上位 200 件のコメント全て表示する 269

[–]HolyDuckTurtle 718ポイント719ポイント  (98子コメント)

This is a hell of a long article but well worth a read, currently half way through (edit: now finished) and its going into really interesting detail into the development process from various points of view. As a game developer it's fascinating, like most pieces of SC material it's worth a read for anyone interested in this kind of stuff.

Please don't read "troubled" and jump on that "SC is a failure just like I told everyone so!" bandwagon. This is an article about the challenges this studio and project have faced during their transition from cool space sim to most funded project of all time, how that's impacted them and their struggles adapting their work ethics to it.

Things go wrong, good calls turn into bad ones, things get changed, staff get stressed, etc. Practically every game goes through this. It's game development in a nutshell.

If you fail to understand this, or even worse don't actually read the article and just form your own headcanon about what you think it will be based on the source, then please reconsider posting.

[–]INDIANA_POTATOHEAD [スコア非表示]  (25子コメント)

Every project has its troubles, large or small, the important bit is how those troubles are dealt with or prevented from affecting the project at large.

[–]BLSmith2112 [スコア非表示]  (9子コメント)

Please don't read "troubled" and jump on that "SC is a failure just like I told everyone so!" bandwagon

Thank you. It annoys me that these articles slide a little click baity word in there to make everyone think thats what it is, but isn't.

[–]falconbox [スコア非表示]  (4子コメント)

Or maybe the readers shouldn't see "troubled" and immediately think "oh my god the game is going to be a complete and utter failure!"

I think we often try to read into the extremes. Hell, Red Dead Redemption had a troubled development and Lezlie Benzies had to come in and steer it in the right direction toward the end of development. Doesn't mean the entire process was doomed. They just ran into hurdles.

[–]elr0nd_hubbard [スコア非表示]  (0子コメント)

"Troubled" doesn't exactly have a positive connotation, though. You'd be forgiven for thinking that this was something more than the standard trials and tribulations associated with development.

[–]teerre [スコア非表示]  (0子コメント)

More like: maybe the readers shouldn't only click the article if it has a title like this. I can guarantee that if the title was "A look into the normal development of SC", they would get much less clicks

In fact, they only use these titles for one reason: they work

[–]xflashx [スコア非表示]  (0子コメント)

Thought the same thing - I funded back in kickstarter, and although I know it is taking forever... never thought it was 'troubled'

[–]Wolvenheart [スコア非表示]  (1子コメント)

It's kotaku, just seeing their name in the url makes me 10 times more critical and distrustful, they've pulled so much shit in the past.

[–]Tactful [スコア非表示]  (47子コメント)

The sources talking about Robert's poor management at the end are pretty damning to be honest. And in his responses he's basically reluctant to change, saying that its the way he is. I wouldn't want to work there on those projects if that's the case. The micromanagement stuff tilts me hard lol, I've been there. It sucks.

I hope the project is successful because of all the people who have given money. But I have a hard time believing it will happen, at least within a reasonable timeframe (5 years). The bit about it being a beautiful tech demo is very scary. I hope I'm proven wrong!

[–]Seagull84 [スコア非表示]  (11子コメント)

Steve Jobs was the epitome of asshole micro manager. Not a single design choice was made without his input.

I'm not saying that makes it okay, and I absolutely would not want to work for someone like that. But you have to admit, it could possibly result in a very clean and fleshed out product.

[–]Tactful [スコア非表示]  (0子コメント)

I made another long comment about this if you care to read it, but in short its a nice story, but we don't actually know if that's the reason. We tend to attribute successes in these situations to auters and their difficult attitudes, but maybe they could have been better to work with and achieved even more. There are certainly examples of CEOs who are doing that, so idk. Maybe it does matter, maybe it doesn't.

[–]wingspantt [スコア非表示]  (3子コメント)

The difference is the scope of the iPod didn't change every 2 months. They set out to make "the best MP3 player" with a certain feature set, then made it.

This would be like starting out on the iPod and, 5 years later, trying to make the iPhone 7.

[–]Karmaslapp [スコア非表示]  (0子コメント)

the scope of SC hasn't been changing every 2 months. it changed while the stretch goals were active and stopped at 60 million raised.

[–]trident042 [スコア非表示]  (1子コメント)

So you're saying it takes courage.

[–]Still_burning [スコア非表示]  (0子コメント)

Well yeah, but that isn't an automatic positive. Don Quixote had plenty of courage, that didn't make his quest any less deranged or doomed to fail.

[–]Discover2010 [スコア非表示]  (4子コメント)

A bussiness can make mistakes and have bad policy but still be a success. Same way a steve jobs made mistakes and be able to successfully lead his company. Hopefully micro managing will still allow sc to succeed

[–]NubSauceJr [スコア非表示]  (3子コメント)

This game has become so huge that when it comes out it will be absolutely packed with bugs. Just looking at all the changes they are doing to crying one to make it work with a space MMO is frightening.

There will be so many big and little issues with it at launch that it will be unplayable. How detailed he wants the characters and textures to be leads me to believe that even the most powerful machines will struggle to get 30fps. In a crowded area with a lot of players and any action happening, forget about it.

Just because you have a great idea for a game and everyone wants to play it, that doesn't mean it can be made exactly to your vision. There has to be some compromise to make it work and Chris Robert's simply isn't willing to do it. He's just demanding that everything be exactly like he sees it in his head and expects everyone to deliver.

I would love to see this game released before the end of next year. I would love for it to be a huge success and have everything pretty much working at release. The chances of that are about as good as Kate Upton waking up in my bed tomorrow. I'll be surprised if it is released before summer 2018 and especially surprised if it's not actually unplayable due to game breaking bugs all throughout the game.

It's a case of promising more than can be delivered. He got a metric buttload of money and is trying to micromanage every bit of the game. He's treating employees terribly and making demands that can't be met. It's a horrible environment to work in according to current and former employees and good games just don't come from that.

[–]Straint [スコア非表示]  (0子コメント)

This game has become so huge that when it comes out it will be absolutely packed with bugs. Just looking at all the changes they are doing to crying one to make it work with a space MMO is frightening.

There will be so many big and little issues with it at launch that it will be unplayable.

Isn't that why they're having public pre-release builds though? To achieve bulk testing of new features as they come online and solve problems ahead of release? They even went to the trouble of building a public portal for managing community-submitted bug reports. And extend personal invites to the most productive bug testers to try out the very latest cutting edge builds before they're released to the public.

To me, they seem pretty committed to making sure the game is as bug-free and playable as possible when the release milestone hits.

[–]wingspantt [スコア非表示]  (0子コメント)

There's about a 0% chance the game comes out in 2017. It's just not there yet. I think if they focused they could release a specific portion of the game in 2018. The full game still feels like an immense pipe dream — not sure they'd even sustain the money to build it.

[–]qvrock [スコア非表示]  (0子コメント)

It also could have been 'in spite of' rather than 'due to'.

[–]TROPtastic [スコア非表示]  (8子コメント)

Micromanagement isn't necessarily a bad thing provided that the person doing the micromanaging is actually highly knowledgeable. Don't know if that is the case with CR (and it often isn't in game dev), but Elon Musk (CEO of Tesla and SpaceX) is one example of a micromanager who is universally recognized as someone who knows what he's doing

Edit: Steve Jobs is of course another example of a highly successful micro manager

[–]magmasafe [スコア非表示]  (2子コメント)

Eh, Roberts like a lot of CEO's in game dev who rose up through core, dev, or creative (rather than management) tend to be super knowledgeable. But that doesn't necessarily make them good at managing companies. They tend to want to be part of production when they should really be looking after the company more than the individual product. Middle management does exist for a reason and they tend to be bad at utilizing that to the greatest effect. Granted this is just my opinion as someone who works under such a CEO. I'm not in their shoes so I don't really know what their side is like.

