Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
SabinBlitz
May 19, 2015

Firm believer that muscles conquers all

Songbearer posted:

Here's a trailer from Ultima Online 2 that does exactly the same thing as this one:

https://www.youtube.com/watch?v=1EGWBSjHVGI

Hm, I'm sure this isn't a great comparison. I mean, what happened to UO2?

Man. I remember how hyped I was for UO2 after that trailer.

After watching the star citizen on a rails visual trailer. It does not invoke the same feelings. Also it looks janky as poo poo. Watch the part where the floaty hands grab that bar. Just a sudden STOP, not even the elbows or wrists bend a little. Such fidelity!

Adbot
ADBOT LOVES YOU

MilesK
Nov 5, 2015

Paladinus posted:

Hey! Was just wondering, how much will it cost me to buy a Christmas-themed hat in the game?

Is a top hat Christmasy enough? If so, the answer is USD $1000.

https://starcitizen.tools/Jacopo_Top_Hat_%26_Monocle

happyhippy
Feb 21, 2005

Playing games, watching movies, owning goons. 'sup
Pillbug

G0RF posted:

Here it is.

Two E3s later, the mere mention of Star Citizen prompted chuckles from the PC Gaming Show crowds and set their twitch stream afire with “Scam Citizen” mockery. Chris sent in a flashy show reel for the upcoming Alpha release, surely expecting elation and fawning, and he got open scorn instead. They apparently didn’t believe he was saving PC Gaming anymore. Those jerks!

Thanks man.
And looking back, David Braben was there to pimp Planet Rollercoster lol, not just ED.

Paladinus
Jan 11, 2014

heyHEYYYY!!!

MilesK posted:

Is a top hat Christmasy enough? If so, the answer is USD $1000.

https://starcitizen.tools/Jacopo_Top_Hat_%26_Monocle

That's... affordable. Thank you!

Fidelitious
Apr 17, 2018

MY BIRTH CRY WILL BE THE SOUND OF EVERY WALLET ON THIS PLANET OPENING IN UNISON.
Ok, I've finally bothered to watch that teaser video.

I'm currently at 1:30 and so far it's just been flyby's of art assets and sometimes they're animating a bit.

2:00 - spinning ships a la model viewer, why would they put this in here

After reaching the end I had this suspicion that I had somehow all seen this before, and then it hit me.
This looks exactly like the generic style of video that Epic puts out when they're hyping a new version of Unreal Engine. The slow panning shots over art assets to show off whatever new reflection technology they've come up with, the lingering shots on a room full of stuff that can generate particles (laser beams, sparks, fire) to show off new effects capabilities, it's all there. It is no exaggeration to say if you didn't know better, this could be released by 3dmark or whoever as a new benchmarking scene and you would have no idea it's an "actual" game.

Except for that it doesn't look particularly impressive I guess.

Elderbean
Jun 10, 2013


kilus aof posted:

Pretty pictures will always trick gamers.

What's maddening is that it's usually not games that have a cool art direction or any style, it's just attempts at photorealism.

UnknownTarget
Sep 5, 2019

SabinBlitz posted:

Man. I remember how hyped I was for UO2 after that trailer.

After watching the star citizen on a rails visual trailer. It does not invoke the same feelings. Also it looks janky as poo poo. Watch the part where the floaty hands grab that bar. Just a sudden STOP, not even the elbows or wrists bend a little. Such fidelity!

Yea that bugs the hell out of me too.

Quavers
Feb 26, 2016

You clearly don't understand game development
Reading the comments on the Games and PCGaming reddits and the vast majority see the Sq42 Visual Trailer as simply graphically impressive, nothing more.

:confused: after all these years, where's the gameplay?

:reddit: the vertical slice video two years ago showed the gameplay

:confused: that was both boring and janky as gently caress, where's the gameplay?

precision
May 7, 2006

by VideoGames

Star Citizen: it's simple logic

They're coming up with thread titles faster than we can use them!

As a Christmas message to any Citizens who are reading this, we don't hate you. We pity you maybe, but I think most of us want you to be better or smarter more than anything. We know star citizen will absolutely fail. Anyone can see that. Except you guys. Open your drat eyes!

