Some Star Citizen Refunds

Some requests for refunds from Star Citizen backers are being granted by Cloud Imperium Games, reports Polygon, noting a recent a recent survey suggested there were a surprising number of customers looking to get their money back (including quotes from our own KXmode about his refund). They spoke about this during a conversation with Chris Roberts. "We don't publicize it, but when people reach out to us and talk to us in a rational manner, in most cases we've refunded them," Roberts says. "We don't want people to be part of the project if they're not happy." There are no public announcements or guarantees attached to this reimbursement policy, which remains completely at the company's discretion, as they are not obligated to make refunds.

The article recaps the slipped delivery dates for the space simulation as the scope of the game's design has grown along with its crowdfunded budget, discussing how this has has contributed to whatever degree of discontent this all represents. Here's more:

A spokesperson for Cloud Imperium said that a total of 1,269 refunds have so far been given out, with 93 refunds since the beginning of July. Roberts declined to say what percentage of refund applications are granted.

"If there are cases where people are really upset, or facing personal hardships, on a case by case basis we take a look and we refund," he said. "We don't want to keep people around. We don't want to fight with them."
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Re: Some Star Citizen Refunds
Aug 22, 2015, 09:41
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Re: Some Star Citizen Refunds Aug 22, 2015, 09:41
Aug 22, 2015, 09:41
 
Because I'm super duper bored this morning...

theyarecomingforyou wrote on Aug 22, 2015, 03:10:
Any game that's part way into development is a 'buggy unplayable mess of a demo'. It's still missing core functionality. Heck, try driving a car that's only two-thirds complete.

Like an engine + chassis but without a body? Sounds entirely drive-able, definitely not street legal, but totally drive-able, and likely the first 2 of 3 major elements to be addressed. In video game terms - the engine (again), and the fundamental mechanics of the various systems the product needs to support, and virtually nothing to look at. No bells, no whistles, nothing shiny or pretty yet, because it has no real big picture value if the underlying elements aren't solid. That's not to say it doesn't have value from a marketing / fund raising standpoint but that's a whole other can of worms.

theyarecomingforyou wrote on Aug 22, 2015, 03:10:
What we do have, though, is evidence of much more substantial content coming - the social module, large maps, multi-crew and first-person combat. At the end of the year we should have a much better idea of where the project stands, as we'll have either had the social module, SM and AC2.0 or they'll be MIA.

And still nothing about Squadron 42, you know, the actual spiritual successor to Wing Commander that got so many people hyped in the very first place. And is there evidence or not, you completely flip flop between the start and the finish. Is there actual evidence coming or will it be MIA?

theyarecomingforyou wrote on Aug 22, 2015, 03:10:
Don't forget, Half-Life 2 took five years to develop.

Don't forget, HL2, or GTA5, or Doom4 or whatever are being made by groups of people who've got a history of delivering. They're also not first attempts, and they're not trying to shoot for a target that no one has hit before and beyond the scope of anything else in the entire industry. Think about that. People who are essentially doing the same thing over again still have a hard time getting it right.

theyarecomingforyou wrote on Aug 22, 2015, 03:10:
The scope of the project has expanded since the original pitch and now the only sensible comparison for development time is that of other AAA games and MMOs - they generally take at least fours years, usually five.

Again they're generally made by people who have a proven track record of delivering products. While I don't doubt the people hired by CIG have talent and ability Chris Roberts' own track record is a valid point of concern.

theyarecomingforyou wrote on Aug 22, 2015, 03:10:
Doom 4 was announced back in 2007 - it's taken eight years and they haven't released anything more than a trailer.

Gee. I wonder if Id being absorbed by Zenimax / Bethesda had anything to do with the length of development. Oh! Development has been entirely restarted by Bethesda as of 2011.

theyarecomingforyou wrote on Aug 22, 2015, 03:10:
We're all well aware of the delays. What matters is whether the end game is decent and that looks to be the case now more than ever. Go back and watch the original pitch then watch the Gamescom demo - the fidelity is far beyond what was originally shown.

Decent? DECENT?!?! Decent does not sound like a valid adjective for what has been routinely quoted as the Best Damn Space Sim Ever! Fidelity is worthless if the underlying framework can barely support it. It's like those douchebags who get a Ferrari body on top of a Honda Civic chassis. Sure it 'looks' like a Ferrari... but it's not a Ferrari.
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