Star Citizen and Squadron 42 are using Amazon’s Lumberyard game engine
venturebeat.com
venturebeat.com
I preordered Star Citizen a few years ago, but I stopped keeping track of all updates after a while. To be honest, I kinda assumed it'd just become vaporware.
Although I'd heard about Amazon Lumberyard before, I hadn't considered this before: I wonder if Amazon will start a game studio at some point, since they seem to have a hand in pretty much every other tech scene. Are there any big avenues open for disruption in the videogame scene?
[0] http://venturebeat.com/2016/12/23/star-citizen-and-squadron-...
I wonder if Amazon will follow Google's route and start splitting up into smaller companies at some point?
https://www.quora.com/List-of-all-Amazon-properties-subsidia...
Amazon recently reorganized itself into three gorups, with Andy Jassy becoming CEO of AWS, Jeff Wilke CEO of retail, and Bezos keeping digital.
Not sure how much still goes all the way to the top but the impression from an investment perspective is the three main arms of the company can operate more independently.
I'll give you that Unreal and CryEngine are similar enough to make that comment, but there's plenty of space for innovation within engines. Amazon seems to be trying their hand at it with twitch integration for example.
In general, game development is filled with archaic processes, boilerplate, inefficient workflows etc. Unity3d was the jQuery of game development in that regard, and we're nowhere near peak.
[1]https://en.m.wikipedia.org/wiki/List_of_Unreal_Engine_games
http://www.vgchartz.com/platform/68/xbox-one/
You have to go down to #31 to find an Unreal Engine game (Batman: Arkham Knight). The only licensed engine game that I know of in the top 30 is Titanfall, which licensed the Source engine from Valve. The situation is similar for the PS4.
By and large, the developers of AAA games don't license an engine from a third party.
[0] https://www.zenimax.com/studios
[1] http://www.gamasutra.com/view/news/29886/id_Tech_5_Rage_Engi...
I suspect this is the nail in CryEngine's coffin.
I massively disagree with the decision, though. I think CIG could have taken CryEngine under their wing and continued developing it, releasing StarEngine (their fork) as another competitor on a field which simply doesn't have enough high quality competition as it is. Maybe they thought about it; maybe they couldn't get the rights, or didn't have enough cash for it. Maybe Amazon made them a massive offer just for the name recognition, too.
Amazon probably focused on code for autoscaling the backend server pieces and left the front end mostly alone.
> StarEngine was based on CryEngine 3.7 (last big integration) with cherry picked changes from CryEngine 3.8 (mainly some Animation/Serialization fixes/improvements). The Lumberyard builds we used had the same CryEngine 3.7 base with the main changes on the Editor/Tools side. We heavily changed or have completely rewritten CPU/GPU side rendering, memory management, multithreading, entity/game object handling + added tons of engine features wich neither CryEngine nor Lumberyard have. Everything else is relatively easy to merge, thanks to the same code base + adding independent Lumberyard only features is straightforward too, especially with the help of Amazon developers. We are pretty good at handling the rest of the old CryEngine codebase, which CryEngine, Lumberyard and StarEngine have in common, ourselves ;)
[0] https://www.reddit.com/r/starcitizen/comments/5k06v9/letter_...
I think it makes sense for CIG to use Lumberyard's engine with AWS integration, especially it saves them a lot of money not licensing their own CryEngine fork and they're using AWS anyway.
As far as the license for CryEngine, I believe that wasn't an ongoing cost per se. I know CIG has done a bunch of customization (64-bit floating point precision vs 32-bit floating precision the biggest) but they were originally talking about folding some of those changes back into the general CryTek offering. I wonder if they're instead going to offer that to Amazon for Lumberyard as a cost offset to their use of the services.
Star Citizen would be a pretty big feather in the cap for Lumberyard, as well. I'm optimistic about the game's development.
For me, the main deal breakers and why I got out were that I felt substantively bait-and-switched when you compare the current "game" to what was originally promised, and a complete lack of any confidence whatsoever in this game actually coming out. The latter is mainly due to things like this, where core technologies are forever iterated on at a fundamental level even this far (5 years) into development.
> Because we share a common technical vision, it has been a very smooth and easy transition to Lumberyard. In fact, we are excited to announce that our upcoming 2.6 Alpha release for Star Citizen is running on Lumberyard and AWS.
