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Quavers
Feb 26, 2016

You clearly don't understand game development

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DapperDon
Sep 7, 2016

Whats that round thing?

Gnome de plume
Sep 5, 2006

Hell.
Fucking.
Yes.
Looks like a trackball to me.

Mailer
Nov 4, 2009

Have you accepted The Void as your lord and savior?
It looks like it could be a trackball, or some sort of optical sensor that approximates a trackball. Then I thought maybe it was some sort of 3d mouse but it's so short there'd be no grip. The ebay listing linked the video for it. You'd bolt the stick and throttle to the keyboard (instead of having them ergonomically set up) in their mock-up. There's also mic/headphone inputs coming out of the... vertical thing so maybe it allowed you to plug your headset in and it's a camera? A fixed camera at keyboard height sounds like the kind of terrible idea crobberts would like.

ClownBobo
Jan 3, 2020

vIHbe'chugh, vaj Huch law' Sovbe'lu'

DigitalPenny posted:

Do we want to be the last clown standing ? I'm not even sure any more....

Yes. Yes I do. I shall dance on its grave in a red dress picked out special for the occasion. Then ice-cream, and a puppet show. You are invited.

Armadillo Tank
Mar 26, 2010

Beet Wagon posted:

The thing is, being able to walk around your ship is cool. It's the only part of Star Citizen that I still kinda go "Huh, neat" about when I log in, provided that I'm actually walking around a ship with room to walk around in (so not one I own) and that isn't designed by someone who has never seen a human body move (so, again, not one I own).

But it's cool and fun sort of in the same way that having Tauren and Human players not be able to understand each other in WoW is. It's a neat little bit of worldbuilding and that's pretty much it. It's something that a player should be able to do sometimes when they want, or specifically to augment the MMO side of things (how they've gone this far without delivering on the super simple fantasy of docking to your buddy's ship and going over for a cup of coffee or whatever is beyond me), but poo poo like hand-carrying boxes for hours absolutely should not be a required component of gameplay.

The most important distinction with space games is the what space fantasy its trying to do. In the flash gordan/ han boba solo fett/ lone explorer space legs are critical. The other general type is space fight where your char is really just the ship.

Since star flight and star control these have been separate. It would be cool if these cold be meaningfully combined. The problem is do enough people want that. Like with rts games the moment another gameplay option appeared (dotas and lols) the genre died when players that wanted to focus on it left.

no_recall
Aug 17, 2015

Lipstick Apathy

Armadillo Tank posted:

The most important distinction with space games is the what space fantasy its trying to do. In the flash gordan/ han boba solo fett/ lone explorer space legs are critical. The other general type is space fight where your char is really just the ship.

Since star flight and star control these have been separate. It would be cool if these cold be meaningfully combined. The problem is do enough people want that. Like with rts games the moment another gameplay option appeared (dotas and lols) the genre died when players that wanted to focus on it left.

Just the other night i was "walking" around my Anaconda's bridge in VR while the ship was moving at 50% speed above a planet surface. Even with a rock solid framerate, it was pretty :barf: .

Sandweed
Sep 7, 2006

All your friends are me.

Hav posted:

Well, the ‘shake up’ sounds like someone taking the reins. Accountability appears to be making an appearance, so I wouldn’t put it past them to have agreed a steady and controlled phase out of the Bobbers family as it transitions to the control of the board, rather than the bored.

SoTA’s slow raspberry of a death isn’t really a good pattern for the incandescent level of disappointment that Star Citizen will produce. There’s a good quarter billion reasons, some of which don’t give a flying gently caress about Crobbers, and a really unhealthy level of expectation.

I think you are wrong, the nature of this project allows them to scale with the funding, both up and more importantly down. They are never required to produce actual proof of their progress in fact many of the backers encourage them not to. Roberts can dissolve entire studios, present it as a streamlining of the process, and the faithful will defend it. There is plenty of redundant positions that could go before the main money making process is endangered, like barista and senior mocap producer.