Pixelate
Jan 6, 2018

"You win by having fun"
Goons who understand game dev, why would this happen?

CHARACTER TURNS INVISIBLE AFTER STRANGE EVENT

quote:

STEPS TO REPRODUCE
-Make a change to a ships loadout

ACTUAL RESULT
Ship components appear at character and character turns invisible

https://www.youtube.com/watch?v=E2ZkzYQ8kuI&t=35s


Please note: Chris Roberts is an acceptable answer

monkeytek
Jun 8, 2010

It wasn't an ELE that wiped out the backer funds. It was Tristan Timothy Taylor.

Pixelate posted:

Goons who understand game dev, why would this happen?

CHARACTER TURNS INVISIBLE AFTER STRANGE EVENT


https://www.youtube.com/watch?v=E2ZkzYQ8kuI&t=35s


Please note: Chris Roberts is an acceptable answer

They are passing the entity coordinates of the player instead of the ships engine or whatever that thing is for. loving Idiots

Shaman Tank Spec
Dec 26, 2003

*blep*



Just a guess: the components are supposed to replace the models of the replaced components on the ship, but due to amazing code wizardry it's replacing the player character, or possibly TRYING to replace the components on the player character, but failing.

Could be because the mobiglass interface is pointing at the wrong object? "Turn off the model for THIS (assumption that THIS points to the ship object container but someone hosed up and THIS is pointing at the player character's object container instead), then replace THIS.components with new components, whoops what is that, there are no THIS.components on THIS? Maybe someone should've done some testing and exception handling!"

monkeytek posted:

They are passing the entity coordinates of the player instead of the ships engine or whatever that thing is for. loving Idiots

This guy also gets it doesn't get game development.

Ineffiable
Feb 16, 2008

Some say that his politics are terrifying, and that he once punched a horse to the ground...


monkeytek posted:

They are passing the entity coordinates of the player instead of the ships engine or whatever that thing is for. loving Idiots

Star citizen: it's simple logic.

Rotten Red Rod
Mar 5, 2002

Fidelitious posted:

Ok, I've finally bothered to watch that teaser video.

I'm currently at 1:30 and so far it's just been flyby's of art assets and sometimes they're animating a bit.

2:00 - spinning ships a la model viewer, why would they put this in here

After reaching the end I had this suspicion that I had somehow all seen this before, and then it hit me.
This looks exactly like the generic style of video that Epic puts out when they're hyping a new version of Unreal Engine. The slow panning shots over art assets to show off whatever new reflection technology they've come up with, the lingering shots on a room full of stuff that can generate particles (laser beams, sparks, fire) to show off new effects capabilities, it's all there. It is no exaggeration to say if you didn't know better, this could be released by 3dmark or whoever as a new benchmarking scene and you would have no idea it's an "actual" game.

Except for that it doesn't look particularly impressive I guess.

Didn't you read the reactions on the SC subreddit? The graphics on display here are breathtaking and stunning.

Seriously though, I find it hilarious they didn't feel confident enough to show even a bit of combat or gameplay of any kind. Either they just didn't have time when they slapped this together or the combat just looks that bad.

Quavers
Feb 26, 2016

You clearly don't understand game development
Star Citizen: loving idiots

marumaru
May 20, 2013



Quavers posted:

Reading the comments on the Games and PCGaming reddits and the vast majority see the Sq42 Visual Trailer as simply graphically impressive, nothing more.

:confused: after all these years, where's the gameplay?

:reddit: the vertical slice video two years ago showed the gameplay

:confused: that was both boring and janky as gently caress, where's the gameplay?

Pixelate
Jan 6, 2018

"You win by having fun"

Der Shovel posted:

This guy also gets it doesn't get game development.

This is great, thanks. I’m hoping a player will be replaced by a durable winter coat next.

Chris needs to physicalise more things imo

Tippis
Mar 21, 2008

It's yet another day in the wasteland.

Fidelitious posted:

Ok, I've finally bothered to watch that teaser video.