All the bait & switch over-promising, over-ambitious probably-never-finished criticisms are true, but it's silly to say that this is one of those Duke Nukem Forever style start from scratch again mistakes.
That's a real issue with crowdfunding. More often than not, the devs truly have no idea what the final game will look like. Much of the early funding goes into what are essentially extended market research projects. Alphas are released, feedback taken, and changes made. Everyone expects that devs have some final version of "done" in their heads, but the truth is that such pictures constantly change in response to user/market feedback.
There are only a handful of indi games that ever developed towards a finite picture (Prison Architect). Most bounce around trying to please all the fans until some financial tipping point causes them to slap "1.0" on the latest build and push it out the door (KSP). That crowdfunding and traditional funding result in very different game development should be no surprise to anyone. StarCitizen will release when they need to release. Until then the cycle of feedback and iteration will continue.
I feel like with 2.6 we're finally starting to see the vision, this is kinda the sort of experience I want to have in my space games. Being able to have spaceships and first person combat in one game is a big part of why I got so excited about EVE Online's "Walking in Stations" and the release of DUST 514. Unfortunately, while CCP doesn't receive the same stress for overpromising and underdelivering (even though they do, regularly), they failed to accomplish that vision.
We know, pretty much 100%, that Star Citizen is going to disappoint a lot of people. The number of promises they've made are ridiculous, and it's impossible to live up to that.
But what Alpha 2.6 delivers on it's own (yes, apparently running Lumberyard), I'd argue raises the bar for what a space simulation game should be capable of. I've never seen a game that even comes close to accomplishing the fidelity of Star Citizen, in a generalized way that isn't dependent on pre-rendered cinematics or triggered events.
The switch to Lumberyard makes a lot of sense. It's basically Cryengine. With Crytek shutting down, I'd want to switch to a still maintained but pretty much the same engine too.
When Star Citizen was originally announced on Kickstarter I was hyped as hell that Freelancer was going to get a spiritual successor. But I held off because it felt like they were already promising a really big scope at the time of the Kickstarter. Like the size of several games.
Destiny also had a huge vision, but even with an experienced studio and fewer promises, they still had issues delivering on the hype they marketed until many DLC's later.
The vision for the game still felt achievable until they added the FPS elements, at which point I more or less wrote off that the game would ever come out as a fully realized vision. It's just too goddamn big.
If Chris Roberts, with his name and reputation in the games industry, were still capable of making quality games, wouldn't he have been able to find a publisher to fund Star Citizen instead of having to beg thousands of his fans?
My attitude towards crowdfunding is to never contribute. If the product's successful, I can just buy it off-the-shelf when it's finished. (Like the new Elite, for example.) If it fails, I'm not out anything. (Sure, there's a small chance I might miss out on some Kickstarter exclusive deal, but I'd rather miss out on that then have an Ouya collecting dust in my living room.)
And the downside of sitting out on crowdfunding is the reduced chance that something you like will get funded/made. Whether that matters to you depends on how excited you are by a project, and how likely you think it is to produce something matching your expectations.
EDIT: to respond to your first sentence, I get your point, but it seems like that particular market has been severely under-served recently (as demonstrated by, well, Star Citizen's funding campaign for example). It shouldn't be a hard-sell to a publisher to make a game for a market that's been badly under-served for a decade or so.
And it's not like Chris Roberts is a game design savant who isn't capable of doing the wheeling and dealing-- the cast he got for Wing Commander 3 demonstrates he can deal.
I find it hard to believe if he had taken his pitch to, for example, EA, that they'd just brush him off unless they had good reason. I think now what we're seeing with Star Citizen development is the reason.
This is a sinking ship, they just won't (publicly) admit it yet.. though a bunch of their staff jumped ship, so they realize it.
Unless you're talking about a mass exodus, more high ranking employees left Blizzard Entertainment the past couple of years than that. Is Blizzard a sinking ship as well?
I am really curious if you are either an employee at CIG or just a really passionate backer of the project based on your unrelenting defense here. I am not sure why you are surprised by the candor of the comments here - CIG is seen as a running train on fire and is quite literally a joke in the gaming industry. It's unfortunate for those who work there and the people who want the game to succeed, but CIG has earned this reputation.
So I'd really love a source for your "is seen as a joke in the gaming industry", because that is not at all what it's like here and is making me doubt your intentions. CIG is producing a game that people are passionate about years before it's released, completely self-funded and all that off a kickstarter. They're the reason Kickstarter got so popular in the gaming industry: everybody wants to be them.