[–]typeswithgenitals [スコア非表示]  (0子コメント)

Just like a ton of businesses. A lot of dotcoms failed because the startup team failed to appreciate that managing a large company is a different game than a few people in a garage

[–]athe-and-iron [スコア非表示]  (0子コメント)

He's not doing it on his own. He has help. Loads of it, and his leads are extremely competent people.

[–]Tactful [スコア非表示]  (0子コメント)

I don't want to get into it too much, but I think the situations are very different. If you read Ashlee Vance's recent biography of Musk, there are points at which Musk gets very involved with low level stuff, but that's usually when it comes down to cost and aesthetics. But at the same time, Musk delegates a lot of responsibilities directly to close associates that he trusts. Its hard to say how much Musk micromanages at a company of that size, and its hard to say how much of that micromanagement results in a positive impact on the product. I will say that Engineering and Production is a very different industry to games development and software - a lot of Musk's positive changes involved reducing the costs of a part that had never been made before, so I'm not sure how relevant examples they are to be honest.

There's a passage in the book where Musk admits his micromanagement was getting in the way of progress. He basically says he would rewrite his engineers code overnight, and when they came in in the morning they would be pissed off and unproductive because Musk had came in at their level and tossed out all their work without proper communication. Musk said that, even if his work was better, he had pissed off that employee and made then unproductive. Definitely after scaling Musk moved away from this practice.

Additionally, many very talented and key staff members left SpaceX due in part to working conditions. When you lose key talent like that (which also happened on Star Citizen) you wonder if the CEO could have been 10% nicer and more empathetic, and achieved more because they retained their experienced talent.

Similarly, its impossible for us to say whether the micromanagement is ultimately a good or bad thing. There's a tendency yo attribute the successes of companies like these to their very visual, public figureheads. Same with Steve Jobs - people like to attribute the successes of his products solely to him and his negative working attitudes, but we don't really know if that's why they were so successful. He could have been a nice, reasonable, rational dude, good to work with, and still created amazing products. 1000s of CEOs and project directors do it every day. We don't know how much productivity is lost due to managers being undermined for instance, or moral losses from being yelled at in public chat.

So on the whole, I don't know. There are examples where companies with these sorts of leaders that do very well, but there are examples of companies with better working conditions that also create amazing products. In my experience, when someone is an "asshole" it usually isn't necessary, and any productivity gains are used to excuse the behaviour when instead you could just be a cool dude and achieve just as much. No yelling st staff publicly, no undermining directors and managers.

Maybe I'm wrong. The stories of Musk and Jobs are certainly engaging, titanic ones. But I do wonder if they're just stories. We tend to hear a lot about the Elon Musks of the world, and not so much about the Kazuo Inamoris who are mindful, rational, kind, and insanely productive and profitable.

[–]Radulno [スコア非表示]  (0子コメント)

While Steve Jobs and Musk are successful in doing that, that's at the level of their companies (which affects their cases) and most of the time the product. But it doesn't mean it's great for the employees.

[–]immerc [スコア非表示]  (0子コメント)

The person doesn't have to necessarily be knowledgeable, just consistent.

If you don't have that kind of leadership, you can get "design by committee" where things are bland and safe.

It sounds like they have enough of a budget to be able to try really ambitious things and make mistakes.

I don't know if I'd want to work for Chris Roberts, but as a player I think I might be glad with his obsession with getting things to look and feel the way he wants.

[–]-Nikolaus- [スコア非表示]  (0子コメント)

Steve Jobs was a great, great designer though, not a formerly great designer. The novelty of the iPhone was his input, but this isn't a novel game despite all the tech, he should manage and hire good people to do what they do best.

Micromanaging is a habit of a bad manager, and the few outstanding, brilliant people who succeed at it are no basis for comparison.

[–]rglitched [スコア非表示]  (0子コメント)

The efficacy of micromanagement isn't the part that makes it irritating enough not to want to work for someone who does it IMO.

I don't care if it works well or not if your management style makes me miserable as your employee.

You could probably pay me enough to get over it but it's hardly ideal.

[–]iNarr [スコア非表示]  (3子コメント)

The sources talking about Robert's poor management at the end are pretty damning to be honest...The micromanagement stuff tilts me hard

His management style always seemed pretty plain in all the videos they do, but you rarely encounter discussions about it in the Star Citizen circles (criticism of the game is hit and miss, but criticism of Roberts is universally condemned from what I've seen). For example, I didn't see it mentioned in any of the recent threads, but in the latest Star Citizen video about character creation posted the day before yesterday, Chris Roberts brings in the Character Art Director and barely lets him introduce himself whilst Roberts talks for thirty minutes about the nuances of character creation. Watch it for yourself. I don't think the guy got ten words in edgewise during that thirty minutes that wasn't a summary of what Roberts just said...why Roberts even bothered to ask him to be there if he wasn't going to let him talk is beyond me.

Not saying that he's a bad guy, but some of this is pretty much the definition of the project micromanager with his hands in every pie.

[–]Tactful [スコア非表示]  (0子コメント)

I can totally see that. It's very interesting. I've worked with people and clients like this before - if their products are good, it's almost entirely because the people they employ manage to get shit done under hard circumstances. But lots of people just give up and go work elsewhere - after a certain point it's like, why bother?

The most dangerous bit to me is that based on his responses in the article, he doesn't see it as a problem. That's bad, because it means he'll never change. He may even see it as an advantage - he feels he can dip in wherever he likes and change things, without seeing how it may undermine the authority of his other managers / directors. Like one of the sources said in the article: Why bother going to your department Director when you can go straight to the CEO and get something approved? Bad processes.

In my very limited experience in this industry, you need to surround yourself with smart talented people, and then let them fully control their departments. Your role as CEO / leader should be to resolve disputes when they occur, not create disputes by getting involved at every level. If your staff aren't producing work you are happy with, the solution isn't to get directly involved, it's to change the process so they produce work you are happy with. My patience for leaders like this is waning tbh.

We'll see what happens down the line, but yeah, that video doesn't make me feel good. That attitude combined with hiring your wife and brother and refusing to acknowledge problems is like, big red flag for me.

For a great example of comms done right, look at Blizzard and Overwatch. They put out regular content, and although the project leader stars in many of the videos, for a recent video about net code changes they had their 2 networking engineer leads on camera, nobody else, talking frankly about progress. They weren't 100% polished facing camera, but they spoke very honestly, and it was super interesting to see these guys who are literally in charge of networking talk about the network update. Made me feel good about supporting the product.

[–]shaggy1265 [スコア非表示]  (0子コメント)

Chris Roberts brings in the Character Art Director and barely lets him introduce himself whilst Roberts talks for thirty minutes about the nuances of character creation. Watch it for yourself.

I think you're being misleading about that. The art director seems to be talking a decent amount.

And that segment is literally called "10 for the Chairman". It's a segment for Chris Roberts to answer questions from the fans. Of course he is the one doing most of the talking.

[–]athe-and-iron [スコア非表示]  (0子コメント)

The show is called 10 for the Chairman. Chris Roberts is the chairman. They expect him to answer most of the questions personally.

