Readit News logoReadit News
mwnivek · 3 years ago
Multicomp · 3 years ago
What a colossal waste of money. Thor: Love and Thunder had a budget of half that, and that film is a classic contender for 'Big Blockbuster Budget Franchise Film' fame.

I could build an entire theme park for that amount of money, from scratch. 10+ Roller coasters, footpaths, restrooms, in-park IT offices, the works!

Why spend so much but not complete the game? Because the gravy train keeps rolling. Game studios are motivated to ship the game because until they ship, they don't get paid as a company, yet the employees keep drawing paychecks, etc.

But this studio has no motivation to do that, they are getting the pay out now.

nirui · 3 years ago
To be completely fair, a movie and an amusement park can only give you few hours (maybe days) of fun, but a good game provides way more than that.

I played Freelancer before I moved to Linux, that's a few years of fun experience, and as a bonus I also met many interesting people in that game. It's just a good investment for my entertainment.

The primary problem that Star Citizen faces at this moment is not poor management of money, instead it is that the fun the game provides is not unique any more.

For example, Elite Dangerous, which you can download and play right now, can deliver I'd say 70% of the fun that Star Citizen promises. There is no reason for me to lock my eyes on Star Citizen anymore, especially when you consider the fact that gaming is just a small part of ones live and spaces games are naturally grindy (maybe not correct, but the space game that I played, Freelancer, EVE Online and Elite Dangerous all require some level of time investment), you can only play so much.

All things considered, Star Citizen is not on top anymore. And that's .... scary if I'm Chris Roberts.

sogen · 3 years ago
Or fund _one hundred_ Donnie Darko movies.

Edit: 111 movies.

viscanti · 3 years ago
How many Donnie Darko movies they can make before they start hitting diminishing returns? I wonder how many people want to watch 111 of them. There would be some natural variance between performances, editing, lighting, and the like, but it might be a niche audience who can appreciate those nuanced differences between what many might believe are effectively the same films.
strictnein · 3 years ago
And you will likely end up with one high quality movie and 110 duds. We remember movies like Donnie Darko because they are the exception.
carrolldunham · 3 years ago
movies area poor comparison. the best movie of your life you can watch maybe 10x (20 hours). a game you like, you can play for thousands upon thousands of hours.
ehnto · 3 years ago
Edit: to be clear, I am implying SC stands to make much more than 50mil a year, much like GTAV and COD make multiples of their development cost year over year. /edit

They still have that incentive, because SQ42 is a standalone game they intend to sell to a broader market and SC is an MMO "forever game" they intend to monetize.

If you think 500m is a lot, go look at how much money games like Call of Duty and Grand Theft Auto Online make year over year. 500m over 10 years is 50m a year, and not in profit. Blockbuster games are making much more than that much more quickly. To say nothing of the billions in scummy phone game microtransactions.

Cloud Imperium Games is multiple offices and 700+ employees, if the intent really was to not release they definitely don't need that many people sucking down wages. It's not like a VC scam where they can trick investors with headcount growth.

lelandfe · 3 years ago
> If you think 500m is a lot, go look at how much money games like Call of Duty and Grand Theft Auto Online make

GTA V had production costs of $265 million and was the world’s most expensive video game when it was released.[0]

GTA budget vs cities’ operating costs quiz at the time: https://www.buzzfeednews.com/article/kevintang/gta-vs-produc...

$500 million in funding is, yes, a lot of money.

[0] https://www.statista.com/chart/amp/1466/most-expensive-video...

jallen_dot_dev · 3 years ago
> if the intent really was to not release they definitely don't need that many people sucking down wages.

Of course they do. They need artists to build the ships they sell and they need developers to create demos of stuff they have no hope of delivering, in order to convince people to continue parting with their money.

extesy · 3 years ago
It's a different development model now. They've long passed the single payment kickstarter-style model and are monetizing existing players. For comparison, Clash of Clans gets over a billion/year revenue [1] but nobody calls it "funding" despite that money being used for further development of the game.

[1] https://www.businessofapps.com/data/clash-of-clans-statistic...

marcooliv · 3 years ago
I aways wanted to play this AMAZING GAME. But it seems that they CANNOT deliver something. This is really weird. Is this game playable?
everyone · 3 years ago
I'm a game dev and have been following this since the idea for this game was 1st publicized. It's like the ultimate case study in the sunken cost fallacy. Roberts was 100% in charge and made some utterly boneheaded technical decisions at the beginning (the main one being use cry-engine). And despite having many opportunities and many years they've just kept going.

More details. So Roberts initially funded a visual demo, which was made in cry-engine. He hired a bunch of 3d-artists to make cool models. Using this visual-demo he got a shittonne of crowdfunding in 2012. It was at this point that he should have dumped the demo and hired an amazing lead-dev who would figure out how they would build this game for real. Instead Roberts kept this cryengine visual demo, and hired a tonne of people who started haphazardly adding more stuff on top of the demo. So, it was really at that point the project became doomed, its been walking dead for ten years.

Rebelgecko · 3 years ago
>It's like the ultimate case study in the sunken cost fallacy

If you have 5 or so hours to kill, there's actually a great video series about the game called Sunk Cost Galaxy: https://youtube.com/playlist?list=PL7SIP0NDfM2yyHKfRmCAociCc...

noahtallen · 3 years ago
An important bit of color is that the people who funded the game wanted CIG to go the route of more scope but taking a long time, rather than getting a lesser game more quickly. And this continues to be the general feeling of the community as I understand it. (Including myself for that matter!)

