panbient wrote on Apr 1, 2014, 10:42:
Panickd wrote on Apr 1, 2014, 10:11:
So if you're a game designer you shouldn't dream big or try anything that hasn't been done before? Got it.
Correct. Pretty much. Every single interview I've read with a major designer over the last... 20 years, seems to underline this thought. Basically, feel free to dream big, but, and this is key, BE REALISTIC with your design. Innovate and improve on existing features to provide a better experience rather than putting all your eggs in an unproven basket. More importantly, recognize what is feasible in the current market and the timeframe within which you want to launch so that you actually have a good shot at not just hitting the target but nailing the bullseye.
Right now all I'm seeing / reading about SC is claims that we'll be able to hit a target on the moon with a bow and arrow from our backyards. While the idea is pretty cool, how realistic does it actually sound?
Like so many others, I too remember the development of Freelancer and nothing from RSI is dulling my apprehension for SC.
Yes, I heartily agree with this sentiment. Had he kept his scope smaller and for starters just done Squadron42 (for e.g.) I would be the first in line to throw money at him, but right from the start the guy was promising stretch goals that were hugely ambitous at best, and unbelievably unrealistic at worst.
I have a nifty blue line!