BTW it has roughly about $140 MILLION of "all the love it can get". Does it really need any more than that? It has enough. That's well more than Skyrim's budget.
> They're the reason Kickstarter got so popular in the gaming industry: everybody wants to be them.
If you're backing Star Citizen because you think it proves the crowd-funding model, I'm sorry to break this to you, but it's more likely people in the know are rejecting the crowd-funding model due to Star Citizen, not signing up for it.
And your source for that nonsensical statement is?
Star Citizen is the most successful crowdfunded project to date and second most successful kickstarter project at the time of its completion (after Oculus Rift). The two successes together that year were what made Kickstarter famous and turned it from a niche site to "the american dream 2.0" where anyone's greatest ideas can be funded.
I don't care about the crowdfunding model and you're completely mistaken about my reasons on why I backed Star Citizen. I don't particularly like or dislike it and I do appreciate your stance that you prefer buying the finished product - I think it's a healthy stance.
But your comment on people rejecting the crowd funding model "due to star citizen" is absolute nonsense. And so is your comment on budgeting, by the way - You should keep in mind that the number on there isn't "Star Citizen's budget", it's CIG's budget. There's no particular point in time where anyone says "Alright guys, time to pack up, stop making sales, we'll do with the money we have right now because it's more than enough to finish the game".
As for "not released", they've released a lot more than other projects have. Colossal failures such as Everquest Next have absolutely nothing to show for it - if SC stops development tomorrow (which is unlikely), they have in fact released an early stage game and a ton of near-game content.
Ok; so the number I gave isn't Star Citizen's budget. What is? Reminder: Skyrim had a total budget of $90 million, was released on time, and also managed to hire some kick-ass voice talent to-boot. I highly doubt Bethesda had an additional, what, $50 million in operational costs separate from the Skyrim development costs.
If you want to see what "people jumping ship" looks like, you should be directing your eyes towards Zynga: Constant layoffs, extremely high turnover including the executive level and plummeting revenue. Nothing like CIG.
I feel like I'm talking to an aquarium.
I just found one in 5 seconds on linkedin. You could too if you did not imagine yourself talking to an aquarium. https://www.linkedin.com/in/alex-mayberry-166325
Much lower employee turnover
In absolute numbers? Sure. A company with several thousands employees will have higher number of people leaving over longer time even if it's doing great than a failing company with a couple hundred total employees. I guess this is what makes you optimistic? Because relative to their workforce they churn through a huge number of people. At this time every game studio in Santa Monica has few people from there.
Steady revenue
Are there numbers for CIG? I thought it's a private company and its revenue numbers are not available. What source do you base your assertion on?
> Are there numbers for CIG
Yes. Nearly all of their revenue is from Star Citizen. And that's public.
What kind of liability? I'm an early backer and I'm pretty sure I never had terms that gave me any kind of leverage. I got standard Kickstarter terms: I give them money, they promise by their honor to make a best-effort attempt to deliver a good product.
About the ToS change blocking refunds:
http://dereksmart.com/2016/07/star-citizen-this-war-of-mine/...
About the staffing issues:
http://www.escapistmagazine.com/articles/view/video-games/fe...
CryEngine got forked and improved from Ubisoft before and is used in FarCry 2-4 series (now called Dunia engine). The original FarCry 1 was from Crytek.
A month more here, another month more there another switch of engine, concept,plan etc there.
I suspect (although I haven't looked into it) that the backend services that Lumberyard uses are also just standard AWS services packaged up in nice way like Azure.
Lumberyard is really just CryEngine with the AWS integration I mentioned above, so it's not really directly comparable. I'd say the two backend services would be a more apt comparison, but as I said above, I haven't used the two myself, so I can't give more details.
Then I thought about it
Shocked that content providers arent suing over this. Google removes all ads (which as a user I like), and any links to the content they are serving. If I were a provider I would be pissed.
They are one of the best studios in the industry right now when it comes to consumer and dev friendliness. Their blog is a treasure trove of interesting posts on the internal development of the game, far more often and rigorously updated than anything else.
Seriously, keep the unsourced/unresearched flames to Reddit. You'd think that HN of all communities would be more appreciative of what CIG brings to the table.
This is a developer forum more than a gaming forum, so I think it's appropriate, don't you?
