Star Citizen - Chris Roberts, lots of spaceship porn, lots of promises


#5831

That’s where most of my motivation for doing this, gets lost in translation. And I find myself having to explain it from time to time.


#5832

Many will disagree. The industry is and always has been about trends. Gamer trust in videogame crowdfunded has all but completely eroded these past years. Sure, it’s not all attributed to Star Citizen, but it’s delays, controversy etc, all trend toward what happens to the other games which have either collapsed or have yet to deliver.

Kickstarter and Games – 2017 mid-year status update

Video games declining on Kickstarter

Kickstarter in 2016 – Deep dive into the Games category

No it’s not. Second Live was developed and released as a complete game.


#5833

Technically, he did. Just not very much. While he did finally release something years after it was promised, he still has failed to deliver on the physical goods people paid for as part of his indiegogo campaigns.

The comparison mainly falls short in that I don’t believe Mr. Roberts has spent the years since announcement of the game bragging about his superhuman abilities and throwing juvenile insults that often fall into the “doth protest too much” zone at anyone who doubts said superhuman abilities.

Both are still hilarious from the outside observers perspective. Since the long tale of Grimoire has all but ended, Star Citizen now takes its place as a primary source of gaming related schadenfreudey laughter.


#5834

I kind of agree. At this point, not as many people care any more, or are now distracted by loot boxes.


#5835

I found Raph’s recent post on escalating AAA title development costs interesting in the context of this game. Granted, most studios actually ship, but holy cow, I had no idea games across the board (not just this one) had gotten so expensive to make.


#5836

The game industry has matured over the years. The top end revenue is expotentially more than what it used to be. That creates differentiation in the industry. There are still games (e.g., indies) developed by one-man teams for thousands of dollars. There’s just also now a top end that is much higher. That’s not that different than the film industry. So I don’t think “across the board” more expensive is necessarily true.


#5837

I stopped reading about half way through, when he kept harping on about how much more expensive multiplayer online games are as opposed to the cost offline / single player games. All I kept thinking is - THEN MAKE MORE SINGLE PLAYER GAMES!

Though apparently these aren’t interesting to the industry anymore (see the Visceral / Star Wars game discussions).


#5838

That’s kind of Koster’s thing, he has been talking for years about how single player games are dinosaurs and will meet the same fate. I created my Qt3 account over ten years argue just to argue the point with him! Though I think time has proven him right.


#5839

Raph Koster has never been interested in single player games, his interest lies in virtual communities and social dynamics in games. Telling him to make single player games is like telling me to go be an accountant. Accounting is a fine profession, but it’s not one that I’m interested in pursuing.

Single player games aren’t cheap either, though. A quick Google search says The Witcher 3 cost $81 million, and they’re based in Poland, aren’t they? I imagine costs are probably lower there than the US or UK.


#5840

$81m including sales and marketing costs, so pure development is likely to be substantially lower given TW3 seemed to be well marketed.

Still, TW3 is one of the largest games I have played in recent memory so I’m not sure how relevant it is to the general cost of games development.


#5841

You snipped the previous sentence, which provides the context of the post: AAA games. So… yeah you’re right :-)


#5842

I doubt that’s the only thing that is the same.


#5843

It’s not really a simple distinction that “multiplayer games cost more to make than single-player games”. It’s also that multiplayer games have much more potential for explosive revenue than single-player games, since they’re designed to keep people engaged for far longer, with many more potential sources of revenue.

It’s not guaranteed of course, there’s a ton of risk involved around whether people will actually care about and play and pay for stuff in your multiplayer game. But if you hit the right mixture of quality and luck, you can see massive exponential increases in revenue for a successful multiplayer game compared to a successful single-player game.


#5844

Meanwhile, over on eBay (it’s real), there are Star Citizen packages going for $12K


#5845

Why does one have $35 of shipping added? Are they delivering an actual spaceship?


#5846

No clue. But it probably comes with a ship model or something like that.


#5847

What if Star Citizen ships are the new Bitcoins?

Shit, I better get in on the ground floor…


#5848

Maybe you pay $35 to be a subscriber for who’s selling…? ;)


#5849

Maybe. And it’s hard to imagine which one will crash harder.


#5850

You gotta print all those jpegs out, and paper weight can really add up.