[–]Peanlocket [スコア非表示]  (0子コメント)

The end result is what matters. If doing things the hard way and not compromising is what's best for the product than more power to him. They certainly can afford to not cut corners.

[–]blazingsquirrel [スコア非表示]  (1子コメント)

Chris Roberts managed the development of the Wing Commander series and it doesn't look like his management style caused those to fail.

[–]Clapyourhandssayyeah [スコア非表示]  (1子コメント)

This is the first decent article from Kotaku I've read in a long time. Kudos to Julian Benson.

[–]StuartGT [スコア非表示]  (0子コメント)

Kotaku.co.uk, where the article is published, is much better than Kotaku.com

[–]immerc [スコア非表示]  (0子コメント)

I think a lot of that stuff will be familiar to anybody who has worked on something cutting edge and ambitious. If you're blazing a new trail, deadlines are extremely hard to guesstimate and often go flying by.

I think the article is spot on when they talk about how there isn't a game engine that could do what it is they want, and once they decided they needed a 64 bit game engine they had two really bad options: rewrite significant chunks of CryEngine (or any other engine out there) or try building an engine from scratch. Neither is a good option, but if they can get 64 bit working, they'll be able to do amazing things.

Budgeting and planning was also something that would have been almost impossible to get right. The money kept on coming in at a fairly steady rate, but at a rate that made budgeting almost impossible unless they just froze what they wanted to do. But, if you decide to freeze what it is you're going to do, when do you do t? Too early and what you deliver isn't particularly interesting. Too late, and you keep having to throw out work from earlier. If they had frozen their goals in the first few months, there might be a Star Citizen released already, but it wouldn't have been a particularly ambitious project.

Chris Roberts sounds like he might not be a particularly good people manager, in that he's going over the heads of some of his leads. On the other hand, a lot of what he's doing sounds like stuff Steve Jobs had to do to get something he thought was absolutely top quality with no compromises.

What's really interesting is what comes next? Cloud Imperium Games is now going to have expertise in a brand new version of CryEngine that nobody else has. They'll have some real expertise in motion capture, and extremely detailed facial animation. If an experienced vet like Erin Roberts can take charge of their next game, they could really produce something interesting, and without all the teething pains that came from spinning up a studio from nothing.

[–]crumpus [スコア非表示]  (0子コメント)

Every game?

Software development as a whole is like this. People make decisions and choices based on their limited knowledge and sometimes it is the right thing and sometimes it is not.

I wish more people understood it would be how software is made.

[–]Kromgar [スコア非表示]  (1子コメント)

Considering it was kotaku and "troubled" i had immediately jumped to that conclusion

[–]HolyDuckTurtle [スコア非表示]  (0子コメント)

Not going to lie, I thought the same and clicked to see what they had contrived today. Turns out reading it properly was a good idea.

[–]IceCreamSandwichGuy [スコア非表示]  (0子コメント)

It reminds me of Indie Game: the Movie. On the outside everything looks fine and easy, but on the inside it's a hell of a lot harder than people would expect.

...I should re-watch that movie.

[–]St0uty [スコア非表示]  (1子コメント)

Wait so you're lecturing other users over false assumptions when you've only read half the article yourself? For all you know the 2nd half details the pending financial crisis that spells doom for the entire project.

[–]HolyDuckTurtle [スコア非表示]  (0子コメント)

Could have, and if it did I would have edited to say so. I considered what I had read enough to say this is not just clickbait and worth reading at least for that, assuming the quality stayed consistent.

And now that I've finishing the read, I stand by that. It continues with anonymous sources giving a statement, which CR then confirms and gives his viewpoint on. Basically the kind of thing I was looking for.

[–]Zehardtruth [スコア非表示]  (1子コメント)

On the contrary, the lack of "trouble" from their development has been almost suspicious. I'm not surprised to see fans rush to "defend" this (and downvote the article) despite it just showing that it is indeed a normal development with its fair share of issues. It's better they're honest and let us know, then keep up a facade of "everything is fine" the crash and burn down the line.

NMS didn't try half of what SC does and frankly I'm more worried about the lack of trouble and problems, you know things that always happens during game development.... Så tries to boldly go where few (if any) have gone before, hence they'll face unique issues and troubles. It doesn't mean the game will fail, on the contrary, if devs feel comfortable enough to speak of them you can rest easy. If they get silent or only show minor problems (oh, a crash, silly us. Oh, head bobble, we fixed that quickly) I'd be a lot more suspicious.

[–]dczanik [スコア非表示]  (0子コメント)

Long read, but interesting. Every major project has its problems. With this open development we get to see it all. Fallout 4 spent 8 years in development but we were only saw it 6 months before release. Star Citizen has spent 4 years in active development, and we've seen it since the Kickstarter in 2012.

People are talking about how it's being "down-voted to hell" on the sub-reddit. It's currently the top item there.

 

TL;DR: It talks about the bumps and hurdles they had especially during the early development. It doesn't talk much about how many of these problems have already been solved. So a lot of the interviews were probably from former employees that hadn't been attached to the project in a while.

 

But there have been issues:

  • CryEngine: Was the best engine for them in 2011, they knew they had to change a lot on it. But the changes required to making an FPS engine into a space sim required gutting out huge parts of the engine. There's pros and cons with using an existing engine.
  • Outsourcing the FPS: It's why Star Marine, which was outsourced had problems and was delayed. Little things like not everybody being on board, wrong scales, etc. Things picked up once they brought it in-house. It's looking like it will (finally!) be released next month.
  • Getting people: This is always a challenge for any games company. Finding good talented people quickly. They ended up with a huge boost when CryTek stopped paying their developers and scooped up a bunch of talented guys who actually built CryEngine.
  • Chris Roberts: The man has a vision. He knows what he wants. And he's really adamant about getting exactly what he wants.
  • Reorganization: Back in 2015 they knew they had to make some major changes. Erin Roberts had to make some big structure changes and that meant moving people. Combining groups (like the UI group) that had been across the country. This also meant some people were now obselete.
  • Developers fighting Chris: A lot of people were fighting Chris saying things like an integrated 1st/3rd person were impossible. This video shows what they had to do.
  • The tools weren't made: They had to create a lot of stuff from scratch. The Item system, the piping system, their AI subsumption, the planet tech, 64-bit worlds, integrated 1st/3rd person, etc. That took a long time to do.
  • Innovation is hard: They are trying to push things on multiple fronts. Some things work, some things don't. But innovation also takes time and money. That's why we don't see much innovation in modern games.

One thing I found interesting was the developers thinking certain things (integrated 1st/3rd person, and realistic looking heads) were impossible and fighting Chris on it. Take the heads:

Once, a source says, Chris came to work after playing The Order: 1886. Impressed by the highly detailed art, he asked CIG’s character artists to match that standard. The team, my sources told me, saw this as impossible. “That's fine for a single-player game where you're able to control stuff and stream things in a certain way,

Just look here and see they've actually done a really damn good job. I mean, just compare it to Fallout 4's characters. They did a question and answer on the head tech recently. But it looks like they've done what many of their own developers originally thought impossible.

I would guessed smooth 1st/3rd person cameras were impossible too though. But using inspiration from birds, IK, and eye fixation turned this into this.

Neglects a bunch of things, and even gets a few things wrong (ie. Ben Lesnick started wcnews.com, a Wing commander ...not a Freelancer site). But overall an interesting long read. Rarely do we get real journalism in gaming anymore.

