A new trailer from
Star Citizen is a guide to the economy in the upcoming space simulation. The
clip features some gameplay footage as Chris Roberts discusses how various
elements interact dynamically in the game's pursuit of a true supply and
demand-based system. He gives the example of some supplies that would be used to
create missiles being hijacked will reduce missile production in a local area,
driving up prices, adding that the missiles expended in stealing or destroying
those supplies will factor into the equation as well. Thanks
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InBlack wrote on Jul 8, 2013, 08:58: ... what I hate is false advertising. Cutscenes != Gameplay.
Dude, one more time: Those snips and clips are effectively gameplay. The interface may still be missing but this is how the final game is going to look. It's going to look really awesome because they are a) using the CryEngine 3 and b) have hired some top artist talent and c) have bought their own mo-cap studio recently ($10 million stretch goal) so they can animate shit to their heart's content all day long.
The original intent of SC has always been to bring back the AAA space sim. CR never wanted to make a typical low budget indie game. He has always wanted to invest $20+ million with a small part of it coming from the community and the other much larger chunk from investors. That was the plan anyway. Due to the overwhelming success of the ongoing campaign, SC will most likely end up being the first fully crowd-funded AAA game in history with a budget of over $20 million just from gamers.
As for the market once the game has been released, I'm thinking that SC will still sell pretty well because of its popularity and hype. This is generally an interesting topic with Kickstarters though. I hope that most KS devs are aware that they might have made the vast amount of sales up front. It might be very unwise to spend all of the funds on the development of the game because they might not have much income from sales post-release. It will be interesting to watch just how big the niches of some of these projects are and how the ratio is going to turn out of up front sales vs post-release sales. There might be a rude awakening waiting for some of the studios that are counting on or are used to a certain post-release sales performance that will never happen because the vast majority of the target audience has already paid up front.