Star Citizen has officially reached half a billion in funding
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I could build an entire theme park for that amount of money, from scratch. 10+ Roller coasters, footpaths, restrooms, in-park IT offices, the works!
Why spend so much but not complete the game? Because the gravy train keeps rolling. Game studios are motivated to ship the game because until they ship, they don't get paid as a company, yet the employees keep drawing paychecks, etc.
But this studio has no motivation to do that, they are getting the pay out now.
I played Freelancer before I moved to Linux, that's a few years of fun experience, and as a bonus I also met many interesting people in that game. It's just a good investment for my entertainment.
The primary problem that Star Citizen faces at this moment is not poor management of money, instead it is that the fun the game provides is not unique any more.
For example, Elite Dangerous, which you can download and play right now, can deliver I'd say 70% of the fun that Star Citizen promises. There is no reason for me to lock my eyes on Star Citizen anymore, especially when you consider the fact that gaming is just a small part of ones live and spaces games are naturally grindy (maybe not correct, but the space game that I played, Freelancer, EVE Online and Elite Dangerous all require some level of time investment), you can only play so much.
All things considered, Star Citizen is not on top anymore. And that's .... scary if I'm Chris Roberts.
Edit: 111 movies.
I’d call it an art project.
They still have that incentive, because SQ42 is a standalone game they intend to sell to a broader market and SC is an MMO "forever game" they intend to monetize.
If you think 500m is a lot, go look at how much money games like Call of Duty and Grand Theft Auto Online make year over year. 500m over 10 years is 50m a year, and not in profit. Blockbuster games are making much more than that much more quickly. To say nothing of the billions in scummy phone game microtransactions.
Cloud Imperium Games is multiple offices and 700+ employees, if the intent really was to not release they definitely don't need that many people sucking down wages. It's not like a VC scam where they can trick investors with headcount growth.
GTA V had production costs of $265 million and was the world’s most expensive video game when it was released.[0]
GTA budget vs cities’ operating costs quiz at the time: https://www.buzzfeednews.com/article/kevintang/gta-vs-produc...
$500 million in funding is, yes, a lot of money.
[0] https://www.statista.com/chart/amp/1466/most-expensive-video...
So the contrast is even larger. I doubt Star Citizen spent anywhere close to as much on marketing as GTA 5 did.
I won't pretend it's not still a lot, but you can't point to another project like this for comprison. GTAV was built by an established team with history of making that kind of game, using an established IP and engine. It is not apples to apples.
Games are often run like an ongoing concern now, a business all of it's own. SC stands to gain more than 50m a year if they reach their goal of being "the" space MMO.
Of course they do. They need artists to build the ships they sell and they need developers to create demos of stuff they have no hope of delivering, in order to convince people to continue parting with their money.
You are also still wildly off the mark if you think the farce you imagine happening would take 700 people.
[1] https://www.businessofapps.com/data/clash-of-clans-statistic...
More details. So Roberts initially funded a visual demo, which was made in cry-engine. He hired a bunch of 3d-artists to make cool models. Using this visual-demo he got a shittonne of crowdfunding in 2012. It was at this point that he should have dumped the demo and hired an amazing lead-dev who would figure out how they would build this game for real. Instead Roberts kept this cryengine visual demo, and hired a tonne of people who started haphazardly adding more stuff on top of the demo. So, it was really at that point the project became doomed, its been walking dead for ten years.
If you have 5 or so hours to kill, there's actually a great video series about the game called Sunk Cost Galaxy: https://youtube.com/playlist?list=PL7SIP0NDfM2yyHKfRmCAociCc...
Doomed is also strong language — the company has clearly grown significantly and crowdfunding is clearly working to sustain it financially until they release the single player game. The alpha is bigger and better performing than ever. It’s not exactly dying :)
Certainly, I won’t disagree that the project has suffered from severe management, planning, and communication issues over the years. I chalk that partly up to CIG being a new company without established processes working in a unique environment (it’s rare for a big MMO to have to support a live environment while gamedev isn’t close to complete), and partly up to massive scope creep.
Anyways, I’ve easily gotten my $45 back in enjoyment of the alpha, so I’m not salty about it.