[–]unslept_em 194ポイント195ポイント  (76子コメント)

to the people who are considering downvoting this article: it is perhaps worth reading first. despite what the lede section might lead you to believe, it does not seem to be a hit piece, and indeed looks quite well-researched and well-written.

[–]AntonioOfFlorence 4ポイント5ポイント  (45子コメント)

Don't bother. It's a Kotaku article and it's critical of Star Citizen. This is going straight down the shitter, regardless of anything contained in the article itself.

Edit: I posted this when there were about three posts in this thread. I now know that the story is getting attention and that I was wrong. I'm pleasantly surprised, and glad that this is being discussed rather that dismissed, as I assumed it would be.

[–]hollowcrown51 57ポイント58ポイント  (17子コメント)

Shame because it's a great article and a thoroughly interesting read.

[–]Obliza [スコア非表示]  (15子コメント)

Just finished and highly recommend reading the article. I'm extremely excited for StarCitizen still, but I can imagine it taking at least another five years before the persistent universe is ready to a standard worthy of the scope.

First kotaku article I have read in years. Surprised to see such quality journalism there.

Edit: Journalists name is Julian Benson

[–]tobetossedaway [スコア非表示]  (0子コメント)

The longer they spend redoing art assests and fucking up development the worse it is for them. Despite the way Chris burns money the truth is they do not have infinite amounts of it. Just like they do not have infinite time and patience. Their core engine is from 2009 and does not have current gen tech, some of which they may be able to brute force in, but one of their big selling points is fidelity and continued delays destroy that. Older stuff like the marrow tour already looks crap and while the current stuff looks good do you really believe that will be true 5 years from now?

Eventually they start looking at a duke nukem situation in that they keep adding to scope and redoing work over and over while the competition releases multiple games and you have to decide between looking outdated on launch or changing engines and restarting the process.

[–]Tactful [スコア非表示]  (10子コメント)

Kotaku consistently produces quality journalism / games writing (which is not journalism). Reddit just doesn't like them because of GamerGate, and a general misunderstanding that games writing + opinion pieces are not the same as hard journalism, especially in an entertainment / arts industry.

I've read some class articles on Kotaku, Polygon, and any other site certain people like to demonize as "SJW" or whatever.

[–]gshurik [スコア非表示]  (3子コメント)

Kotaku OCCASIONALLY produces quality journalism, but I definitely wouldn't say it's consistent.

The issue with Kotaku is that they consistently use snark to try and make up for biases that they have. Instead of trying to see something from multiple perspectives, they'll demonize the one they don't like instead of actually trying to understand and break it down.

Polygon is even worse for doing that, and the journalists writing there seem to have such massive apathy for video games in general which leaks into opinion pieces, reviews and previews.

I'd say that Reddit leans more toward anti GamerGate too, and even before GamerGate was a thing, people saw Kotaku as the McDonalds of video game journalism.

[–]dlm891 [スコア非表示]  (1子コメント)

I agree, Kotaku produces quality entertainment but can't be relied on for objective news. Honestly, it seems like every major videogame or tech website these days is just a blog.

I would also agree that Reddit is mostly anti-gamergate but few are passionately against gamer gate, just they find it annoying. Gamergate supporters still seem to be a very vocal group.

[–]ROverdose [スコア非表示]  (0子コメント)

Kotaku had been a blog since inception, just like Engadget or Joystiq back in the day. And even back then, people shit on them. They've always been controversial.

[–]BillMurrie [スコア非表示]  (5子コメント)

There's too many gaming publications that don't have Kotaku's baggage, so why bother with them? If there's the rare article that's actually decent reporting or an interesting op-ed, ok sure, but surely you understand why a lot of people aren't comfortable supporting their brand and style of "instigative reporting"?

[–]Alinosburns [スコア非表示]  (0子コメント)

Sure, except that if your instantly down voting or ignoring any content from them because of some principles or vendetta against them. Then you aren't doing anything that is going to change their approach either.

If they do some good shit now and then support it, just don't support anything else.

This article is probably one of the better things I've seen on Kotaku. Does that mean I'll be going there tomorrow or the next day or the rest of the week to look at the rest of the drivel that comes out. hell no.

[–]Tactful [スコア非表示]  (2子コメント)

I understand, but I don't feel that way and personally I think a lot of the criticism is unfounded and comes from a place of automatic demonization because they sometimes publish an opinion piece from someone whose views conflict with their views.

[–]BillMurrie [スコア非表示]  (1子コメント)

If I'm getting a haircut and the stylist mostly wants to discuss the problems in their marriage with me, I might start going somewhere else to get a trim. It doesn't mean that it's impossible to get a decent look from them, but if there's a thousand other stylists in the area that serve my needs than why continue giving them the chance? It's less about resentment and more about practicality, I just want a damn haircut at a fair price without the drama that doesn't have anything to do with me.

It's not surprising to me that Kotaku has an association with a shallower focus on video games than other publications, they make no apologies about their obligation to social justice. So it makes sense that gamers mostly looking for news and reviews of games would be put off by their broader focus on intersectional politics, not even getting into their feelings of antagonization on the part of Kotaku.

[–]Tactful [スコア非表示]  (0子コメント)

Sure, but I'm just skimming through the front-page now and its almost entirely news articles, plus the Star Citizen article and a fun retrospective of Super Mario levels. Hardly damning "intersectional politics". I think the site gets a worse rap than it deserves because it sometimes chooses to publish opinion pieces.

But yeah, if you don't want that there are other outlets. I enjoy reading good articles on a bunch of different websites.

[–]2OP4me [スコア非表示]  (0子コメント)

five more years...? That seems like a death sentence.

[–]NotScrollsApparently [スコア非表示]  (0子コメント)

The thing is, even if it takes that long, it will be a monumental moment. What I have taken away from this article is that they had a ton of issues that might not be apparent to us outsiders, but they worked them out pretty good, and the game will be better for it. It was hard to persevere and not fail, but they did it so... kudos to them, I do hope they succeed! I don't think any company had to face so many problems at once before, and had so much to lose if a single thing goes wrong, yet still - here they are, still working.

[–]thatsforthatsub [スコア非表示]  (0子コメント)

isn't being critical of Star Citizen an upvote magnet?

[–]SaintJason [スコア非表示]  (2子コメント)

What's up with this counterjerk that hates /r/games opinions with a passion despite not knowing what's going on?

80% upvoted isn't a considered well liked anymore?

[–]AntonioOfFlorence [スコア非表示]  (1子コメント)

In my defense, you posted that comment over two hours after I admitted I was wrong.

As for the problem some people have with opinions here: Yes, this place has problems with circlejerks and hiveminds and hostility to certain attitudes. I'm really glad that this thread has largely managed to avoid that, though, and it gives me more faith in this subreddit.

[–]Neato [スコア非表示]  (17子コメント)

/r/Games hates the hell out of Star Citizen. "You can spend tens of thousands of dollars on fake ships!" is generally the reason they give. Also development delays because they are the only company guilty of that.

[–]Sacavain [スコア非表示]  (1子コメント)

Yeah, some people hates it. Hopefully, /rGames is a large group of people and as we've seen recently, Star Citizen news are getting some awesome visiblity here. I've seen like five or six frontpages SC stuff with things coming from ATV and else these last few weeks. Some games would die to get as much attention.