The death of Star Citizen will be slow and boring.

stingtwo
Nov 16, 2012

Popete posted:

Maybe in a few years much like SotA someone will glance at the About page on CIGs website and notice that Chris is no longer listed as CEO. When asked he'll say he never was officially the CEO it's just a minor edit on the web page. A few months later the company will be sold off to some intern for a couple grand.

Would they keep Chris and all his friends around though as puppets with no control or would they take the risk kicking them to the curb and hope the panic button with whales doesn't get set off?

Zzr
Oct 6, 2016

DapperDon posted:

Whats that round thing?

A rubbing ball.

Sanya Juutilainen
Jun 19, 2019

by Jeffrey of YOSPOS
A friendly reminder that CIG now has 500+ workers.

Sanya Juutilainen fucked around with this message at 12:19 on Jan 16, 2020

Songbearer
Jul 12, 2007




Fuck you say?

DapperDon posted:

Whats that round thing?

The Orb

DigitalPenny
Sep 3, 2018

Sanya Juutilainen posted:

A friendly reminder that CIG now has 500+ workers.



Looks exponential just like CIG's progress

MarcusSA
Sep 23, 2007

They wouldn’t even make progress with 5,000 people.

Hav
Dec 11, 2009

Fun Shoe

Sandweed posted:

I think you are wrong, the nature of this project allows them to scale with the funding, both up and more importantly down. They are never required to produce actual proof of their progress in fact many of the backers encourage them not to. Roberts can dissolve entire studios, present it as a streamlining of the process, and the faithful will defend it. There is plenty of redundant positions that could go before the main money making process is endangered, like barista and senior mocap producer.

The death of Star Citizen will be slow and boring.

1) scaling back would be big news. They have not scaled back as yet.
2) there are at least two parties which have external contracts; they absolutely have to hit those, or risk a semi-public contract dispute like the one they’re already facing.
3) yes, but the faithful will gobble down a poo poo sandwich, they’re not a majority of the accounts out there, and one of the reasons we don’t link them is it’s becoming a very small group of people who have skin in the game, from ex second life property mavens, to the influencing trustfund streamer.
4) the barista is a dual position. It’s the various show producers that you have to watch. If anything it’s the ‘ship pipelines’ that have to worry; a -quarter- of the staff are engaged in ship design, and once you don’t need to design more ships.

Best thing of all is that we can both be right until the wave function collapses, but human faith has limits, and the tide has already turned. For every person ‘just finding’ SC, there are a bunch of people asking why it’s not done yet.

Pyromancer
Apr 29, 2011

This man must look upon the fire, smell of it, warm his hands by it, stare into its heart

Beet Wagon posted:

The thing is, being able to walk around your ship is cool. It's the only part of Star Citizen that I still kinda go "Huh, neat" about when I log in, provided that I'm actually walking around a ship with room to walk around in (so not one I own) and that isn't designed by someone who has never seen a human body move (so, again, not one I own).

X:Rebirth did walking in ships years before Star Citizen existed and everyone hated it as the pointless addition.

Beet Wagon
Oct 19, 2015






:orb:

Sandweed
Sep 7, 2006

All your friends are me.

Hav posted:

1) scaling back would be big news. They have not scaled back as yet.
2) there are at least two parties which have external contracts; they absolutely have to hit those, or risk a semi-public contract dispute like the one they’re already facing.
3) yes, but the faithful will gobble down a poo poo sandwich, they’re not a majority of the accounts out there, and one of the reasons we don’t link them is it’s becoming a very small group of people who have skin in the game, from ex second life property mavens, to the influencing trustfund streamer.
4) the barista is a dual position. It’s the various show producers that you have to watch. If anything it’s the ‘ship pipelines’ that have to worry; a -quarter- of the staff are engaged in ship design, and once you don’t need to design more ships.

Best thing of all is that we can both be right until the wave function collapses, but human faith has limits, and the tide has already turned. For every person ‘just finding’ SC, there are a bunch of people asking why it’s not done yet.

If they are smart they will just never announce scaling down, just slowly let people go one at the time until there is only the refund specialist left.

