When I fire it up occasionally I honestly don’t even do missions, I just go see what new places have been added and go chasing alien sunsets.
Landing on Hurston https://i.redd.it/xyjxc15jbh421.jpg
The moons of Hurston https://i.redd.it/opk5azvmvfr11.png
Some day I’ll work my way up to a Constellation Phoenix and just cruise around the galaxy taking in the sights. https://www.youtube.com/watch?v=lzVPVDIRgK4
If you want more technical stuff, the panels from Citizen Con are a good watch, but individually I’m sure there are other games doing some of the same things.
I’m sure it was a very important optimisation for Star Citizen, but it’s not like some amazing tech that will be important for the game industry or anything.
Star Citizen had some awful performance problems, and because the development is quite public, optimisations that programmers are working on get important sounding names and publicity all their own. If it wasn’t for that, this would just be an implementation detail in their engine.
As you said, OCS was a needed optimization at the time it was rolled into the publicly facing releases, and I thought it was an interesting topic to at least share with others who are interested in the discussion (the amount of negative downvotes I see now maybe suggests folks don't find it as interesting as I do as someone who merely plays video games but doesn't develop them); at the very least I wasn't aware that it's a common technology, but it is still an interesting technology to me nonetheless.
As fun fact, its something you are getting for free with Unreal Engine 4.smth these days because Epic needed it for Fortnite Battle Royale ;)
The SC version has a star system, which has containers for areas around each planet, which has containers for moons and the planet, and you go down to the planet and it has containers for cities, which have containers for buildings which have containers for apartments. I wouldn't think Fortnite would bother rigging it up that way, but maybe arbitrary nesting is a natural way to handle it.
Of course there's the additional mess of coordinate systems on a spinning planet orbiting around a star that your average shooter doesn't deal with either.
But the really impressive part is that they managed to stuff this into an old version of CryEngine and make it work. They really lucked out with CryTek running out of money to pay their programmers with, which let CIG scoop up a bunch of the engine devs and start their Frankfurt office. When it comes down to it, that might be what makes the whole project possible.
EDIT: I should mention that I haven't actually tried playing the game in quite a while. I've been waiting for the developers to stamp it as "released" before I take another look.
So perhaps in its current form, it's playable enough to satisfy what I signed up for. It's a little hard to tell from the varied characterizations of its current playability.
If the $200m came from a studio's budget, the guy is fired 5 years ago.
The graphics and animations are good but I seen similar on other games.
The game is seamless - and I think God of War does this well also - basically there's really no "loading" once you're in the game; you go from gameplay to cutscene to gameplay without any interruption. The graphics are high quality and that's amazing for how huge the game is and how extremely dynamic it is (e.g. how animals interact with the environment, the weather).
Considering the lag I get on the PS4 with games like Witcher 3 that try to balance high quality graphics with scale, RDR2 is smooth. You can be on a train fighting 30 guys (each with dynamic facial expressions) with animals running around in the distance, explosions, the wind is blowing the trees around you and it's changing from sunshine to pouring rain - all this and more without a hiccup. That's a lot of detail processing at one time.
EDIT: one other thing I found impressive and i'm not sure I've seen this in other open-world games or if they intentionally programmed it this way: during one of the missions I slaughtered about a dozen or two guys and traveled a considerable distance away from the scene. Normally when you come back to something like this, the world around you has pretty much re-rendered, but 30 minutes later when I arrived back, all the dead bodies were in the same place as before.
Lots of games have had "no loading" (after a large load in the beginning and hidden loads throughout the game), dating back at least to the PS3.
What God Of War did differently is that there's no camera cuts; the whole game is one continuous camera shot.
Again, the overall package and detail is incredible, especially the amount and variety of voiceover work. But it’s not particularly innovative.
I can understand why those innovations don't really count for a lot of hardcore gamers. You are typically looking for innovations in AI, persistent world features (memory optimization), game decisions that effect the world and game play (branching trees).
RDR2 isn't a revolution from a technology perspective. But it's revolutionary from an artistic one.