I'm currently at 1:30 and so far it's just been flyby's of art assets and sometimes they're animating a bit.

2:00 - spinning ships a la model viewer, why would they put this in here

After reaching the end I had this suspicion that I had somehow all seen this before, and then it hit me.
This looks exactly like the generic style of video that Epic puts out when they're hyping a new version of Unreal Engine. The slow panning shots over art assets to show off whatever new reflection technology they've come up with, the lingering shots on a room full of stuff that can generate particles (laser beams, sparks, fire) to show off new effects capabilities, it's all there. It is no exaggeration to say if you didn't know better, this could be released by 3dmark or whoever as a new benchmarking scene and you would have no idea it's an "actual" game.

Except for that it doesn't look particularly impressive I guess.

https://www.youtube.com/watch?v=MGf0oGGGQqQ
Apologise to Epic right now for your mean and hurtful words. :colbert:

Strangler 42
Jan 8, 2007

SHAVE IT ALL OFF
ALL OF IT

monkeytek posted:

They are passing the entity coordinates of the player instead of the ships engine or whatever that thing is for. loving Idiots

Isn't this the same workaround they use for ship controls where the player becomes the ship when they sit in the pilot seat and the avatar becomes a static model that is invulnerable?

Tippis
Mar 21, 2008

It's yet another day in the wasteland.

Strangler 42 posted:

Isn't this the same workaround they use for ship controls where the player becomes the ship when they sit in the pilot seat and the avatar becomes a static model that is invulnerable?

That's still the working hypothesis, since it also helps explain how and why the player model sometimes get contorted into pretzels: model animations and transformations meant for a ship are suddenly applied to the character rigging bones instead of thruster gimbals.

Strangler 42
Jan 8, 2007

SHAVE IT ALL OFF
ALL OF IT

Fidelitious posted:

Ok, I've finally bothered to watch that teaser video.

I'm currently at 1:30 and so far it's just been flyby's of art assets and sometimes they're animating a bit.

2:00 - spinning ships a la model viewer, why would they put this in here

After reaching the end I had this suspicion that I had somehow all seen this before, and then it hit me.
This looks exactly like the generic style of video that Epic puts out when they're hyping a new version of Unreal Engine. The slow panning shots over art assets to show off whatever new reflection technology they've come up with, the lingering shots on a room full of stuff that can generate particles (laser beams, sparks, fire) to show off new effects capabilities, it's all there. It is no exaggeration to say if you didn't know better, this could be released by 3dmark or whoever as a new benchmarking scene and you would have no idea it's an "actual" game.

Except for that it doesn't look particularly impressive I guess.

Strangler 42 posted:

And since Sq42 is supposed to be coming out next year, I feel like there has to be at least an attempt to show something, anything soon. Even if they have to crunch for the next 3 weeks on some kind of demo or maybe just slap together a sizzle reel of cutscenes that end with "Answer the call 2020", they have to show something to affirm belief.

Mr.PayDay
Jan 2, 2004
life is short - play hard

Just because they (and we, as former or still not having refunded backers) have been lied to since 7+ years it does not justify questioning the project in the SC Cult.

The SQ42 teaser looks nice for the artificial constructed purpose of a game that was overdue. Unfortunately, they are already years behind. The trailer does not look great enough for a 2020 game with that amount of dollars spent and the size of their teams.

Titanfall 2 or Metro Exodus or Division 2 or RDR2 graphics, details, fluent & smooth animations and fidelity absolutely wipe the floor with everything the PTU (=that what is live and actually playable) offers.

It is beyond me how the SC “defenders” just can’t - literally - see it: SC is last gen graphics, and Cyperpunk might set the bar an inch higher, again, as well.

My explanation: Many of the SC backers did not play Games (especially not on Ultra Settings ) the last years.

I doubt that SQ42 after release will look seriously better than the last Mass Effect titles.
CIG’s devkits and engine and design software = all their fundamental technical environment was set and done for a 2014 or 2015 game, and it shows.

On the other hand, I am glad they keep wasting money, and it will be entertaining how their mental acrobatics will “celebrate” 2022, entering the 11th year without SC and SQ42 gone Gold/released.