If they focused on improving the game's initial loading times, cutting down on a hate inducing amount of lag, and making the elevators actually render reliably for everyone at any time, instead of bullshit like focusing on making bed sheets have realistic physics, then alright.
Until then, it's a barely playable piece of shit of a digital paper weight. It boils my blood just thinking about how shitty the experience they provide is.
Otherwise you're just a pitchman trying to sell/hype an idea. And ideas as we know are easy.
Forget the name of the location, but when I tried playing again about a month or two ago, I tried moving from the wake up point to the elevator to head out to the lobby. The elevator never rendered and it's the only way out. This has been going on since first playing it some years ago, and it requires reloading the game which takes ~10-15 minutes.
When the game works and you're not experiencing lag, it's fun, but yeah it's still essentially a digital paper weight unless you have a rtx 20 or 30 series and a gigabit connection...
Oh and rather than putting focus on making the game actually playable, one of their recent dev goals was making bed sheets have more realistic physics... this kind of shit is a joke.
I was an original backer. Years ago I was able to get to the hangar and fly my basic ship around and shoot aliens and asteroids. Today I'm confounded by doors. I expect that when I try the game again in a few years, I'll probably have to read tutorials about how to make my character breathe and blink his eyelids.
The minute details don't bother me much, just that they're focused on so many of these (at times ridiculous) details, yet in my case and others, the elevator doesn't even appear.
At the least they should focus on making a playable/accessible game, then drill down
I suspect that the rationale for adding more and more complicated systems is to increase the sunk cost fallacy for existing players, who will have invested increasing amounts of time into learning how they all work. (And perhaps, to make everything seem less like a video game and more like a "real life simulation").
There is no way that a new player would do anything but bounce right off this game, but perhaps that is by design.
Apparently there is a way to actually find a ship to fly in, but they sure made it difficult to find out how to fly it.
Ngl, it was enjoyable when it worked, but I'm also the type who likes to aimlessly explore. Found myself heading to a random space station and then to a random planet and that was fun enough for me... until I got booted after walking around the planet for a few moments. Didn't know you have to rest at a location to have it count as a checkpoint, and upon reloading the game ended up starting back where I first spawned in the beginning of the game... only to find no elevator yet again...
Heads up though, when you get to a lobby there's usually a location nearby with screen panels or kiosks, and they usually have a yellow UI (forget if the UI is visible prior to interacting with the screen). You can use those to call your ship to a hangar
Do be cognizant though, this is one of the reasons why the game is taking so long to make. They have a split focus on getting the game done off in another build, whilst maintaining the playable alpha that hasn't got all the game systems they've built connected to it. Most games don't have a requirement to be a fully playable game during development. If something isn't working in a dev build, you just say "Hey, don't go there, it's broken in this build." But with the alpha, everyone expects a working game even though the whole codebase is constantly in flux.
Of course, since they are constantly moving the goalposts and making the scope of that game bigger, they will never actually deliver everything they promised.
What changes if they release a game? The reviews will inevitably not live up to inflated expectations.
And the other change would be that they'd have to start giving a relatively predatory cut to Steam. Compared to their payment processor or crowdfunding platform fees now.
Star Citizen is a "pre-product" pure play.
They were idiots to promise anything deliverable within 5 years, but I am not surprised at how long it is taking. Big games are hard, big companies are slow.
A) It's a moonshot by an unproven company.
B) Software development is hard, it's two massive software projects, to say nothing of all the creative disciplines involved
I'm also surprised people here, in Venture Capital land, are worried over 500m being "wasted" to wages to produce the game, something that people can already play and have gotten returns for their money from. Maybe if we could be half as grass-roots down to earth individuals when evaluating startup ideas we wouldn't have a bright future in NFT powered Metaverse Real Estate salesmen knocking down our virtual doors.
It is difficult to predict if it will reach 1.0 status one day, or if it will be any good, but the whole process is extremely interesting.
This is much more ambitious than a simple game, the goal is not to build a few hours of entertainment, but a much more permanent space-sim "metaverse".
I could see them being bought by Microsoft of Nvidia at some point.
How is this called "funding" and not just "sales" or "dlc?"
Fix the god damn elevators already!