[–]shaggy1265 [スコア非表示]  (0子コメント)

Since the 3.0 demo people are starting to realize it's coming together I think.

[–]lakelly99 [スコア非表示]  (0子コメント)

There's a lot more positivity than negativity. Also, if you express anything remotely critical of the game you will get at least a few fanboys swarming you with responses asking you to back every single point up. Like I'm interested in the game and I think it'll be good but god damn it has some OTT fanboys.

[–]kontis [スコア非表示]  (0子コメント)

it's critical of Star Citizen

It's actually not. You can easily conclude from this article that Chris Roberts wants to make extremely ambitious and risky innovations that AAA industry normally wouldn't try to do.

I have more respect for this project after reading this than I ever had before.

[–]frogandbanjo [スコア非表示]  (0子コメント)

I especially liked the part in the article about how sometimes small decisions (like, for example, using a deliberately click-baity word like "Troubled" in an article title) can lead to what appear from the inside to be outsized negative consequences (like, for example, potential readers dismissing the article as clickbait trash.)

[–]alos20 [スコア非表示]  (0子コメント)

it's a kotaku article BUT it hates star citizen.. the two should balance out.

[–]SirDingleberries 76ポイント77ポイント  (11子コメント)

Gotta say, this was a much better article than I was expecting out of Kotaku. It details the issues that plagued the game's development in the earlier years (which were known to the people who actually follow the development), and also has plenty of insight to those issues from Chris Roberts himself. Sadly, there is plenty of people across all the websites this has been reposted to so far that are either treating this article as a eulogy for the game and mocking those who backed, or staunch defenders who treat their headcanon of game development as fact to the point they even ignore what Roberts says.

[–]freelancer799 17ポイント18ポイント  (2子コメント)

It is a very well written article that as you said mentioned problems that anyone that was actively following already knew about. Also it mentioned the scope of the game. If anyone knows what Chris Roberts does he always overscopes his games but still puts out absolutely fantastic space sims and I expect Star Citizen to be no different, that is why I gave him my money. Will it have every feature that was described in kickstarter? No, I don't expect it will but most of them should be there.

[–]Gliese581h 5ポイント6ポイント  (0子コメント)

I think the thing to notice here is that it may not have everything that was described in the Kickstarter in the initial release, but it will probably grow and evolve to include more features, just like every other MMO did.

[–]Neato [スコア非表示]  (0子コメント)

Doesn't it already have most of the things from the Kickstarter? It has a persistent universe (one zone for now, but it IS persistent), first person mode outside of your ships that transitions w/o loading screens to space flight. FPS battles.

The only thing I think they are missing that were core features is manual landing. Most of the ships and planet types were post-kickstarter.

[–]kbuis 10ポイント11ポイント  (0子コメント)

The Internet loves a good failure, especially if it doesn't affect them. As long as somebody else is holding the bag, they feel like they've righted a great sin and moved on to the next target.

[–]UltraJake -5ポイント-4ポイント  (3子コメント)

I certainly wonder why anyone with talent chooses to work at Kotaku though. Aside from the readers expecting the worst from you I assume there are sites with better pay too since they're expected articles like this rather than 2 paragraphs showing off a cosplay convention slideshow. Maybe this writer gets paid very well because he chooses to write articles like this but still, I'd think he would prefer to work with a different crowd.

[–]Boreras [スコア非表示]  (0子コメント)

Articles of this nature disproportionately come from kotaku (and in the future vice). There is clickbait, but it's easy to avoid and it is rampant on other sites too. If you want to write this sort of stuff kotaku and vice are your best options probably, you'll just also be part of the clickbait machine because the great journalistic endeavours can't pay for the site alone (see buzzfeed). Also be sure to check out the long form article about lionhead studios, which should be read together with the eurogamer one.

[–]tehlemmings [スコア非表示]  (0子コメント)

Kotaku and the other sites rarely seem to lie about the business side of things. They've said the same thing I'm about say plenty of time sin the past: All that other low quality content pays for the high quality content.

You want to pay journalists to create well written pieces, you gotta generate that money from somewhere. And frankly, gaming just doesn't have enough news to support only this type of quality content. So you fill in the gaps.

[–]Reutermo [スコア非表示]  (0子コメント)

I read somewhere that Kotaku is the second biggest game site, page-view wise. Second only to IGN, which have a bigger staff and more cash and the like.

[–]Phelinaar [スコア非表示]  (0子コメント)

To give some perspective for those that want it.

I've been involved with a few games, some AAA, some not. There are horror stories from all of them. Usually the ones where the game sucks come out easier, but they are everywhere.

Making games is hard, especially games like SC with 1 million things that need to work, come together and keep working.

[–]Gundarc [スコア非表示]  (0子コメント)

I have been a backer since 2012, this information is not new to me. Those first years of CiG were rough, its tough building a company from nothing to 300+, in a few short years. Always will be growing pains. I always figured the first few years were them trying to hit their stride, and from reading the article it seems about right.

[–]NotScrollsApparently [スコア非表示]  (0子コメント)

What a cool article, I'm a huge SC fan and I loved reading about the challenges and obstacles CIG had to overcome. And it really confirms my perspective of Chris Roberts as a perfectionist that is hard to work with, but eventually gets what he wants. Especially for the parts when people left because he demanded 'impossible' things from them, only for CIG to actually accomplish them later. Also explains why there are so many people shitting on CIG anonymously while the company seems to be doing just fine without them lol, CR doesn't tolerate naysayers.

I'd love to see a 'behind the scenes' documentary when all of this is done, it should be a lot of info about what goes into development of big games, how studios work... For example, I never considered the rivalries and blame shifting when you have multiple studios, and the effort that has to go into "sharing crew" and having common travels so they get familiar with each other.

[–]tangysphere[S] 24ポイント25ポイント  (0子コメント)

As others have said, it's definitely worth reading this before making a judgement - it's a well written and reasoned piece, with a good detail about the development of the game.

[–]SilverhawkPX45 [スコア非表示]  (1子コメント)

This is a great article that seems well researched, but I'm gonna go off on a small tangent here:

I hate the little quote-blurbs that litter this article. It makes it harder to concentrate on what's being said if you read the same thing twice within seconds of one another and I don't understand how it's a thing in journalism at all!

[–]Tim_Burton [スコア非表示]  (0子コメント)

Yea, the first time I came across the big quote, only to reread it again, I realized that I should probably just not read those anymore.

Quote blurbs like that work in print material like newspapers, because people might be skimming through each page, when bam, they see an interesting quote, which then pulls them into the article and keep reading. But when someone has already committed to a single column, long read like this one, there's no reason for them.

[–]sp0ck06 [スコア非表示]  (5子コメント)

I found this part very interesting

“I really do listen to everybody but then I make a decision and I expect my decision to be enacted,” Roberts said in response to the claims above. “When I really lose it, it's because people passive-aggressively don't [do what they’ve been instructed], and instead try to push their agenda, coming up with reasons why it needs to be this other way. That really, really annoys me because it just creates friction all the time. I like to have a lot of really good creative people around and I like them to contribute all their ideas but when I say we're going left instead of right, everyone needs to go left. It's not an ego thing – it's about the project.