The attention to detail in animal behavior is my favorite part about the game. I'm sure there are many geniuses at Rockstar but what made this game was beautiful craftsmanship.
I think when this game eventually gets the VR remake like Skyrim recently did, people will be able to appreciate how much went into this game. People will be revisiting it for a long time.
In a lot of games, each interior of a spaceship would be a map, and then you would have a map of each location you could exit the spaceship, and then you would effectively teleport at a doorway when you "exit the ship". (Think about how this works in Mass Effect. The "ship" that you run around on never actually "moves". It's much easier and more efficient to make a game this way for a lot of reasons. In Star Citizen, they actually move a ship around the map, and if you open the door, it opens the physical barrier between you and the outside world and you can see out of it.
By keeping everyone and all objects "in space" all the time, Star Citizen allows some insanely different experiences that other games would have to specifically program functionality for.
This doesn't sound special or ground breaking at all. Heck there are decade old MMOs like shores of hazeron that combine survival game elements, sim city style planet construction with complex resource simulation and minecraft style construction of your own custom designed spacecraft. At all times you're playing single character seamlessly without any loading screens. There is one exception though. Traveling to another solar system via a wormhole opens a loading screen, however if you don't have a warp drive you can just accelerate to light speed and travel within 10 minutes to another solar system without a loading screen.
However it's developed by a single guy and pretty much dead nowadays with 5 active players but it wouldn't surprise me if star citizen can't reach the complexity of that game within the next few years despite having significantly more resources.
Another commenter wondered why more Star Citizen backers weren't interested in the 2D game he founded. Again, hard to tell if people are serious, or they just don't understand what the draw is.
Images: https://cdn.mmos.com/wp-content/gallery/shores-of-hazeron-ov... https://cdn.mmos.com/wp-content/gallery/shores-of-hazeron-ov... https://cdn.mmos.com/wp-content/gallery/shores-of-hazeron-ov...
Of course the graphics of S:C are going to be more complex. But that says nothing about the underlying technology, which you claimed is so incredibly groundbreaking but were immediately disproven by other games managing the exact same thing a decade ago.
It's really not as insurmountable of a challenge as you make it seem to support prettier graphics on the same technologies used 10+ years ago with the massive CPU and GPU upgrades we've had in the last decade.
This is a non-exhaustive comparison. There are an insane number of aspects where Star Citizen is trying to take it to another level. Trying to compare Battlefield 1942 to an approach like Star Citizen is like comparing a deck of playing cards to Battlefield 1942. You're trying to compare a first-person shooter which allows for a handful of straightforward game loops to a game that attempts to include the full scope of MMOs and sandbox games with the graphical and environmental fidelity of a first-person shooter.
When you play what has been delivered, it feels like a shitty side project put together in a hurry. Game crashes. Current art is ugly. Interiors are empty and feels fake. Performance is sluggish even on top of line PCs. Physics are no fun. Collisions are not properly implemented. Every ships and players look the same.
They should call this project a failure and release the resources currently being stuck in this project.
This is objectively false, and you seem to have a serious chip on your shoulder.
I played their last open play session, and I definitely jumped in a ship with multiple friends, flew to several different planets, flew down to their surface, transitioned between different atmospheric environments.
I had a lot of fun with it.
It's one thing to say, "I don't like what they've done." It's another to say, "They haven't done something." when they objectively have.
3 underwhelming gameplay features and 11 ship designs? Other games like Warframe tend to suffer from feature creep because they keep adding dozens of features which do not integrate deeply with the rest of the game. (I'm looking at you Archwing mode) StarCitizen's development pace in comparison feels rather anemic and primarily focused on all the damn ships people have preordered for thousands of dollars.
[0] https://robertsspaceindustries.com/roadmap/board/1-Star-Citi...
If you don't have anyone to play it with, I can't recommend it at all. You will not have fun. Maybe once there's more to the game.
3.x builds are a ton of fun and there's a lot of places to see and stuff to do. I've heard about all sorts of features and landmarks I've not yet trekked out to see or tried to do, and this is on a game which "barely has any content" according to some people.
