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this post was submitted on 16 Mar 2024
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What's the vision for this game? In my mind it's like they want to create some massive P2W MMOFPS that somehow casuals will want to play despite some whales having paid into it for 10 years for game breaking advantages?
I admit I know little about the game, I'm just not sure how they're going to attract that user base.
They wanna make a space life sim, basically. Right now you can buy ships with cash to support them, but can also use in game $. If you helped with cash, then you get certain perks like 1 off paint jobs, or lifetime in game insurance on the ship you bought. New mechanics have been slowly added to the game, in which if you have bought any cash ship, from $40 - 1000s, then you get their single player game when it releases, and immediate access to the games current online alpha.
The online alpha was SERIOUSLY impressive last I played, and that was early 2019. I bought a $35 starter ship pack very early on. I thought, "if this game succeeds then it'll be very worth it, if it fails or is a scam, I only lost $35." Which is what I think everyone's attitude should be towards it.
Same here. I haven't fired it up in ages though, and don't even have my gaming rig up at the moment (nowhere to set it up with ongoing renovations at home). I should probably take a look this summer or fall when my network is finally up again. Apparently they've progressed a fair bit. I still have to agree that the amounts and time sunk in that thing are bordering on the insane, whatever the end result is.
It's been in development for about 12 years. This was 6 years ago:
https://www.pcgamesn.com/star-citizen/star-citizen-pack-27000-dollars
I don't think that they started out intending to "scam" players. I think that what happened was that they just mismanaged a development project, and every time they slipped and missed where they intended to be, the only way to dig themselves out was to keep making more-extravagant promises and figure out ways to take in larger sums of money to "fix" things. And what actually happened was that they kept digging themselves deeper into a hole; there's no way that they're going to deliver something that someone who spent the kinds of money that they've taken in is going to be happy with, not to mention all the physical items that they've promised to develop and send to people and haven't. The developer doesn't even have a good way out if things go badly -- the developer can't cut off the process without the people who have committed money for all the promises feeling ripped off, and no one potential customer can end the process, can't say "well, the publisher cancelled the project".
Many years back, a traditional game development process would have had the publisher, someone familiar with the game development process, say "this project has gone off the rails" and have cut them off from more funds, but because they're getting funds by making more promises to players, they can keep going as long as players keep committing more funds. There's an increasingly-large divergence between promises and what they can do.
I think it just highlights why the traditional game development process makes sense. That is, there's a legitimate reason for having the publisher raise the money, have experience with the development process, and have oversight authority and milestones on a project and a single party with the ability to cut off funds if things go badly. If you're a developer, it may chafe to have a publisher breathing down your neck, but...
And don't get me wrong. I totally would like to have a good new space combat game too, like a lot of people. And I think that there's room for a business model where players who really want to see a sequel to a much-loved game are willing to commit a (limited) amount of funds towards it.
But I also think that it needs to be made extremely clear that any given project may fail, that the business model needs to involve oversight from someone like a traditional publisher with the ability to say "this project isn't working", milestones, someone with expertise in the field running the numbers on the financial side, and some mechanism to stop the developer from just trying to buy their way out of the hole with larger promises.
The game development process does have a certain amount of risk. Part of doing game development is managing it and relatively-gracefully dealing with failure. I think that it might be nice to have someone produce some kind of intermediate model, something where a would-be customer can choose to expose themselves to risk, but also where there's a route to kill the project if it isn't going well. That protects the developer as well as the players -- the developer can't commit themselves to something that they can't do, and the players can only lose so much.