As for the quality of the finished product, I after trying out the revamped flight model, I am again pretty optimistic. Its now pretty close to Diaspora actually. And the fact that they are focusing on technical/simulation aspects perhaps at the expense of story and gameplay might be worrying for people more interested in the story and vanilla game, but a big part of why I look forward to SC is the modding/total conversion potential of having such an advanced space opera game engine available. Even if the SC base game turns out to be a meh tech demo, I expect the game engine to spawn some awesome mods/TCs over time (Freespace Citizen?), or even entire new games by being licensed to third parties.
Yeah, about that: Have they actually given any hints how the modding pipeline will work, or how good a scripting system they have?
Way I see it, Crysis modding was already not that easy. Modding this monster of a game, with all the many, MANY moving parts it has compared to something as simple as Crysis, is an order of magnitude or three harder. I think we're going to see Bethesda-style modding (i.e. asset replacement here or there, maybe even some single-player missions or something) at best.
Its a "good" thing that we are now in the age when graphics are already not advancing very much and releasing your game even a few years out of date does not mean its technically dated, especially when you targeted only the high-end PCs during development. If Crysis was released today, it would still compare favorably and that game is 8 years old! Consolitis has slowed down technical progress, which might be bad for gaming overall, but its good for delayed games - even a few years delay now does not mean your game will be dated on release.
It really wouldn't. Crysis has, if anything, aged really badly.
And yeah, I could understand them redoing their assets once to switch to PBR. That's understandable. Redoing them
again, that's a sign of a developer who values perfection higher than functionality, which is death for any project (The better being the enemy of the good and all that).
Compare Star Citizen to Elite Dangerous: Frontier had a really good idea of what they wanted their game to be at release. They got some funding, made the game, released it in a playable state and got to work on incremental add-ons after launch, a strategy people seem generally happy about.
SC, on the other hand? Dozens of features added in later. Every public milestone missed by months. Ships that were in the original KS pitch still not flyable (Looking at you, Freelancer), but look at all these new shinies right here!
CIG communicates a lot. But I would put it to you that what they're actually doing is swamping us with minutiae in the hope that we'll mistake that for actual, big picture news, and that's somewhat galling. If CR came out and said, "Okay, we're hopelessly behind schedule, we're going to start shelving features until we got it cut down to something we can release in alpha state by the end of the year", I'd have much more faith in the project. But as it stands, that's not gonna happen.
Iterative game development is something new and potentially awesome. Why isn't SC using it?
I might be making enemies here, but I'm with Derek on this one. Yes, I KNOW. I KNOW. Don't lecture me on Derek. I KNOW. You just have to read his post. Jesus, what a personality. BUT STILL. He. Has. A. Point. And at some point in time, he will have a LEGAL point as well.
This is going to bomb. And hard.
I think you'll find that most of us who have posted here agree with that sentiment