The biggest issue right now is that there's no solid incentive to put a lot of time into it. Since it's still in "we reset everything each major patch", I don't want to put time into running missions and accumulating crud that might not be there next time I sit down to play. I personally hesitate to play most MMOs on beta servers for this reason, I feel like I'd rather accomplish things when it "matters".
Note that that's just the persistent universe portion, and there's effectively three "competitive modes" in the game as well, with which the leaderboards are shared in the newsletters each week: Arena Commander has both dogfighting and racing game modes and Star Marine has a first person shooter which has some fairly neat mechanics.
> Trying to compare Battlefield 1942 to an approach like Star Citizen is like comparing a deck of playing cards to Battlefield 1942
A deck of playing cards isn't inherently fun. A game is, though. There's a much better comparison of Star Citizen to the deck of cards here, and of BF1942 to a game.
You can, and have, created some fun by bending Star Citizen into game-like situations. I have, too! That's totally valid. That doesn't happen as often in BF1942—not never, but many people simply play BF1942 as designed.
Is Star Citizen fun, or are you and the people you play with fun? You can list features and functionality all day, but is the enjoyment coming from the game, or is Star Citizen primarily a medium for you to create your own enjoyment?
It's maybe a subtle difference. You might even consider it a meaningless one. But seriously: is Star Citizen fun?
Even as a little kid, when playing in actual sandboxes, I never considered that kind of playing a "game". Playing tag or hide and seek or checkers was always distinct from just running around in the woods or playing in a sandbox. Even filling up balloons with water and looking for targets on our BMX bikes, even though it was trickier than many games, wasn't a game. Making a bet, having a competition or playing a game, that has additional elements to just having fun with whatever.
Not that there's anything "wrong" with "just having fun", or that "just having fun" can't get crazy very complex and tricky! With most games, certainly if they're multiplayer, you can have the sandbox element, too. That is, you can just ignore the rules and turn gameplay features into derpmanship tools. For example, this movie is from clips recorded when a new TF2 map came out, I joined a nearly empty public server, and along with others managed to do everything BUT the objective for 15-20 minutes. I'm the pyro doing the impossible at 3:11 ^^
https://www.youtube.com/watch?v=LQlz7kFoXSc
None of these people knew each other. Eg. at 0:58 a guy shows up who isn't in on it yet, ruins the fun, then switches to soldier to shoot projectiles that don't do damage, for even better ping pong. No voice chat, hardly any text chat; all this basically just happened, and it was more fun than many "real" TF2 matches I had. In a normal match you just think "how can our team score", when the objective is "have fun", the feasible permutations for what do you increase by a lot, it's a whole other level of complexity.
After watching that movie again I totally forgot what I was arguing, sorry. I agree with games having win/loose conditions, and usually a way to measure better/worse performance, roughly, and therefore sandbox games "not being games in that sense" -- but I think there's nothing wrong with that, and that ideally, you'd have the option for both. I never played Star Citizen so I have no clue how the universe is set up, but I could imagine some regions being more active and contested, where money and/or weapons establishes a pecking order, whereas you can always just fly off to some moon in the middle of nowhere and hold races there, or spell out obscene messages with ship wrecks or whatever.
Wait, are you arguing something? If so, what?
Btw I was not criticizing RD2 , a good game can use old boring techniques, I was wondering if I missed some revolutionary thing they did since previous games.
The new X game also looks interesting, Space Engineers is also a game that I follow it's progress
Andromeda moves Mass Effect forward here and there, but it's still more or less limited in the same ways, and I think my comment still mostly applies. I didn't intend to specifically refer to "Mass Effect 1", but the franchise as a whole.
It also hurts everybody else attempting to do something like that. Just imagine what a capable director could have done with those amounts of money...
0: https://www.tweaktown.com/news/63481/superman-star-henry-cav...
That's the least you expect from a $200m project. It's a massive failure if they don't deliver with that amount of money. It's just that they lose nothing but reputation because it wasn't their money.
Bad management so far.