“If you don’t have one singular drive or vision that you're working towards then it's going to become muddled. That's kind of why I like the setup of movies. You may disagree with what the director is doing, how he is shooting a scene, how he is blocking it, but it doesn't matter: you still make it happen for that director because it's going to be on his shoulders. If the game doesn't work, it's on me, not on a junior designer or something. So it's my call whether it's right or wrong. So, please say 'This is what I think should happen'; I will listen and in quite a few cases I'll be like 'That's pretty good, let's try that'. But when I've made the choice [...] I expect people to go that way. I really don't like passive aggressive behaviour. It just really drives me crazy.”

I definitely understand what Chris means by saying the project needs a singular vision, but I also think he is leaving a key part out of his movie analogy. The director has the final say, yes... to a point. The director is ultimately beholden to the studio and executive producers (not in EVERY case, but most).

With Star Citizen, there is no such oversight. At all. There is no publisher, there is no board of directors. Its just the backers, most of whom are understandably excited for the project.

It's pretty clear that Chris Roberts is a very talented, passionate developer and I'm sure he is working insanely hard to make this dream a reality. But it also seems to be that CiG is kind of in a Star Wars prequels situation, where George Lucas had such total control over every aspect of the project that nobody ever disagreed with him, and his vision never really translated into reality.

Chris Roberts is a visionary and always has been, but people like that need other smart people around to disagree with them. If nobody is ever really challenging your vision, you lose perspective. I find it worrying that CR says he gets angry at passive aggressive disagreement, because to me that implies that people do not feel comfortable voicing clear disagreement and instead try to subtly change Chris' mind.

When I look at the CiG structure, I see Chris Roberts as God, and his brother as the right hand man and his wife as the left hand woman. So who exactly is there to speak up and say "this is just not working." Who is there to put there foot down and say "we have to move on from this feature, it is good enough right now"?

Chris says he "loses it" when people "try to push their agenda" but isn't their agenda to make the best game possible? Isn't that why he hired all these talented engineers and artists and programmers and writers and developers? It also seems that often times the various teams are confused about what precisely the vision is, that Chris is making promises to the media and claiming features will be in without talking to the team first?

Overall its a very interesting article, and I actually think it leaves a pretty optimistic feel about the project as a whole. But I really hope that some of these high level issues brought up, which Chris doesn't even deny exist, are really taken to heart by the Roberts. A project of this scale cannot be solely determined by one man, and there are a lot of smart people at the various CiG studios.

[–]Seagull84 [スコア非表示]  (3子コメント)

I gotta be hone st here, at least he allows feedback. When people gave their opinion at Apple, Steve Jobs just outright fired them, often after berating them in front of their team.

Chris Roberts sounds like another visionary who only cares about the end result. This is often the case with people who try to push the fold, and Elon Musk gets described the same way. At oe point, Bill Gates was also described like this.

I would never want to work for this type of manager, but it's effective in its own way.

[–]sp0ck06 [スコア非表示]  (2子コメント)

True, but if you look at the products Apple was creating, it's very different than developing a game like Star Citizen.

To use the Star Wars prequels analogy again: the problems weren't in the engineering or technical aspects. They were all in the creative department. Star Citizen faces a lot of technical hurdles, but from what I can gather they are overcoming them pretty well and achieving some amazing things in that department. I'm not really worried about them building these awesome ships and procedural tech and seamless planetary landings and isolated physics cells, I'm worried about them taking all that technical stuff and building deep, compelling, fun gameplay systems on top of it.

It's one thing for Steve Jobs to lose his shit and demand they make an iPod smaller. That's a tangible task that, while perhaps extremely difficult, can be easily determined whether it worked or not. I think there's a big difference between "I want curved edges on the laptop!" to "Create a deep but fun economic system to allow a player-driven economy to flourish with a variety of gameplay options within the larger persistent universe, balance it, make it complex enough that is remains interesting after dozens of hours of gameplay, but simple enough that the average PC gamer can instantly start playing." That isn't a technical challenge, that's a design challenge, and its those kinds of things where I think having a rigidly singular vision can be a drawback.

[–]alos20 [スコア非表示]  (1子コメント)

then again, 'design by committee' often gets berated.. or is there something i'm missing?

[–]cluckles [スコア非表示]  (0子コメント)

There's a very large difference between one person having 100% control/raging at dissenters and design by committee. You can accept feedback without feeling you need to act on every piece. You can accept feedback and actually use it in your decision making process (even if you do what you originally decided to do most of the time) without being beholden to it, or letting it compromise your vision.

[–]rising_moon [スコア非表示]  (0子コメント)

That is completely wild speculation. As both a programmer and a theatrical director (where the relationship between director and creative team works pretty similarly as film in some ways), I can tell you that not having directorial oversight does not make for bad creative products. In fact, in the few cases where I've seen strong directorial oversight it has almost always reeked more havoc than it's helped. I can think of one situation where strong oversight made a positive difference on the production.

George Lucas' prequels didn't suck because there was no one to challenge his ideas, that was just part of the context of the problem. The problem was that George Lucas had a shitty idea and writing for his prequels.

What Chris is saying is actually an ideal quality for a creative director. You listen to the people working for you, and you may or may not use their idea, but ultimately there has to be one person who takes responsibility for the project as a whole, and it's that person who has to decide and give creative vision for everyone else. In a project that people are truly invested in (not Super Siege Defense XXVI), you are going to have a fuck ton of conflicting ideas, many of which will not work within the project or within the director's vision. You are going to have a lot of disappointed people and it is not the director's job to keep folks from getting discouraged because their idea wasn't implemented.

BAD creative directors are the people who take every idea, or who do not have a strong singular vision, or who don't like confrontation and have a problem with saying no to someone because they're afraid of squashing their cute little ideas. This leads to sprawl, totally eclectic and confusing design and features, and confusion among the team as to what they're really trying to accomplish. GOOD creative directors are people who have a clear vision and are good at communicating it, while remaining open to critical feedback or enhancement ideas from their team.

In an ideal creative situation, you do have people who challenge you, and that's part of their job. The lead writer has to do whatever they can to improve their portion of the game, and they may come into conflict with the creative director, for example. A good lead writer would have to lobby for the changes they think are necessary, but in the end, only the creative director has the complete vision and will make the decision, and once it's made, a good lead writer let's it go and gets back to work. It is NOT the job of the Jr. Designer, however, to challenge the creative director. If they have an idea they should voice it to the Lead Designer, let them decide whether or not to bring it to the creative director, and in the meantime, let go of the idea and become emotionally detached from whether or not it will happen.

The idea that people disagree passive aggressively because he is not open to direct feedback as absolutely wild speculation. As someone who has worked on a lot of creative teams in various roles, passive aggressive behavior is not the director's fault. It's childish and unprofessional, and it happens more often than it should simply because people get super invested in their pet ideas, even if they don't fit the project or the director's vision. When I lead a creative team I let it be known that you can communicate your ideas to me, and I let it be known through which channels you should communicate those ideas (it's often not appropriate for you to communicate them to the whole group, for example, or for you to over your supervisors head to bring an idea directly to me). I thank people for their ideas, and let them know whether or not we will be using them, and then I give them credit if we implement it. But if I notice a creative team member is super invested in an idea, you bet your ass that I'm going to be talking to them about how that hurts the team and how that is NOT their job. It is not good for the team's working relationship when an actor, for example, gets super invested in a costume idea that gets rejected, or when a Jr. Designer gets invested in a new ship feature.

And, no, it is not the job of the every team member to push their agenda. That is a terrible idea. It's their job to do the work that's given to them, and if they have ideas for bigger improvements, they send it on up the chain, and they let it go and keep working even if their ideas aren't implemented.