> plenty of cash without ever releasing anything
Come on now. I haven't at all kept up with the game for the past year and half and I can still tell you that they are regularly pushing out content simply because my inbox gets spammed with their content update newsletters.
In fact, the latest email is from 17 hours ago, announcing Lumberyard alongside "Alpha 2.6 with Star Marine", their big FPS patch. Saying they "aren't releasing anything" is disingenuous.
If you're saying they're not releasing anything you want to play, then sure - they haven't released anything I want to play either. It doesn't change anything.
That you are unhappy that they're making money before the game is done is another problem. I don't get why you would be; there's far less chances of the game ever being done if they're not making money than if they are.
I dunno what to tell you. Don't buy the ships? I stopped buying the ships a long time ago, nobody needed to tell me to do that.
The fault isn't with CIG, the fault is with open develoment in general. It's just not going to work.
People's criticism isn't that they're releasing Alphas. Sure, they have been pretty consistently. It's instead that that's all they've been releasing. There hasn't really been any indication of a coming final release, and timelines keep on being shifted out.
[1]: https://www.kickstarter.com/projects/cig/star-citizen/descri...
People complaining that they're late, have too much scope creep, aren't releasing good enough content, etc; all these are valid (albeit completely irrelevant to HN) complaints.
But the comments I'm seeing here are essentially just people disliking the game/the company because they're making money "unfairly". I would simply dismiss them as trolls were they not written by regulars and long timers.
Lumberyard being adopted by a AAA studio is huge news and instead of discussing that, people are shitting on the game. Like, what?
I mean, I've seen plenty of tangentially related comments on HN across topics, companies, and products, and people never complain that it's irrelevant to the topic at hand. As long as it has some relevance, it seems to be fine.
I think the SC tech does seem impressive, but when compared to a game in a similar vein like Elite Dangerous, which took a lot of well-deserved heat for not quite meeting expectations, yet still managed to produce an overall fun game that engaged the community while it continues to improve, its hard not to feel like SC could be doing more to give the backers something other than tech demos.
It's clear that you are passionate about the game. I appreciate that you are, because as a developer myself, it's really nice to have people who are enthusiastic about the work that you do.
But having said that, your comments as a whole have been defensive. Phrases like "come on now," "these comments are unworthy of Reddit," and calling others' comments disingenuous are fueling the flames. You're making it hard to have a real discussion with you because I don't feel like also ending up on the receiving end of your comments.
Like what exactly? How to deliver nothing but keep being funded with internets-fedaykins fighting tooth and nail to keep your image unsullied?
I think it's hard to judge that when the game hasn't been released. Prior to release you could say that about Peter Molyneux or anybody else who promises the sun, moon and stars.
I don't think taking people's money and not delivering anything for 4+ years isn't particularly friendly myself.
There is a plethora of information available about the vision of the game and that is very much because of CIG's approach to openness. They make everything available. They release countless youtube videos, blog posts, etc about design work on the game.
The people putting money into this, they're not preordering a game they're expecting to come out 3 months later, and then ending up disappointed because it's still in development.
And I've seen CIG offer complete refunds (sometimes worth thousands of dollars) to backers unhappy with the vision shift.
On these points alone they're doing a hell of a lot better than most game studios out there.
And yes, they're "promising sun moon and stars", but unlike Molyneux's games, NMS or whatever other overhyped project you can think of, they're constantly delivering updates about it, delivering content.
People will always be disappointed. I've been in the games industry long enough to know that gamers never know what the hell they want, and when they see something they think they want, they're usually wrong about it. Opening the gates of game development for consumers to peek inside, try out the product during its earliest days, is a ballsy move and one that simply isn't getting the credit it deserves, especially here.
While there's something to be said about misaligned incentives, half of a dev's reputation and career advancement comes from a track record of finishing projects.
The following links give an overview of the kind of discussion we're hoping for on HN. Please (re)-read them and post civilly and substantively. We're not against campfires, but throwing matches around carelessly in a dry forest does none of us any good.
Here is a critique of FPS portion from seasoned FPS player (Beagle - former ShackTac etc) https://www.twitch.tv/beagsandjam/v/109477776
TLDR: devs dont have any idea how FPS games work and what makes them fun.
[1] I used that sentence during the hype train and got downvoted to hell and back ;-) People are blind when they go fanboy mode.
Of course, I have no fucking idea why this has to be explained on hacker news, to people who most likely are familiar with the differences between an alpha-quality product and a release-quality product, so I'd love your input on that.