It's a short write up about Cliffy B addressing the reboot develop conference in Croatia but the writer, in my opinion, nails exactly what's wrong with SC.
The rest of the writeup is decent as well and also can be related back to SC in a way.
https://www.pcpowerplay.com.au/feature/the-master-of-none,467505
Comments
A game's scope can be as large as you want, as long as you have the resources, organisation skills and efficiency to deal with it. It is just that I doubt about those last two in the case of SC. But this doesn't mean that it isn't possible in general.
I think not.
Have fun
¯\_(ツ)_/¯
For those of us who prefer to avoid the usual ignorant rubishate clickbait "journalism".
Have fun
Soldiers aim high to avoid the guilt of killing.
Lofty goal would be a better term. Or "If you're going to dream, dream big."
I'm enjoying my 50 bucks spent. So are a lot of others. Would rather a polished game of any kind before some launched half broken game. At least they are trying in that department.
..Cake..
Somehow Star Citizen is going to be the only game in existence that will launch 100% polished with no bugs.
Oh at least they're trying you say? Yes, they're also the only developer ever that's trying to polish their game.
I wish I also lived under a rock and got excited by the very common things in life
..Cake..
You argument is that creating distractions instead of focusing to the core game results in more polish?
MAGA
But since the mmorpg/space-sim genre has been lacking to say the least Star Citizen is the last hope.
promises made by Roberts along with money received.
MAGA
"The sky is NOT the limit...."
Have fun
Per Ardua Ad Astra
which could also be an apt one for SC, as i have no doubt there are numerous struggles ahead.
What this article brings in points is for me of the most backward thinking opinion about the future of gaming I came across with recently.
I wouldn't see the future of gaming lying within that logic, and I hope it doesn't, otherwise, the future is more generic games with limited and repeated gameplay. The MMO genre is the living (decaying) proof of that.
The whole immersion and extreme attention to details is the pitch of SC, what you call distractions is actually one of the selling points and biggest "feature", a game built with the Roleplaying factor in its highest, what gives importance to things other games do not care about.
SC aims high as we see within everything they push on, we see that they are always seeing how far can they take something they do, they don't cut to take the easy, fast or cheap path, and for me, that is not wrong, it's why I backed it.
You'll thank us later.
If articles are being written in multiple places suggesting the term 'AAA' is an antiquated term its because the publishers of those games want to dump the term because its not working out for them.
#reality
Please do not respond to me, even if I ask you a question, its rhetorical.
Please do not respond to me
That said, I also agree with him. For a small studio, you do need to pick your battles. There's also a matter of managing expectations, which he did quite well with this interview. He basically TOLD us that all we really need is multiplayer as long as it's done well, gave us a few examples of how that works well, and left you with that. Is it a coincidence that he's ONLY doing multiplayer? Nope! If he had a campaign to tack on, would a campaign all of a sudden be a very important aspect of establishing the environment and feel of the game world? Yup!
I'd love to believe that MMORPGs could get by without having to try to do everything, but I just don't see evidence of that.
EDIT: Just for the record, I should say that I don't disagree with Cliffy B because I've said for a long time that the MMORPGs that people say they want aren't ACTUALLY what they want. That being said, I think that SC is the pinnacle of everything people say they want from the genre, it's got one of the largest budgets ever dedicated to a game in the genre, and it's been given tons of leniency when it comes to time. I'd say that one way or the other, this game could become an example of why the genre works or doesn't work.
Crazkanuk
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Azarelos - 90 Hunter - Emerald
Durnzig - 90 Paladin - Emerald
Demonicron - 90 Death Knight - Emerald Dream - US
Tankinpain - 90 Monk - Azjol-Nerub - US
Brindell - 90 Warrior - Emerald Dream - US
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Essentially being in good financial health. It makes sense that it's was used for games and more specifically game companies in that they have better/deeper pockets and can release a high quality game with more resources.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
Please do not respond to me, even if I ask you a question, its rhetorical.
Please do not respond to me
Even if you're making money during development somehow (via pledges or pre-sales. Investors are a separate thing with their own separate pros and cons), there's no guarantee the money inflow will keep coming (especially since almost all MMORPGs get less revenue over time, and that likely extends to MMORPGs getting their revenue during development, too).
Of course, it's just a potential problem. Not a guaranteed one.
If an MMORPG that tries to do everything does come to fruition, I imagine another problem would be keeping all the systems in that "everything" up to date. Too often I have seen MMORPGs with lots of systems but most of them fall to the wayside as the MMORPG gets older and developers concentrate on only updating a few of them.
The biggest point on SC here is a merge of Space Sim with FPS, but then it lies to professions and all that where it's just up to the player to do whatever and the game to be able to give depth to what the player wants to do.
Succeeding at that will achieve something that there's a clear demand for and many failed at, have several gameplay variants without having one being the "master gameplay" and everything else is secondary to it.