Antigravitas
Dec 8, 2019

Die Rettung fuer die Landwirte:

Pyromancer posted:

X:Rebirth did walking in ships years before Star Citizen existed and everyone hated it as the pointless addition.

In X4 the only redeeming factor of space legs is that it contextualises how absurdly HUGE everything is. And I guess in a meta sense, how basically nobody else has managed to do it properly. You can stand on a carrier's landing pad and watch fighters launch during battle.

Also, who here remembers Eve Online Ambulation? :ccp:

Hav
Dec 11, 2009

Fun Shoe

Sandweed posted:

If they are smart they will just never announce scaling down, just slowly let people go one at the time until there is only the refund specialist left.

More the external communications wind down, maybe a board reshuffle, then an announcement that there’s an opportunity for a new group to come in and take charge. Literally a PR overlay, where you’ll be reassured that Chris is still the owner, but he’ll be spending more time with his family.

The *aim* would be to disengage Chris et al from ‘responsibility’, so he has to slide under the table. Sandi’s already done this. Ortwin wouldn’t give a flyer, everyone else is pretty much collateral now.

Still, their mailing lists must be gold, considering the loose flapping wallets that it has.

DOMDOM
Apr 28, 2007

Fun Shoe
Been away from the SC drama for awhile after getting burned out when this thread was moving a mile a minute and quarantined to its own sub.

Nice to get caught up. The SQ54 end of year teaser was amazing. It gives me hope that this is the year the project finally implodes, though I feel like it'll probably slowly fizzle and fade rather than supernova.

I saw some people talking about Sandi being gone. Where did she go??

tuo
Jun 17, 2016

Antigravitas posted:

In X4 the only redeeming factor of space legs is that it contextualises how absurdly HUGE everything is. And I guess in a meta sense, how basically nobody else has managed to do it properly. You can stand on a carrier's landing pad and watch fighters launch during battle.

Also, who here remembers Eve Online Ambulation? :ccp:

While reading your post I constantly had "Eve" on my tongue, before reading your last sentence ;). It was basically the same. You could get into the hangar or whatever it was called, and take a look at how big your ship actually is...and....that was it. It was cool for like 10 minutes? Or a little more until you checked out each ship. Of course, Eve didn't really have "space legs", it only had that stupid "tier 0" (thank you, CIG) implementation of walking around stations and creating MMO-like hub areas, which never took off.

Which makes me think, IIRC it was exactly the same time when they thought it was an awesome idea to make a FPS/battlefield-like game that seamlessly interconnects to Eve: Online, which never really took off. The idea was pretty good, IIRC the implementation had some problems/was buggy (and kinda tried to bring Eve to consoles with the FPS part or something), and it simply didn't work out the way it was envisioned.

This was built upon a working MMO though, and one of the few which have a single universe. So after it didn't take off (or most people ignored it), there still was the perfectly working space MMO.

Star Citizen has neither. Everything they have is broken. There is no MMO. There is no working FPS game that ties into the MMO (because there is no MMO). The current FPS part is some kind of 4vs4 shooter, IIRC, plus some station in the not-MMO. Now they add a battlefield clone into it, which won't be connected to anything (if I understood it correctly).

All it needs is the single-player game (what was the name of the Eve VR thing?) that of course won't really be connected to anything because nothing close to an MMO exists.

Renegret
May 26, 2007

THANK YOU FOR CALLING HELP DOG, INC.

YOUR POSITION IN THE QUEUE IS *pbbbbbbbbbbbbbbbbt*


Cat Army Sworn Enemy

DOMDOM posted:


Nice to get caught up.

I haven't paid attention for a year and a half and I'm trying to get caught up and figure out what I missed.

Best I can tell, the answer is "nothing"

Songbearer
Jul 12, 2007




Fuck you say?
They should have made a heavy metal space game

GWAR Citizen

marumaru
May 20, 2013



MarcusSA posted:

They wouldn’t even make progress with 5,000 people.

it really feels weird that they have so many employees, so much money and still can't get a single patch out without it being riddled with literal gamebreaking bugs, or that they can't add in meaningful gameplay loops (surely not all developers work on flashy procgen tech?)

it seriously does feel like there's ill intent in all this, all memes aside. sadly we may never know

Songbearer
Jul 12, 2007




Fuck you say?