Mr.PayDay fucked around with this message at 22:12 on Dec 26, 2019

Jonny Shiloh
Mar 7, 2019
You 'orrible little man

G0RF posted:

Here it is.

Two E3s later, the mere mention of Star Citizen prompted chuckles from the PC Gaming Show crowds and set their twitch stream afire with “Scam Citizen” mockery. Chris sent in a flashy show reel for the upcoming Alpha release, surely expecting elation and fawning, and he got open scorn instead. They apparently didn’t believe he was saving PC Gaming anymore. Those jerks!

https://youtu.be/uXpJmxleflw?t=87

LOL. How times change eh Chris.

Mr.PayDay
Jan 2, 2004
life is short - play hard

Quavers posted:

Star Citizen: loving idiots

Star Citizen: 2500+ days in development without a game developed

precision
May 7, 2006

by VideoGames
Also, it likely really is true that they can't use all that old mocap work, or that if they did use it it would look lovely or bad

And you don't get Gary Oldman out of bed for reshoots for cheap

Mr.PayDay
Jan 2, 2004
life is short - play hard

quote:

Well producing the game is exactly what they're showing here and every week since the beginning of the year so...yea you're wrong lol

EDIT:
How can you downvote me when the videos are literally on their YouTube channel. Everything from designing the interiors of the stations with their modular building tool to making serverside object container streaming which has allowed more content to be added for players. Naysayers literally poo poo from their mouths lmao
:allears:

AlbieQuirky
Oct 9, 2012

Just me and my 🌊dragon🐉 hanging out
That teaser really doesn’t look great compared to actual games that are finished and available.

Mr.PayDay
Jan 2, 2004
life is short - play hard
Chris Roberts on Multiplayer, Single Player and Instancing

https://robertsspaceindustries.com/comm-link/transmission/12770-Chris-Roberts-On-Multiplayer-Single-Player-And-Instancing

quote:


An illustration of how this would work is like this –

I start out planet side on New Pittsburg. I decide to buy a few tonnes of steel to fly to the shipyards of Terra. I’m currently in the hands of the galaxy server that communicates with my client and handles my purchases and interactions on the planet as these are not real time in the manner that the space action is. We render these in the manner of Freelancer, as detailed 3D environments where we see a third person view of our character in a location and we can click on Non Player Characters (NPCs) or terminals to buy / sell, upgrade your ship, get gossip, hear about a mission and so on. You’ll also be able to interact with other players via a chat interface. We haven’t fully worked out the player avatar handling planet side but the bar or private clubs will be where you can meet / chat to other players. Besides populating the bar with NPCs, the game will also populate the bar with other players. If there are more players planet side than there are slots of avatars in the bar the ones visible to you will be based off your friends list and then it will be based on relevance to you – a player looking for a wingman, one from a similar group, or maybe someone that you’ve been given a mission to find or hunt down. You will also be able to see the full list of players in the room if there are more players than there are slots. Default would be a drop down list for this, but as I hate anything that breaks the immersion, we’ll probably come up with a better in fiction way of seeing the list of players – maybe you tell the bartender who you’re looking for, maybe you can look at the door list for the bar.

Having bought my cargo I launch into space. If there are players already in orbit there will be an orbit instance already created. If it’s not full then I will be placed into that. If it is full then a new one will be dynamically created. All orbit (and battle) instances reserve slots for friends and persons of interest (POI), which can be NPCs or other players, so if you’ve launched and there are multiple orbit instances and you have friends already in orbit you should be placed into that instance. This is also the dynamic that will be applied if you want to follow another player – you can “tag” them as a POI and then the game will do its best to place you in the same instance as your POI. For instance if you tagged someone planet side and they launch your PDA with its future version of Siri will notify you that your POI is leaving, giving you a window to launch into space too.

Once in orbit I can pull up my Navigation computer and set a course for my destination. If its several systems away like Terra, the nav computer will chart a course through the relevant jump points. You will be able to adjust this like on Google maps, so if you click a different jump point on the system map it will then re-route you on the shortest path to your destination with that jump point as the first “jump”.

