All of the complaints against Star Citizen and CiG are made by folks who don’t understand how games are made AND believe the people who make them, like Randy Pitchford, Peter Molyneux, Emoji Imagine, and others. Game designers talk about all the features that they want and then meet reality and have to pull those features back or cut them from the game.
A publisher traditionally puts limits and deadlines on funding, requiring a developer to meet a criteria to get paid and continue development. The publisher will preview builds and give feedback on game mechanics or broader suggestions for game polish.
Game designers who see success begin to dream big and will eventually pitch an idea that they can’t make because the money or time needed to implement the feature would prohibit the game from releasing in a timely manner. Chris Roberts made all of the Wing Commander series. He has a track record of making games that were so big and full of features that they inevitably see many features missing from the final game. Freelancer is the one everyone thinks of when they think chopped up Chris Roberts game.
Star Citizen has no publisher to guide the veteran game developer. This allows Star Citizen to change game engines 3 times, having to rebuild much of their progress each time. Any why change the game engines? They were forced to because Crytek are bitches who wanted that giant pile of crowdfunding Star Citizen has gathered. Crytek forced the game to stop development - which is a large part of the delay in getting the game to market.
People don’t know or care about the actual reason Star Citizen is still being developed instead of being released years ago. Most of you don’t care, but given the circumstances, no one could do any better.
The fact that you think that Peter Molyneux is a good individual to hold up, is really telling. The man hasn’t been behind a successful projects since the dawn of the century.
Everquest II was released in 2004. It is pretty crazy that they are still releasing expansions for it. And it's kinda crazy that I played it for at least a hundred hours earlier this year during a nostalgia binge.
I played this game and threw some money at it. I wanted it to succeed. Recently there have been plenty of developments that convinced me to quit this game completely. This one just gives me more confirmation I did the right thing.
I think CIG is at its tipping point now and it will be game over for Star Citizen in a few years.
SC has so much potential. There is real magic in some of the game they have produced; the aesthetic is fantastic and the fundamentals are solid… all of which makes what they’re doing to run the game into the ground so fucking disappointing.
I’ll try it when it comes out. I really got hooked by Warhammer Online mostly until it closed (now alive again).
I never backed it, but I never felt Jacob’s as anyone bad. He put his own money in and I believe they did considerable refunds after a while. Maybe a bit misguided with whatever that spinoff game was. Warhammer Online tried the same thing after he had already left, with Wrath of Heroes.
If it is fun PvP, I’ll be there. I hope they popularize something new again. I feel like many games have some version of public quests now.
I don’t think Jacobs is a scammer like Chris Roberts with Store Citizen, but you got to agree the 12 year history of CU does not inspire confidence.
I say this as someone who enjoyed Darkfall and can’t stand pure themepark MMOs. I tried to get into DAOC, but the UI/UX is simply too old school for someone who hasn’t played it back in the day.
I miss Warhammer Online. Sometimes I play the fanserver, but the feeling is not there. The past is impossible to get back to, sadly. Still nice to visit though!
I never backed (I only back single player games on Kickstarter). Just wanted to share with others the saga of this 12 years in-development indie crowdfunded MMO.
Yeah. All GW1 pretty much needs at this point is just the Beyond chapter of Elona and 2 professions unique to Prophecies, one heavy armor, one medium armor. And having Prophecies and Factions weapon drops updated to the new system used in Nightfall and EotN, with inscriptions and more upgrades, and making the upgrades have fixed stats like armor upgrades, so they can get their own trader NPC.
And then rig the trader NPCs to always have supllies at a premium cost so GW1’s economy does not depend on bots to stay supplied.
There’s no way we’ll ever see new professions , and I doubt they’ll ever update the weapon drops. But they have already done some new quests. So there’s still a bit of hope for “Rise of Joko”.
It doesn’t really need it, it’s been live and active since its launch. I suppose new content and ongoing updates would be welcome, but I doubt it would make financial sense.
I think even a relaunch with only the first campaign at the start could revitalize the community. I’d wager there are plenty of people who would want to relive the glory days of Guild Wars 1.
It doesn’t really need it, you can just buy and play it, and it got a graphics update a while ago, so to me at least it looks as good as it looked back in 2005 when I first booted it up
As a long time fan and proud GWAMM, honestly it doesn’t need the “classic” treatment. It’s still online, and the last major content patches didn’t change anything significant enough to alter the gameplay in a way that would make people “miss the old days”. They added some end game content and some quality of life improvements and some tools that allowed players to more easily solo content, then left well enough alone. It still has a small core of regular players, and has the event schedule going on auto. I suppose they could do some graphical improvements but it’s still a very good game as it is
I think every few years I’m reminded this game exists, and go in to try to check it out - and I still have some account issue where my email is in use but it also won’t send a reset code.
Wow, I’m surprised too! I wondered if Palia was going to make it due to the financial struggles Singularity 6 had faced. I’m hoping the Palia business model gets adjusted so that it can trickle in more funding.
Agreed, as they weren’t going to survive with their overpriced cosmetic shop being the only source of income. I will admit, I’m a bit worried with Daybreak picking it up, as they have a track record of ruining/killing games (personal experience), but I’m really hoping my feelings are misplaced.
I didn’t know that Daybreak had a history of messing up games! Huh, I’m a bit concerned now. However, Daybreak could turn their bad track record around. It remains to be seen though.
As to their business model, yeah, Singularity 6 could never have survived on overpriced cosmetics that used fake currency to induce more spending. That was a dark pattern choice which gave me pause, I couldn’t justify buying a cosmetic item.
I picked up a few outfits last month because I wanted to support them, but now I’m gun-shy. I’m not entirely thrilled at this prospect. If they add combat or start adding any stereotypical MMO crap (gachapon, pay2win, etc), I’m definitely out; I’ll go play Disney Dreamlight Valley instead.
Of course, Disney Dreamlight still has a premium currency, but at least it isn’t as bad as gachapon, pay2win. Apparently, meeting weekly goals on the free Starpath and finding chests will net the player some Moonstone. Starpath is basically like a ‘battlepass’ except since this game has no combat, it’s more like a ‘living your life’ pass, free and premium in nature. I might pass on Disney Dreamlight Valley because encouraging corpos to utilize these curses in the gaming world feels…counterproductive to me.
TIL LOTRO is still a thing. I remember being so excited and hopeful that it could compete with WoW so I could have an alternative scratch for my MMORPG itch. I just never found it very fun or as intuitive (to me).
Let me explain how Honkai Star Rail handles gearing. Every single character has six relic slots: head, hands, body, feet, planar orb, and planar ornament. These relics go from level 0 to level 15, and four of them have a randomized primary stat. They all feature four randomized secondary stats, and every three levels a random one of those secondary stats gets a bonus. Each relic also belongs to a set of relics, and characters benefit from having two or four pieces of a given relic set. That means for every character in your party, you need to get the right items at the maximum rarity, the right primary stats, the right secondary stats, and the right level-ups for those secondary stats.
This is min-maxer mindset and I would hope randomized systems like this will prevent it but unfortunately no: even here some people think they actually need to roll every dice exactly the right way. I don’t think it’s true that this is really necessary. And no, it is not necessary to do top 10 world parses; you can just beat endgame content on modest, casual difficulty and call it a day, rather than try hard to set a record.
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