Inacio posted:

it really feels weird that they have so many employees, so much money and still can't get a single patch out without it being riddled with literal gamebreaking bugs

If you hired a thousand men to build you a house using only a pile of poo poo, the end result would still be a pile of poo poo

TheAgent
Feb 16, 2002

The call is coming from inside Dr. House
Grimey Drawer

Inacio posted:

it really feels weird that they have so many employees, so much money and still can't get a single patch out without it being riddled with literal gamebreaking bugs, or that they can't add in meaningful gameplay loops (surely not all developers work on flashy procgen tech?)

it seriously does feel like there's ill intent in all this, all memes aside. sadly we may never know
its the blind leading the freshly hired early 20s blind, who then get promoted to lead or senior blind within a few months, only for the blind cycle to repeat itself

Scruffpuff
Dec 23, 2015

Fidelity. Wait, was I'm working on again?

Inacio posted:

it really feels weird that they have so many employees, so much money and still can't get a single patch out without it being riddled with literal gamebreaking bugs, or that they can't add in meaningful gameplay loops (surely not all developers work on flashy procgen tech?)

it seriously does feel like there's ill intent in all this, all memes aside. sadly we may never know

I'm still firmly in the camp that Chris never had any ideas beyond the little pieces he saw in other games or movies. "Wouldn't it be cool if." In his mind he only sees the microcosmic action moments, without any thought of what organically strings them together. There are about 4 or 5 solid gameplay ideas linked to Star Citizen, but no connective tissue between them. Even leaving the engine choice and programming challenges aside, what exactly does he think the game will look like? Even the MVP? Dogfighting and capital ship battles? Flying to derelicts, repairing their systems, and flying them home? Ground battles?

Tribes (1999 if I remember right) had planetary ground battles with flying vehicles that you could have passengers firing from the sides of - is that what he's going for on the ground? What does adding spaceships that can go back into orbit in real time actually add to that experience? Doesn't it actually break it, if I can fire missiles into the fray from orbit?

Games are defined by their limitations, not their possibilities. Here are the rules, here are the boundaries, and here are your tools. Work it out. It's no accident that some open-world games wind up being less than they could be because the player has too much freedom, and can cheese the mechanics to the degree that they're not playing a game any more. Saint's Row 4 comes to mind. I thought that game was a great game, and a funny parody, but it illustrates my point this way: at the beginning of the game, you can drive around GTA style. All the expected physics and mechanics are there. Then you get super-powers, and you never get in a car again. There's no need, and the entire substructure of that portion of the game is rendered obsolete instantly.

Star Citizen is theoretically filled with these kinds of dead-end mechanical interplays. What are ground battles, exactly, when you have orbital ships that can fire planetside? Why even have the battles at all? You need to go into space and fight there now. Why are people fighting anyway? In Planetside 2, you have control areas so you know what your goals are and where to go. Why is anyone doing anything at all in an open universe where nothing matters and there are no goals?

And the "make your own goals" bullshit is developer-speak for "we have no idea." Chris is trying to build a sandbox with no sand in it.

Agony Aunt
Apr 17, 2018

by LITERALLY AN ADMIN

Inacio posted:

it really feels weird that they have so many employees, so much money and still can't get a single patch out without it being riddled with literal gamebreaking bugs

Bethseda, Rockstar, Epic, and others would like a word.

Also, don't forget, ITS ALPHA!

Quavers
Feb 26, 2016

You clearly don't understand game development
:reddit: Why is squadron 42 a thing

Genuine question, lurker since initial Kickstarter and backed the game last month.

I see lots of people saying squadron 42’s release will fund the development if it does well and that after release development for the mmo will truly begin after it’s release.

It’s releasing in episodes if I’m correct so after releasing episode 1 they will need to develop episode 2 meaning they won’t have full attention developing the mmo (still)

Is squadron 42 ever going to console and how would you feel if It did? Your money you backed for an mmo used to develop a single player console game

Who asked for this? This sub itself shows that 99 percent of the interest for the mmo not a single player game. I can’t help but feel like we are being pushed to buy a game most of us don’t want as a sneaky way to get more money.