Once I’ve plotted my nav course I would then engage auto-pilot and head towards my first “way” point on the path to my destination (a jump point, an interim space feature, like an asteroid belt and so on). At this point I’ve been handed back to the Galaxy Server, which is determining whether I will encounter a hostile, someone that has tagged me as a POI, or a predetermined encounter on the way, or if I’m going to run across ongoing battle instance that is relevant to me (some members of the instance are aligned against or with me). These encounters could be with an NPC or a live player(s) and are sorted on skill level and also – which is important to all of you that like a more single player experience and don’t want to deal with griefers – based on your player versus player (PvP) preference. So if you’ve set your game settings to be low PvP and you’re in a relatively safe area, you’ll likely have an NPC (PvE) encounter as opposed to a PvP one. Of course your ranking and any reputation you earn won’t be the same with a PvE encounter versus a PvP. My hope for this dynamic is that it will allow people to first play Star Citizen in a safer more single player open world style, but as they grow in confidence and want to test their mettle against other real players they can take the training wheels off and get into battles with real players. There will also be areas of the universe that no matter what your PvP setting is, will be PvP. These will be systems that are on the fringes of the policed galaxy and will be notorious for pirate and other illegal activity. They will also be the most lucrative areas – if you can survive.

Now if you’re flying with your friends, who you can link to via the game POI “tagging” system, they will be with you when you’re pulled into a battle instance, whether it is against NPCs, real players or a combination of both.

Once the Galaxy Server has determined that you will have an encounter based on the above criteria it either dynamically creates a battle instance, or puts you in one if one already exists at the encounter point, and that instance has room for new players. To exit this instance you either have to resolve the hostilities by defeating who’s targeting you, negotiating an exit or just outrunning them. Once in an instance you can put out a distress call to your friends. There are two ways people on your friends list (or squadron as we’re going to call it) can help. We save slots in all instances for friends to warp in to fight. To do this they need to be in the same system. If they are they can autopilot in to your rescue and will be dropped into the instance. If they’re not in the star system, if they can get to your system before the battle is over then they can join (but will only be able to join once they’ve reached your system). The second way for your friends to help out is by “dropping in” on your ship. This only works if it’s a multi person vehicle like the RSI Constellation. In this scenario they don’t need to be in your system, they just will drop in inside your ship and will be able to move around in first person, climbing into a turret to man it, or jumping in you P52 to fly it in combat while you fly the main ship (or they could fly your main ship and you pilot the fighter)

Once the hostilities or the event (sometimes you could be pulled into an instance because you came across a derelict ship or space station and we want to give the player a chance to explore) that triggered the drop out of auto-pilot has been resolved, you can hit auto-pilot again, get handed back to the Galaxy Server and go about your way on the nav course you’ve plotted.

You will always drop out at jump points and planets, where you will need to either make a jump to another system or land.

This process is continued until you reach your final destination, which in my example would be Terra, where I would use my comm system to negotiate a landing slot, which would take me down to the planet’s surface via an in-engine cinematic. Once planet side I’ll be able to sell my cargo, replenish my supplies and look for new opportunities via the third person planet side interface.


The advantage of this system is that is allows you to tailor your experience towards your preference – solo, co-op or full PvP. It also doesn’t partition you into different, parallel versions of the Star Citizen universe as everyone is kept on the persistent server. Because our battle or orbit / space instances are temporary, you’re never stuck with one group over the long term and due to our heavy emphasis on friends and co-op, there will always be room for your friends to join you on your adventure; whether it’s against other players or NPCs.

The same instance system underpins the single player Squadron 42. If you’re playing off-line, your computer will be acting as the server and client, there will be no opportunities for friends to join and everyone will be an NPC. But if you play Squadron 42 through the Galaxy Server, even though your missions and space areas are pre-determined (you don’t get to pick where in the galaxy you are flying if you’re in the military) we will allow your friends to drop in / drop out to take over NPC wingmen and if you want extra skill ranking you can allow other players to drop in and take over enemy ace characters. This system is pretty similar to the Demon’s Souls setup where people could drop in as a Blue Phantom to help you kill a boss monster or fight off another invading player, or you could drop in as a Black Phantom to someone else’s world and try and kill them for XP and other gamerewards.

