Now to answer the myriad forum threads that popped up worrying about the possibility of Cloud Imperium being acquired by another, bigger company – don’t worry! We have no plans nor interest in following this path! We don’t need to go to anyone with deep pockets to make OUR dream a reality. To mass-produce hardware like the Rift, you need an outlay of hundreds of millions of dollars. Luckily our ships are digital so we have hardly any cost of goods, just the cost of developing the universe of Star Citizen and running servers that Star Citizen’s universe will be simulated on. Thanks to the generosity of the Star Citizen community we have these two things covered
And last but not least I’m having way to much fun building the universe of my dreams for everyone to adventure in! I’ve been down the big company acquisition route twice before and there’s a reason I am making Star Citizen totally independently!
NKD wrote on Apr 1, 2014, 09:02:
April Fools! We are actually selling out to Myspace!
Darks wrote on Apr 1, 2014, 09:59:
What he really means, is EA gave him a bad taste in his mouth and hes not going back for more.
InBlack wrote on Apr 1, 2014, 10:09:Darks wrote on Apr 1, 2014, 09:59:
What he really means, is EA gave him a bad taste in his mouth and hes not going back for more.
Actually that would be Microsoft. And they rescued his last trainwreck of a game Freelancer. What most Chris Roberts 'believers' seem to forget is that he already tried to make Star Citizen ten years ago, and Microsoft had to take him off the project. One of the last good deeds by Microsoft way back when they still cared enough about PC gaming to at least make a profit on it.
Panickd wrote on Apr 1, 2014, 10:11:InBlack wrote on Apr 1, 2014, 10:09:Darks wrote on Apr 1, 2014, 09:59:
What he really means, is EA gave him a bad taste in his mouth and hes not going back for more.
Actually that would be Microsoft. And they rescued his last trainwreck of a game Freelancer. What most Chris Roberts 'believers' seem to forget is that he already tried to make Star Citizen ten years ago, and Microsoft had to take him off the project. One of the last good deeds by Microsoft way back when they still cared enough about PC gaming to at least make a profit on it.
So if you're a game designer you shouldn't dream big or try anything that hasn't been done before? Got it. Just shitty COD clones from here on out people!
InBlack wrote on Apr 1, 2014, 10:12:Panickd wrote on Apr 1, 2014, 10:11:InBlack wrote on Apr 1, 2014, 10:09:Darks wrote on Apr 1, 2014, 09:59:
What he really means, is EA gave him a bad taste in his mouth and hes not going back for more.
Actually that would be Microsoft. And they rescued his last trainwreck of a game Freelancer. What most Chris Roberts 'believers' seem to forget is that he already tried to make Star Citizen ten years ago, and Microsoft had to take him off the project. One of the last good deeds by Microsoft way back when they still cared enough about PC gaming to at least make a profit on it.
So if you're a game designer you shouldn't dream big or try anything that hasn't been done before? Got it. Just shitty COD clones from here on out people!
Typical. Where did I mention CoD clones? Oh right...That was you.
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.
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.
InBlack wrote on Apr 1, 2014, 10:54: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.