[–]Erazzmus [スコア非表示]  (0子コメント)

Reading all this makes me glad I'm not a backer.

I grew up with Wing Commander, suffered through opening night of the movie, and am generally pleasantly mystified at the amount of money and attention SC has gotten.

But I would not want to live through this process, even vicariously (as so many early backers and forum participants seem to have done).

In a smaller studio, with a smaller scope, a flawed final product would mean my disappointment would be similarly limited. But to have invested so much money and emotional energy into something like this, I would be terrified of the result.

If Roberts and Co. pull it off, it will be one of the greatest achievements in the history of gaming. For me, coming in here at the middle of the story, it seems unlikely but still plausible.

[–]Emnight [スコア非表示]  (2子コメント)

Actually quite an interesting read under a super clickbaity title.

Summed up : Roberts didn't expect to get nowhere as much funding and had a lot of challenges to overcome in the earlier period of the game development, people quit and overall the atmosphere was sometimes bad. Apparently the game is now doing much better thanks to a wide variety of circumstances. Also Chris is extremely stubborn about his vision and really wants to push beyond what is currently seen as state of the art in the industry.

[–]Goronmon [スコア非表示]  (0子コメント)

CIG has released several discrete demos over this time, but there is still not even a date for the final game, which was originally planned for 2014.

I don't see how the title couldn't be considered clickbait if the above statement is at all true (which it is).

[–]megaglomatic 19ポイント20ポイント  (31子コメント)

I hope some Star Citizen fans are actually reading it, before just giving their downvote. Over at /r/starcitizen the thread about the same article has already been nuked with downvotes.

Chris Roberts himself was interviewed and talks about the obstacles that SC faced during development. It was an interesting read.

[–]ee512 [スコア非表示]  (4子コメント)

https://www.reddit.com/r/starcitizen/comments/544gzz/starcitizens_troubled_development/ This post? It is at 37 points (67% upvoted) at the time of me posting.

[–]PM_ME_ZED_BARA [スコア非表示]  (1子コメント)

And now it's sitting at 82% upvoted. As more people read the article, they would find that the article is pretty fair.

[–]ee512 [スコア非表示]  (0子コメント)

I think a lot of people on that subreddit just initially reacted to the title. It is a reasonably fair article. But that was just a bad choice of title imo.

[–]megaglomatic [スコア非表示]  (1子コメント)

Yes, i was referring to the one you posted. It took one hour where it was sitting at zero points and plastered with negative comments from people who clearly haven't even read one bit of the article.

And there is another thread about the article which is even older and still at zero points while having over 200 comments.

I am glad to see that people are finally picking it up after all.

[–]TROPtastic [スコア非表示]  (0子コメント)

The PC gamer article is basically a repost of the Kotaku one with less information, so it's not surprising to see that with 0 upvotes (notice that it's not prominent on /r/games either).

[–]jiruga [スコア非表示]  (3子コメント)

What? the thread over at /r/starcitizen is highly upvoted and everyone is praising the article, please stop spreading misinformation. You will see idiots who downvote without reading in ANY community.

[–]megaglomatic [スコア非表示]  (2子コメント)

Yes. It took one hour where it was sitting at zero points and plastered with negative comments from people who clearly haven't even read one bit of the article. This is reddit after all.

[–]jiruga [スコア非表示]  (1子コメント)

I see that, but you made it sound like you were going with the usual "the SC community is shit" circlejerk. A lot of threads in a lot of subreddits, especially in the new section have negative input. Normally you should wait a few hours to get a realistic overview of agreement/disagreement.

[–]megaglomatic [スコア非表示]  (0子コメント)

I addressed the people who just did their 'a concern thread - downvote and move on' thing. Yes, i thought it would help if i posted that at the time. There was a clear tendency to keep that thread downvoted. And if you wait a few hours on reddit, usually that post is buried beneath something else. And i thought this article didn't deserve that for what it is.

[–]emmanuelvr 23ポイント24ポイント  (18子コメント)

Kotaku's fault for putting a click bait headline on a good article. You shouldn't be defending a really good article unless there'ssomething very wrong with a critical part of it.

Would it really impact the article's number of clicks if they went with something like "An insight on the trials and tribulations of Star Citizen's development"? (Or something in that spirit).

[–]Seraphy [スコア非表示]  (1子コメント)

Calling stuff like this clickbait has rapidly devalued the term. Clickbait would be something like, "13 AWFUL THINGS YOU WON'T BELIEVE ABOUT STAR CITIZEN'S FAILING DEVELOPMENT".

[–]lakelly99 [スコア非表示]  (0子コメント)

Yeah, is it really clickbait to give it an intriguing title? What should they have said, 'some interviews about Star Citizen's development'? An article has to have a point to it, and it has had a troubled development.

[–]PewPew95 [スコア非表示]  (0子コメント)

Why always say shit like this? If you know anything about the star citizen community you'd know they're absolutely open to well sourced and set up pieces critical of the project..

[–]megasloth [スコア非表示]  (0子コメント)

This article probably should have had a staggered release - it's simply overwhelming to read in one sitting (we're talking about a 15,000 word article here). And according to the bottom of the article, it's part of an ongoing series on Star Citizen, and I can't even imagine what more they'd have to say. This was such a fascinating, well-researched exploration into game development and management in general. We need more games journalism that goes this in-depth.

[–]BraveDude8_1 [スコア非表示]  (1子コメント)

“[Without investors] there's no a 'I need my return on the money, I need you to get [the game] out so I can sell my stake' or 'We need you to sell to EA’” - Roberts

Is this referring to Freelancer?

And incase anyone is wondering, the article is actually good.

[–]Cymelion [スコア非表示]  (0子コメント)

Actually it's game development in general.

I would probably say it was more Origin than Freelancer - Freelancer was bought but Microsoft when they ran out of funding to finish the game. Microsoft decided to cull the game and put out a cut down version - with Chris Roberts last action pushing heavily for modding and multiplayer support which ensured Freelancer would continue on long after it was no longer sold or supported by Microsoft.

If CIG had investors or a publisher you can bet instead of a game pushing the boundaries of gaming. It'd be a shadow of what will come out.

[–]kontis [スコア非表示]  (1子コメント)

It's incorrect thet CryEngine was suitable for the first vision of Star Citizen (with much lower budget). It was unsuitable even for that. They wanted to do big multiplayer space battles since the beginning, not just single player.

Chris is lucky that he got $100M+ (and I'm glad it happened) and not just 20 or even 50 million because with lower budget such a huge rewrite of CryEngine wouldn't be possible. Merging space scale with human scale in mass multiplyer was never done before and there was never an engine capable of doing that, so I hope they succeed and push the industry forward.

[–]theDEAD1TESarecoming [スコア非表示]  (0子コメント)

They stripped the FPS systems which is why Star Marine sucked at first.

[–]Ostentaneous [スコア非表示]  (0子コメント)

Kotaku gets a lot of flak around here, but I really like when they do these "long read" articles. They're almost always good. Their reviews are also a similar format, which I enjoy.

[–]UAofWCat -1ポイント0ポイント  (9子コメント)

Why is everyone so surprised about how good this article is? Kotaku has always had excellent journalism if you were willing to dig through clickbait to get to it.

[–]MIKE_BABCOCK [スコア非表示]  (2子コメント)

If you have to dig through a bunch of garbage to get to the good part, is it actually good journalism or just an outlier?

