“But instead they just let it grow and grow and grow. I know they’ve said ‘we’re not adding features anymore’, but the feature set they’ve already got is so vast and unwieldy and huge and the tech they’re trying to adapt is not supporting it. If it had infinite time and infinite money and everyone working on it had infinite patience then, yeah, at the end you’d probably see something and it would be pretty cool.”
I guess this confirms that they stopped adding new features internally after the final stretch goal.
The author of the article and several of their sources state that Star Citizen should have gone with the same development model as Elite: Dangerous. Instead of scaling up to five studios by promising 68 stretch goals worth of extra features, they should have released a $2m game using just their Austin studio (as originally intended) and then sold extra features through expansions.
I guess the only way to find out which is better will be to wait until Star Citizen and Squadron 42 have both released and then compare them to the state of Elite: Dangerous as of that year to see which development method has produced a richer experience.
Also, E:D was rather bare-bones when it launched, and there were people who were dissatisfied with its state at that point. Did that first impression stick, or were they willing to give the developers a second chance and buy the Horizons expansion pack?
The author and some of their sources seem to imply that the initial crowdfunding pitch was for the single-player campaign alone:
The Star Citizen described in the 2012 Kickstarter campaign is rather different from the Star Citizen that is now in development. The initial goal was essentially to fund the development of a single-player campaign, with all the features of Star Citizen’s living universe set aside as stretch goals. But CIG decided not to complete the single-player first and add the massively-multiplayer components in later; instead it’s building both at the same time.
Which is strange, because if you look at the original Kickstarter page, the first words are:
Real quick, Star Citizen is:
A rich universe focused on epic space adventure, trading and dogfighting in first person.
Single Player – Offline or Online(Drop in / Drop out co-op play)
Persistent Universe (hosted by US)
Mod-able multiplayer (hosted by YOU)
No Subscriptions
No Pay to Win
And then…
Star Citizen is a destination, not a one-off story. It’s a complete universe where any number of adventures can take place, allowing players to decide their own game experience. Pick up jobs as a smuggler, pirate, merchant, bounty hunter, or enlist as a pilot, protecting the borders from outside threats. Chris Roberts has always wanted to create one cohesive universe that encompasses everything that made Wing Commander and Privateer / Freelancer special. A huge sandbox with a complex and deep lore allowing players to explore or play in whatever capacity they wish. That universe is Star Citizen.
Indeed, Squadron 42 is really only introduced 1/3rd of the way down. Aside from that confusion, it was a good, balanced article. Much better than the one put out by the Escapist.
One of their sources says this:
CryEngine was a fine pick when $500,000 was all they were looking for and they needed tech to build a game on. You can’t build your own engine for $500,000. But you can with $100 million.
They didn’t reach $100m until December 14th, 2015. Were they supposed to put everything on hold and start making their own engine at that point? That’s probably too literal of an interpretation, but the point still stands: How much money does it take to make your own engine? Should they have put everything on hold once they reached that level of funding?