Yes I know about the beta, but it still seems like an extreme opposite version of the "no pre-order" movements.
Yes I know about the beta, but it still seems like an extreme opposite version of the "no pre-order" movements.
edit: Well, I could have just checked the site, so I did. In case others are wondering the same thing,
While Star Citizen is currently in the Alpha stage
of development, it is playable now. New content,
features, and fixes are consistently added as
development continues, with a major patch released
each quarter.
https://robertsspaceindustries.com/star-citizen/play-nowAs somebody waaaaaaay on the outside, I kind of get it. I would hope that most people buying in in the last N years fully understand that this thing is going to be in more or less perpetual alpha for any forseeable future.
But then you also have moments like these when the game is pretty cool: https://reddit.com/r/starcitizen/comments/s7y1wk/last_night_...
I hope they finish it, and I feel like I’ve gotten my relatively small amount of money’s worth out of it. But if I were one of the people who’s bought in for thousands of dollars I’d definitely be worried.
I hope they finish it
At that point, would it even be fun to play for folks that have messed around with it in its extremely unfinished state for so long?I can't imagine in-house beta testers really have fun playing the games they've helped to shepherd to release once they finally ship...
Other parts you’ve done before but still enjoy because it’s a part of the game that you like. Box delivery missions are relaxing sci-fi sightseeing to me, and that’s only going to get better as the universe expands. The places we already have in the game are pretty amazing and a lot more is planned. I’m not into truck simulator games, but put it in space and heck yeah I’ll fly boxes around.
And then the third category is stuff that we’re not playing at all yet because it keeps getting delayed. So that’ll be a new experience even if I’ve been playing Star Citizen on and off since it hit alpha. Salvaging is the running joke here, but even that is kind of an ongoing distraction from the many professions that are supposed to come after it. https://reddit.com/r/starcitizen/comments/ngke3m/salvage_soo...
When I funded the original Kickstarter, there was a pretty clear delineation between "released" and not-"released". And not-"released" generally meant that only a limited pool of outsiders (i.e., beta-testers) could even use the software.
I get the impression that "StarCitizen" is benefiting from the modern fuzziness of this concept. I don't know if they're intentionally equivocating to give themselves the best of both worlds, or if they're just a happy beneficiary of a customer base that thinks in these terms.
From my own personal perspective, Chris Roberts defrauded me by taking my money but not even trying to deliver the product in the timeframe we Kickfunders reasonably assumed.
And in a world with NFTs and crypto being shilled to sports fans, it seems quaint to berate someone for building virtual dollhouses and overpromising to their buyers. It's a lie, but it's not nothing, and is less egregious than other modern lies.
I admit there's a subjective aspect regarding what's worth calling out.
Personally, I judge Chris's actions to be worth calling out.
I am not sure there is a lot of difference besides the certain expectation of polish.
There are parts of Star Citizen which, if released standalone, would be indistinguishable from release-grade games. Arena Commander is excellent, and plenty of full games are comparable to this sub-feature of Star Citizen, and Star Marine, the built-in FPS probably only really lacks in terms of playerbase: It's excellent and the touches in it's game mechanics are amazing.
Also Elite is built in a way where they have a lot of parallell systems that _do not interact_. This makes the game very shallow with a few gameplay loops, but they are really more akin to mini-games with the universe as background, than real proper games. And I don't see how they could ever make the universe more realistic without having interactions that was never foreseen, and prboably cant be fixed. For example the economy is all fake, its not based (much at all) on what users do. "Powerplay" is a totally separate game system that I at first thought was connected in some way to the rest of the game, but no. You can rank up inside separate factions, and sure it does affect some things such as which ships you can buy, but its all still very shallow. A lot of things is not interchangeable using money, which in reality almost everything is. You can't transfer wealth between players etc.
The sad thing about Elite Dangerous is that its still a totally fun game with other players providing some content, but the netcode is just not made for "massive" multiplayer but instead sort of randomly caps out at a few players interacting at the same time, with no fix likely ever coming.
Its like the people who get in that early feel like they are part of the development team and make it their mission to support the game at all costs. Any dissension among the ranks (delays, scope changes, cost increases) are violently shouted down as ITS BETTER FOR THE GAME!!!!!. Organized brigading is really common as well, even before there's an alpha release but they go around trying to force it into every "Best Of" type list out there.
I've gotten some great games out of it but avoid the comment sections at all costs.
Someone once said "I was wrong about this. I've been wrong before. I just try not to dwell on it..". I'm wrong often too.
Board games are easier to understand the whole system from early design docs. Video games are more like “wouldn’t it be cool if you could do X”? And sometimes the answer turns out to be “no” when it’s actually implemented, or the actual implementation is just way watered down from your imagination. Backing something like star citizen seems like it’s begging for disappointment.
Since it’s so little, I get no equity and I just get one unit of product. Fair deal to me.
Disappointment isn’t that they tried and it sucked. It’s only if they don’t try. But to be honest, I don’t even feel disappointed then because I usually make a satisfactory judgment as to the likelihood of success so if it fails, that’s just a failed bet. And nothing wrong with failing on a bet.
That doesn't make them any more reliable. Check the disaster it was the crowdfunding of "HeroQuest 25 anniversary".
I think the worst I've seen is people realizing it was never all that good to begin with, and being disappointed a reprint of a 35 year old game doesn't really stack up in the modern era.
[0]https://www.reddit.com/r/Heroquest/comments/ixwdog/comment/g...
[1]https://www.xataka.com/literatura-comics-y-juegos/heroquest-...
As far as I'm aware, the official Hasbro one went quite well: https://hasbropulse.com/products/heroquest-game-system
[0]https://web.archive.org/web/20060703160929/http://archive.ga...