year down the road. Before you know it, you have a Duke Nukem in 15 years of development and coming out with 10 year old graphics and 10 year old jokes.
Don't get me wrong, I am waiting on this game to come out and I hope it is everything Chris Roberts thinks it can be. It is just that we have been hearing about it and talking about it for several years, and after a while and a few of delays, we start to get discouraged. I just want a good single player space game with the quality of his older work. Then take it MMORPG.