And like I just said no one talks about squadron 42 like they do the mmo, I’m not guna buy it...I know some people will but everyone I speak to isn’t excited for it. Something doesn’t sit right about it with me and I know it doesn’t with lots of people.

What’s the feeling about it here?



:kingsley: 137 comments :rant:

Agony Aunt
Apr 17, 2018

by LITERALLY AN ADMIN

Scruffpuff posted:

Tribes (1999 if I remember right) had planetary ground battles with flying vehicles that you could have passengers firing from the sides of - is that what he's going for on the ground?

Yeah, but the devs of Tribes clearly didn't understand game development. I mean, only 128 players on a server... in 1998. Pfft.

Agony Aunt
Apr 17, 2018

by LITERALLY AN ADMIN

Pyromancer posted:

X:Rebirth did walking in ships years before Star Citizen existed and everyone hated it as the pointless addition.

Everyone hated it as a pointless addition, so they included it again in X4 as a pointless addition :D

AbstractNapper
Jun 5, 2011

I can help

Quavers posted:

:reddit: Why is squadron 42 a thing

Genuine question, lurker since initial Kickstarter and backed the game last month.

I see lots of people saying squadron 42’s release will fund the development if it does well and that after release development for the mmo will truly begin after it’s release.

It’s releasing in episodes if I’m correct so after releasing episode 1 they will need to develop episode 2 meaning they won’t have full attention developing the mmo (still)

Is squadron 42 ever going to console and how would you feel if It did? Your money you backed for an mmo used to develop a single player console game

Who asked for this? This sub itself shows that 99 percent of the interest for the mmo not a single player game. I can’t help but feel like we are being pushed to buy a game most of us don’t want as a sneaky way to get more money.

And like I just said no one talks about squadron 42 like they do the mmo, I’m not guna buy it...I know some people will but everyone I speak to isn’t excited for it. Something doesn’t sit right about it with me and I know it doesn’t with lots of people.

What’s the feeling about it here?



:kingsley: 137 comments :rant:

Wouldn't it be funny if there was another forum poll where the backers "collectively" and "overwhelmingly" decided they don't want SQ42 and also that Chris is indeed absolved of it.

Take notes intern, I'm throwing you a juicy bone here.

AlbieQuirky
Oct 9, 2012

Just me and my 🌊dragon🐉 hanging out

If you look up “winsome” in the dictionary, this should be the illustration. :kimchi:

Rotten Red Rod
Mar 5, 2002

Quavers posted:

:reddit: Why is squadron 42 a thing


I think we're going to see more and more backlash against SQ42 as backers who either never really cared about it or stopped caring about it to focus on the PU start expressing this kind of opinion:


:reddit: Squadron 42 was always part of the deal, but over the last couple of months, it's been pissing me off more an more that they redirect ever more resources from SC to SQ42, to the point where it feels that only a skeleton crew is left to work on SC.

I mean, SQ42, okay, I'll play it. Maybe it's even going to be good, I dunno. But even if it is the best single player game of all times (and I very much doubt that since gameplay seems to have a pretty low priority) , I won't be playing it for longer than a couple of weeks, or months at best. Because single player. Star Citizen, on the other hand, I'll be playing for years, and probably on an almost daily basis.

So yeah, I'd very much prefer if the manpower and resources went into SC instead of SQ42, but I understand they want SQ42 out of the door.

However, I feel like I'm getting reeeeally close to the point where I'll go "gently caress Squadron 42!".



Bolded emphasis mine - it'd be hilarious, but I think the opposite is true. SQ42 clearly has a skeleton crew on it at this point, unless CIG is mismanaging the project even more than we think. But they've used SQ42 as an excuse for PU delays in the past so they can't walk that back now, and it's taken root in backers' minds, creating anger at SQ42.

