Star Citizen Examined

There's a lengthy article on Kotaku UK called "Inside the Troubled Development of Star Citizen." This is the latest look at development of Cloud Imperium's space game, famed for its record-setting crowdfunding efforts. The article tracks down former developers from the project and discusses the pressing questions of what's taking so long and what are they doing with all that money. One of the answers that keeps coming up is feature creep, and for a bit of equal time, PCGamesN has several quotes from project lead Chris Roberts responding to the points raised. The intro lays out the issues:
Star Citizen’s development has been high-profile enough, expensive enough and, yes, troubled enough to spawn a whole ecosystem of theories as to what’s going on at Cloud Imperium Games, from theorising about the project’s technical challenges to wild accusations about what’s happening to the money. Various community scandals have added yet more fuel to the fire, turning Star Citizen into a lightning rod for controversy. The questions I wanted answers to were: what exactly has been happening over the past five years? What are the reasons behind Star Citizen’s various delays, and what specific development problems has it encountered? Have things been mismanaged? And, as many Star Citizen backers are now beginning to wonder, can it ever actually be finished?

Chasing this information has not been easy. There’s a reason that many of the sources in articles like this are usually anonymous: people fear both legal and professional repercussions for speaking out. In the course of contacting over 100 different people while researching Star Citizen’s development, I was told by multiple sources that they were worried about legal repercussions if they spoke to the press. Speaking out publicly about a previous employer carries professional peril, too; prospective future employers may see you as a risky hire. Nonetheless, over the course of the year we found that many of the people who had worked on Star Citizen were willing to talk about their experiences, which painted a picture of a development process riven by technical challenges, unrealistic expectations and internal strife.
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62.
 
Re: Star Citizen Examined
Sep 23, 2016, 20:20
62.
Re: Star Citizen Examined Sep 23, 2016, 20:20
Sep 23, 2016, 20:20
 
First off, I think this article is a fair representation. Yes, the first part sounds a little one sided, but as you read the rest of the article, you understand why.

Where you stand with the information in the article depends on your point of view. I look at it where we need people that are going to push the boundaries. Plus they are releasing so much information about how they solved the problem, other games can take all that research and use it. Others may think, no they should be keeping the research to themselves, or go with established solutions.

As for Derek being semi-right... He said that combined first person and third person wasn't possible, or would be crappy. He said that multiple people getting on a ship, then landing somewhere else with no loading screens was impossible with current technology. He said that the full scope of the game can't be made for less than $150 million, well he might be right, but they are at $124 million. He seems to suffer from, if I can't do it, nobody can. Also, last I checked, CIG is still working on the game, and according to Derek they should be completely out of money now.

Do people have legitimate concerns about the game? Yes, but I've read some of Derek's ranting and ravings and he even admits to posting stuff to try to piss people off.
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