Inside the Troubled Development of Star Citizen | Kotaku UK
Inside the Troubled Development of Star Citizen | Kotaku UK
http://www.kotaku.co.uk/2016/09/23/inside-the-troubled-development-of-star-citizen
http://www.kotaku.co.uk/2016/09/23/inside-the-troubled-development-of-star-citizen
http://www.kotaku.co.uk/2016/09/23/inside-the-troubled-development-of-star-citizen
http://www.kotaku.co.uk/2016/09/23/inside-the-troubled-development-of-star-citizen
Comments
It's also reassuring. It's nice to see that they've come through the storm and are still looking strong, with skilled and dedicated staff. I just hope for them and all the backers they can pull this off. I've always been a fan of space Sims, and between this and elite I'm a happy chappy :) and I little part of me is glad at the delays, as it's allowed me to get on with elite. Think I'd be overloaded if both released at the same time haha.
Or in other words : exactly like any other company that's growing too fast too soon without anyone willing to hit the brakes ...
Add to this the use of outsourcing and you've got a ton of trouble without even trying to sink the ship.
I think the biggest issue for SC is it wanting to do 'everything'.
I wouldn't be surprised if they would switch engines and had to rewrite the core game at this point ...
so why did they focus almost exclusively on multiplayer features in their last big demo ?
Heck, half the mission wouldn't have been playable (or fun) if they hadn't used humans to play the opponents in that demo ...
Ian Stoffberg they are doing pretty much everything at once. That's why they're having so many problems. I'd argue that by focussing on a single aspect they would have shipped a viable game by now ...
Different studios do different things. The issue this article talks about was the fact the biggest studio, working on the campaign, kept getting more stuff added to their workload by others.
If constant reminders about how two players were in the same ship and location isn't "focussing on multiplayer" then I don't know what is.
Add to this that practically all encounters were humans instead of AI ...
Even the mission itself was ridiculously complicated for a simple fetch quest, but then making systems needlessly complex is what SC has been doing since day 1.