It’s interesting to note that going 7 years now, having burned through $175M in backer money, RSI/CIG have created:

  • 1016 YouTube videos
  • 4 web site revamps
  • 5 studios
  • 14 companies
  • 0 GAMES

But new website is almost here! C’mon now, get hyped!

Yeesh. Back in 2014, I got a tour of the Austin CIG studio for free*. I guess times have changed.

*… with a big spender friend, granted.

Maybe they’re just signing people up for a weekend get-away to lecture them about time share investment opportunities (in game).

I’ll chip in $20 towards sending DSmart to the factory tour…

lol that would be pretty epic

The reason is stated in the letter makes me consider that some of the proceeds are not going to the game in this event (no where does it say it will), but possibly towards “speaking fees” if you get the drift. Could this be a way of dealing bonuses for some devs? There is a level of celebrity to this.

My opinionated analysis of the CIG lawsuit response

Opinionated? You? This is my shocked face. :O

:)

Hmmm, for better or worse CIG have made an interesting move, using their response to serve as a platform for essentially public release of the otherwise commercial-in-confidence and NDA’d GLA.

Anyhoo, my read is that they are free and clear on SC licensing, IMO. They paid for a licence in several installments, made up of a license fee and a royalty buy-out. Presuming they made good on all installments (which Crytek is not complaining about), then they indeed own a license for CryEngine to use for SC. Awesome. They are now just choosing not to use it. And the public timeline supports that the switch to Lumberyard came after the final installment payment, so CIG have fulfilled their requirements under this contract - ie paid in full for a license.

They have just chosen not to use a license they procured. Nothing in here actually forces them use the license they paid for, it just sets terms for how to use it if they were to use it (credits, splash screen, reverse code revisions, etc). The ‘exclusive’ stuff I believe refers to the legal terminology regarding types of license grants (exclusive vs non-exclusive), which determines how both parties might be able to use IP, rather than actually force one party to use a license, as much as Crytek’s complaint seems to suggest the latter. It will be super interesting if Crytek can back this up with documented bi-partisan intent, even though if that is the case I wonder why it would not have been more clearly documented in the contract. It’s not clear, because two lines in turn refer to non-exclusive and exclusive grants. With neither term defined elsewhere, it must fall back to a legal definition, which relates to use of IP, rather then a clause to force to use of CryEngine and only CryEngine.

To me, it looks like CIG paid for a license for SC, then switched to Lumberyard (which was made relatively easy due to shared code base) for other reasons, be it alternate network stack or Amazon sweet-talking/money-hatting them with AWS to be an anchor LY client. Whatever, their dues to Crytek for SC were paid.

I think they are still fucked on SQ42 though. It’s obvious back in 2012 that everyone intended SC and SQ42 to be two elements of one game. That has definitely changed and it should not be too hard to demonstrate that even CIG have considered SQ42 a separate title for quite some time. I can’t remember when they started selling SQ42 as a separate SKU, but I am sure it was before the July 2016 final installment date, which to my mind would put them in breach of not having acquired a separate licence/agreement for it. It’s going to be very hard for them to defend not having to separately license if they are forced to acknowledge it is a standalone title, which they are going to have to do, since they refer to it as standalone in much of their own marketing, media and forums.

They are also potentially on the hook for displaying or sharing CryEngine code without permission via Bugsmashers incidentally and potentially sharing with uncleared 3rd parties/partners and the other relatively minor stuff of failing to share code updates, but that looks to be a bi-directional complaint. I imagine it would be tough to prove specific damages though?

All that stuff is leverage noise though - Crytek want a license fee for SQ42, which CryEngine was almost certainly being used to develop after they began referring/selling it as a standalone SKU and before final installment and subsequent switch to LY, essentially putting them in breach. It think they’ll probably get it in settlement, shooting for the fee/buy-out figure of SC as baseline (EURO$1.8M).

Obligatory IANAL. Just someone that also occasionally deals with enterprise licensing.

Star Citizen is a bit like an Instagram account: what you see looks amazing but the reality is hollow. As it stands, at major milestone alpha 3.0, Star Citizen does not convince as a game.

Star Citizen remains a tantalising prospect, and a controversial one. Perhaps the solutions I am after are right around the corner, mere moments away. Perhaps the core is inches from completion and content will soon be piped in willy-nilly and with joyous abandon, and the dream realised. Or perhaps we will be here a year from now, still stewing over the same issues. I, like many others, was led to believe alpha 3.0 would be the turning point, but what I see is an ever-growing mountain to climb, and my hope wanes.

3.0 is definitely a turning point, in that you can actually do so much more now… including major things like flying between different planets/moons/whatever, and flying down from orbit to the surface and vice versa, which is still a cool experience.

But right now, the bugs of stuff like AI tends to break a ton of the missions, which in turn limits how much stuff you can actually do beyond just flying around, fighting, etc.

At this point, it’s more of a sandbox, where you kind of need to make your own fun… I’ve had a ton of fun with unstructured crap, like when I just went around stealing everything I could from everyone. But that kind of experience isn’t for everyone.

Honestly, even in its “ultimate form”, Star Citizen isn’t going to be for everyone. It’s gonna be a complex thing, which I don’t think is going to appeal to a lot of today’s console gamers.

Honestly, even in its “ultimate form”, Star Citizen isn’t going to be for everyone.

Certainly not for people based in Australia at the moment. All I have seen from Alpha 3.0 is a blank screen while waiting to be lucky enough to be log into the servers. The music score was top notch, though.

Same thing with Elite Dangerous really - playing in the “Open” mode is an exercise in frustration due to desyncs and the weird bugs that follow. “Solo” play isn’t very stable either. I don’t know if Star Citizen is going to feature a “dual” system like that… otherwise I am afraid this will be a write off right from the bat unless the game becomes super popular in Indonesia and CiG feels compelled to make sure Oceania is well served…

It’s gonna be a complex thing, which I don’t think is going to appeal to a lot of today’s console gamers.

I am not sure what to make from this parting statement.

There will always be the hundreds of thousands who play early access unfinished grind-based, over-complicated, always online survival-crafting-walking simulation sandboxes on Steam. Also, the hardware requirements you seemingly need to run this game smoothly I think pretty much rule out any console in existence.

Squadron 42 is another matter, of course. Getting it onto XBox would probably be a hit, but who knows if that is going to be feasible due to hardware requirements…

Not to mention your internet caps are too low to download it in the first place :P

We don’t necessarily have caps (as most ISPs have quota-free tiers) - just poor bandwidth/speeds. :)

@KallDrexx I am with unlimited iiNet over DSL in Melbourne - so I got like 2 MB/sec tops. Not too shabby, but still took almost 1 day to download Alpha 3.0.

I learnt my lesson re: caps after a rather disappointing experience with Belong NBN while based in Canberra… not only the caps were ridiculously low, but download were capped too!

Yeah that was my impression when I lived in Brisbane but all the ISPs all had bad caps (no unlimited, even throttled). But that was back in 07.

That sucks. They actually have Australian servers too.

I just meant that console gaming, at least for me, tends to be different than the kind of thing you would get in any simulation kind of game. I guess part of it just comes down to a limitation on control mechanisms. Beyond that, there are elements that reminds me of a game like EvE, which i feel isn’t really universally appealing.

It wasn’t meant as a slight against console gamers, as I am one myself. But when I’m playing on my consoles, I’m kind of in it for a more streamlined experienced compared to when I play on my PC. But this may just be because I do both, and compartmentalize them in this way.