Again, this is why I think CIG will eventually move to cancel or fold SQ42 into the PU. Very few people who are current contributors actually care about SQ42, and those that are probably have paid for it already. They've focused so much on creating and selling things to that group that they have no hope of appealing to anyone outside it - if SQ42 released tomorrow, and was good, it would STILL fight an uphill battle of "Oh, that game that's insanely late and sold thousand-dollar ships? Who even cares about that anymore" with the general public.

TheDeadlyShoe
Feb 14, 2014

I think gamers are willing to forgive anything if it gets them the game they want. Just look at NMS.

I mean, if Star Citizen really delivered, i'd play it. They didn't burn my money on the fire after all. I just have near certainty that these chucklefucks are incapable of accomplishing it.

Popete
Oct 6, 2009

This will make sure you don't suggest to the KDz
That he should grow greens instead of crushing on MCs

Grimey Drawer

Renegret posted:

I haven't paid attention for a year and a half and I'm trying to get caught up and figure out what I missed.

Best I can tell, the answer is "nothing"

It's even worse than that. Since Chris and Co. have basically gone into hiding since the Calder investment there hasn't really been any of the insane promises or awkward interviews. Chris makes an appearance once or twice a year, announces what they have been actually working on (a battlefield clone??) and then dissappears again. Every few months a new planet is dropped into the game, backers rejoice that this proves the game is progressing and then the excitement dies down until the next JPEG or planet announcement.

Renegret
May 26, 2007

THANK YOU FOR CALLING HELP DOG, INC.

YOUR POSITION IN THE QUEUE IS *pbbbbbbbbbbbbbbbbt*


Cat Army Sworn Enemy

Popete posted:

It's even worse than that. Since Chris and Co. have basically gone into hiding since the Calder investment there hasn't really been any of the insane promises or awkward interviews. Chris makes an appearance once or twice a year, announces what they have been actually working on (a battlefield clone??) and then dissappears again. Every few months a new planet is dropped into the game, backers rejoice that this proves the game is progressing and then the excitement dies down until the next JPEG or planet announcement.

This is just depressing.

DapperDon
Sep 7, 2016

Scruffpuff posted:

I'm still firmly in the camp that Chris never had any ideas beyond the little pieces he saw in other games or movies. "Wouldn't it be cool if." In his mind he only sees the microcosmic action moments, without any thought of what organically strings them together. There are about 4 or 5 solid gameplay ideas linked to Star Citizen, but no connective tissue between them. Even leaving the engine choice and programming challenges aside, what exactly does he think the game will look like? Even the MVP? Dogfighting and capital ship battles? Flying to derelicts, repairing their systems, and flying them home? Ground battles?

Tribes (1999 if I remember right) had planetary ground battles with flying vehicles that you could have passengers firing from the sides of - is that what he's going for on the ground? What does adding spaceships that can go back into orbit in real time actually add to that experience? Doesn't it actually break it, if I can fire missiles into the fray from orbit?

Games are defined by their limitations, not their possibilities. Here are the rules, here are the boundaries, and here are your tools. Work it out. It's no accident that some open-world games wind up being less than they could be because the player has too much freedom, and can cheese the mechanics to the degree that they're not playing a game any more. Saint's Row 4 comes to mind. I thought that game was a great game, and a funny parody, but it illustrates my point this way: at the beginning of the game, you can drive around GTA style. All the expected physics and mechanics are there. Then you get super-powers, and you never get in a car again. There's no need, and the entire substructure of that portion of the game is rendered obsolete instantly.

Star Citizen is theoretically filled with these kinds of dead-end mechanical interplays. What are ground battles, exactly, when you have orbital ships that can fire planetside? Why even have the battles at all? You need to go into space and fight there now. Why are people fighting anyway? In Planetside 2, you have control areas so you know what your goals are and where to go. Why is anyone doing anything at all in an open universe where nothing matters and there are no goals?

And the "make your own goals" bullshit is developer-speak for "we have no idea." Chris is trying to build a sandbox with no sand in it.

Got any more room in that camp? I agree with all of this.

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Dooguk
Oct 11, 2016

Pillbug
C'mon Roberts! do something funny again.

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