[–]UAofWCat [スコア非表示]  (1子コメント)

What does that even mean? Good journalism is good journalism, a copy of the Times buried in a literal pile of horse shit would still be good journalism.

I'm saying that this kind of high quality article isn't unusual from Kotaku, not at all. They've been producing stuff like this for years.

[–]MattPaprocki [スコア非表示]  (3子コメント)

I've never understood it either. Between Kotaku and Polygon, they're the best games reporting (which people claim they want in the industry) but people focus on 1% of what they do and despise both for it.

[–]scorpionjacket [スコア非表示]  (0子コメント)

I agree with this. The only reason they get so much hate is because they'll occasionally talk about sexism or they'll give a less-than-glowing review to a popular game. Gamers don't handle criticism very well.

[–]reymt [スコア非表示]  (0子コメント)

They've gotten a lot worse over the last years, much more relying on whatever gets klicks and doing less and less good pieces. Not to mention the whole culture war bullshit.

Kotaku does still put out good stuff from time to time tho. They didn't fall as far as certain sites like Polygon.

[–]hahnchen [スコア非表示]  (9子コメント)

Is releasing this game even in RSI's best interests?

This is a game that generates millions in sales every month selling in-game items. I think the plans originally were that once the game is complete and released, there would be no in-game item sales, is that still the plan? They'd probably be more successful by keeping the release date just out of reach selling an Early Access product and their money spinning space hats.

[–]Cymelion [スコア非表示]  (4子コメント)

I think many people who think this way lack a certain level of physical creativity.

People who put economic sense first (how do I make the most amount of money from the least amount of effort) often look at the game and just think "Why not keep going and milk them harder"

What you have however is Chris Roberts who has been consistently designing this game in his head for near 30 years. Echos of it can be found in Strike Commander, Wing Commander, Privateer and Freelancer. He wants to make this game a reality.

They have employed 300+ people to make this game and the article goes deep into how sometimes having that many people has backfired.

CIG as a whole want the game to be released so people can play it - a financial advisor or economist won't understand that drive - to them it makes money they should cut back to 50 staff - make the product as cheaply as possible and all retire on the profit.

It's a good thing Chris is the driving force of this game and not a Publisher with bean counters - sure it's produced a ton of waste - but it's also already pushing the envelope in gaming.

[–]Youre_a_transistor [スコア非表示]  (0子コメント)

I've heard that the plan is once the game is officially released, they will make annual updates to each ship in the same way that we have new car models every year. If they allow players to buy in game currency then I think they will be just fine.

[–]sp0ck06 [スコア非表示]  (0子コメント)

I think they have said that the "release" is going to be a Minimal Viable Product, so they will continue adding features and modules after the game is "out". I'd assume they will continue to take in money during that time.

[–]ffxivfunk [スコア非表示]  (0子コメント)

Considering that most of the backers back again because of updates to the client and asset teases, that'd be a very bad idea. People are already converted about it disappearing into development hell or taking too long. Extra delays would hurt the games player base significantly, it's only because of the steady progress that it's maintained so much hype.

[–]2wsy [スコア非表示]  (0子コメント)

Is releasing this game even in RSI's best interests?

Yes.

If they could release a satisfactory game tomorrow they would easily make another 100 million dollars by the end of the year. They wouldn't even be obligated to invest all of it in the ongoing development of the game.

[–]Aboot_Tree_Fiddy [スコア非表示]  (0子コメント)

would anyone mind posting the article here? can't access the site.

[–]Rehendix [スコア非表示]  (0子コメント)

Anyone got a mirror? Getting a 403 error.

[–]xdownpourx [スコア非表示]  (2子コメント)

I am just gonna repost what I wrote in the Star Citizen subreddit.

"I think the biggest takeaway from this article is the point about the three goals with the devs saying it couldn't be done. The character fedility, inventory system, and 1st/3rd person cameras sharing the same animations. All three of those things are being done now. There has definitely been. Some rocky development to this. Some CR's fault and some of it just the growing pains of development. With all this in mind the game seems to be on a good course now. Content seems to be moving at a faster pace than ever before. A lot of the tech needed is in place now with other parts not far out. To me as someone cautious of backing for a long time (didn't back til 2.4) things seem to be going well now. Hopefully this cotinues. Do I think this game is overscoped or over ambitious. Yes. I don't think this game will meet everything it promised but that is fine to me. If it meets half of the promises and does them really well then I am OK with that. We already have dogfighting, fps combat, multi crew. The ability to fly a ship, walk around the ship, land the ship, get out of the ship, and do all kinds of things on foot. That's more than any other game in this genre offers. There is still a long way to go and things haven't been perfect so far. Mistakes have been made but I think overall CIG has done a damn good job so far"

Now to add a bit more to explain my view. I think the reason I come off mostly positive is because of my experience with the game. I had a good solid 5-6 straight hours of fun with a friend doing multi-crew stuff, missions, and fps combat. It was a good old time. If I never touched the game this article would probably scare me a lot more.

Its all really hard to judge this game because it is so different. For one its the most open development process I have every experienced. More than any other kickstarter/early access game it seems. They have a video being put out every 2-3 days updating everyone on their progress on different areas of the game. Most kickstarters/early access seem to do maybe once a week and lots of their updates come through backer emails or something like that where its just a bunch of words. In Star Citizen's case we actually see devs working at their desks showing us their screens and what they are doing. Its different and makes the whole thing hard to judge for me. To add to that Star Citizen is certainly ambitious. We can argue over if its good or bad but ambitious is not something you can really argue about this game. Because of these two things it becomes really hard to judge how this game is doing because it goes against tradition. If I wasn't a backer I would just casually watch what is happening from the outside and try not to make too many judgments either way. Good or bad. Wait till the 3.0 release. See if the progress convinces you. If not keep waiting. Maybe till beta. Maybe till release. Maybe till Squadron 42 releases. Personally what the game has available to play right now is impressive to me and its unique so I am willing to wait for this game. Its been slow but its also getting faster now so hopefully things continue this way

[–]peolorat [スコア非表示]  (1子コメント)

With all this in mind the game seems to be on a good course now.

Until you look at their bug smasher videos where they actually show SC code and then you can bask in horror at the CRAP their developers are writing. We're talking serious amateur level here. But it's no surprise, the whole CryEngine is seriously bad, both in architecture and in code. The level of the Crytek developers seem to be graduate level at best (graduate level = bad).

[–]xdownpourx [スコア非表示]  (0子コメント)

I mean I am not intelligent enough to judge code like that and I doubt 99% of the people here are either. I say its on a good course now because I have been having fun with the game. Thats what matters to me. And if they continue to add new content to the game that I enjoy then I will still consider it on a good course.

Also if the code is so bad to you maybe consider applying there because I am sure they could use your expertise then

[–]frosty147 [スコア非表示]  (0子コメント)

I just remember seeing this game at first and thinking, "Oh, sweet! A spiritual successor to Freelancer." Then they announced the first person shooter stuff, and I basically got off the train.

[–]badger_crab [スコア非表示]  (0子コメント)

Great article. A project like this inevitably was going to hit the strides it has but the last demo they showed off was probably the most impressive demo I've ever seen.

[–]slapdashbr [スコア非表示]  (0子コメント)

See, the thing with private investors demanding results is that they demand results.

Chris Roberts is a great game designer but he hasn't shown himself to be a good manager.

[–]MindSteve [スコア非表示]  (0子コメント)

They just need to get with the times and lie about everything in their game then sell it for full price. Worked for NMS.