Doomed is also strong language — the company has clearly grown significantly and crowdfunding is clearly working to sustain it financially until they release the single player game. The alpha is bigger and better performing than ever. It’s not exactly dying :)

Certainly, I won’t disagree that the project has suffered from severe management, planning, and communication issues over the years. I chalk that partly up to CIG being a new company without established processes working in a unique environment (it’s rare for a big MMO to have to support a live environment while gamedev isn’t close to complete), and partly up to massive scope creep.

Anyways, I’ve easily gotten my $45 back in enjoyment of the alpha, so I’m not salty about it.

JKCalhoun · 3 years ago
I know this doesn't always scale, but in my experience it's best to get a game to the playable state before you can really know if it's going to in fact be fun.

Otherwise you're just a pitchman trying to sell/hype an idea. And ideas as we know are easy.

throwaway743 · 3 years ago
Barely playable.

Forget the name of the location, but when I tried playing again about a month or two ago, I tried moving from the wake up point to the elevator to head out to the lobby. The elevator never rendered and it's the only way out. This has been going on since first playing it some years ago, and it requires reloading the game which takes ~10-15 minutes.

When the game works and you're not experiencing lag, it's fun, but yeah it's still essentially a digital paper weight unless you have a rtx 20 or 30 series and a gigabit connection...

Oh and rather than putting focus on making the game actually playable, one of their recent dev goals was making bed sheets have more realistic physics... this kind of shit is a joke.

JeremyReimer · 3 years ago
I had even less luck than this with the elevator. I couldn't open the door! Apparently it's unlike every other video game in existence, where door opening is a matter of a) walking up to the door, or at worst b) walking up to the door and hitting a button. But in Star Citizen, someone apparently coded an elaborate "door opening simulator" that requires you to switch modes and active your arm and do something complicated. I tried reading all the button prompts, and hit all the buttons, and I was able to open the door once, but then I was sent to another lobby with another elevator door and that one I couldn't open.

I was an original backer. Years ago I was able to get to the hangar and fly my basic ship around and shoot aliens and asteroids. Today I'm confounded by doors. I expect that when I try the game again in a few years, I'll probably have to read tutorials about how to make my character breathe and blink his eyelids.

lokedhs · 3 years ago
Last time I tried it, it didn't crash but after taking the lift and walked around the space station for a while I got bored. Apparently there's a game in there somewhere but I couldn't find it.

Apparently there is a way to actually find a ship to fly in, but they sure made it difficult to find out how to fly it.

ehnto · 3 years ago
> Oh and rather than putting focus on making the game actually playable

Do be cognizant though, this is one of the reasons why the game is taking so long to make. They have a split focus on getting the game done off in another build, whilst maintaining the playable alpha that hasn't got all the game systems they've built connected to it. Most games don't have a requirement to be a fully playable game during development. If something isn't working in a dev build, you just say "Hey, don't go there, it's broken in this build." But with the alpha, everyone expects a working game even though the whole codebase is constantly in flux.

truemotive · 3 years ago
I’m thinking the actual customer is the person that’s dedicated enough to implement systems in the game, not the player.

Dead Comment

throw_m239339 · 3 years ago
Well you can sort of play it, it just doesn't feel like a half billion budget game.

Of course, since they are constantly moving the goalposts and making the scope of that game bigger, they will never actually deliver everything they promised.

gdulli · 3 years ago
If they have an audience already willing to give them money, why wouldn't they keep that going indefinitely?

What changes if they release a game? The reviews will inevitably not live up to inflated expectations.

And the other change would be that they'd have to start giving a relatively predatory cut to Steam. Compared to their payment processor or crowdfunding platform fees now.

klipt · 3 years ago
Yeah, reminds me of the Silicon Valley quote about how revenue is never enough and it's better to be a "pre-revenue" pure play.

Star Citizen is a "pre-product" pure play.

JKCalhoun · 3 years ago
I'm waiting for Star Citizen II. In my mind it is even more amazing still.
ehnto · 3 years ago
They had to build a company from scratch and are making two games in parallel. The open development nature of the game also slows it down a lot.

They were idiots to promise anything deliverable within 5 years, but I am not surprised at how long it is taking. Big games are hard, big companies are slow.

Deleted Comment

edmcnulty101 · 3 years ago
There's videos of it being playable online but it's not complete yet.
ehnto · 3 years ago
I honestly thought that HN of all places could appreciate the two big factors of this project:

A) It's a moonshot by an unproven company.

B) Software development is hard, it's two massive software projects, to say nothing of all the creative disciplines involved

I'm also surprised people here, in Venture Capital land, are worried over 500m being "wasted" to wages to produce the game, something that people can already play and have gotten returns for their money from. Maybe if we could be half as grass-roots down to earth individuals when evaluating startup ideas we wouldn't have a bright future in NFT powered Metaverse Real Estate salesmen knocking down our virtual doors.

reindeerer · 3 years ago
You could actually go to space several times for this cash
Fomite · 3 years ago
My usual conversion - 267 full modular budget NIH R01 equivalent grants, including 50% overhead.
stephc_int13 · 3 years ago
I see this project as an experiment. Despite what some people are feeling, this is not a scam, they really are building something.

It is difficult to predict if it will reach 1.0 status one day, or if it will be any good, but the whole process is extremely interesting.

This is much more ambitious than a simple game, the goal is not to build a few hours of entertainment, but a much more permanent space-sim "metaverse".

I could see them being bought by Microsoft of Nvidia at some point.