The key to all this is to allow player choice – you want to play alone you can, want your friends to join you in co-op we allow that and if you want to be challenged by other real players you can do that. The special part is that it can all happen in the same holistic universe.

I hope this helps in terms of understanding how we’re balancing the aspects of multiplayer as well as making the game fun.



PTU experience :

quote:

I know alot of people are having issues in a lot of different areas but I haven't had a single issue or bug since playing 3.8 and to mebit seems to be the smoothest build I've been played. I haven't crashed once since it came out and I've done mutliple 4-5 hour cargo and mining runs no issues.

Chris hilarious epic imagination from summer 2013 vs 4-5 hour cargo and mining and the PTU at the end of 2019 = 6 1/2 years later.

That’s dream vs reality.
6,5 years for generic cargo missions, mining, flying though space and being glad to not have crashed to desktop in the session 😂

They still believe they will get any of what Chris Roberts described, almost 80 months later.
Well, why not, we are just early days in. A good time to buy some ships :gary:

Mr.PayDay
Jan 2, 2004
life is short - play hard

AlbieQuirky posted:

That teaser really doesn’t look great compared to actual games that are finished and available.

They are stuck with ~ 2015 tech and visuals , and it will be more and more difficult for them to hide it.
The more games with current state of the art and full DX12/Vulkan featured graphics we get, beside Raytracing as well, the more the discrepancy will show.

Elderbean
Jun 10, 2013


Yeah, but this poo poo will still be impressive to boomer dads with melted brains who haven't seriously played a game since 1995.

marumaru
May 20, 2013



quote:

It boggles my mind in the age of Fallout 76 and AAA games that are released unfinished and unpolished to DISC, people have such a hate boner for Chris Roberts and CIG.

Basically he is a supernerd, making the game he has always dreamed of, and has thousands of quite hardcore supporters to trust and fund that dream, of a loving awesome space sim universe, quite literally unlike anything we've seen to date in terms of scale, technicality and features. They'd rather he rush another unfinished unpolished game that is sub par, and still complain of studios doing just that very thing.

Is he a great businessman? Probably not, he's probably misallocated funds along the way, and learned from it, is he out to scam people? gently caress no. If you believe that to this date, you are probably due for a mental health checkup. Or ask your parents why they have failed you in your basic reality perception skills.

I said come in!
Jun 22, 2004


I want to serious response this, but the development time is not the issue. It's that its crowdfunded with no oversight, no accountability, and there are $40,000 pledge packages for content that was promised 8 years ago and still isnt in the game, that is the biggest issue. If Star Citizen had a publisher or was entirely self funded, no one would give a poo poo.

Pixelate
Jan 6, 2018

"You win by having fun"
the ship is not supposed to go inside the cockpit and be okay

https://www.youtube.com/watch?v=uXdtlyk4KUc

ggangensis
Aug 24, 2018

:10bux:

precision posted:

Also, it likely really is true that they can't use all that old mocap work, or that if they did use it it would look lovely or bad

And you don't get Gary Oldman out of bed for reshoots for cheap

They probably just use the barista, the janitor and Lesnick to stealth-redo the mocap-stuff.

:trustme: "Yes, eh, uh, this is, eh, totally Gary Oldman" *handwave*

Elderbean
Jun 10, 2013


Only registered members can see post attachments!

MilesK
Nov 5, 2015

I don’t know about you guys, but I’m super hyped for sq42. Chris Roberts is known as the George Lucas of gaming and he’s directing a sequel to his legendary Wing Commander The Movie, but this time he’s in full control. He’ll get better actors to read his horrible script, and better special effects that will really capture the emotional spaceship bulldozing scene, and it’ll be an interactive game so expect the finest fidelity on the military ship you live in between the gameplay loop of cutscenes, dogfighting, and inspecting that wrecked ship for your next cutscene.

This has all the potential to be the greatest laughably bad video game ever made. I’d give $60 just to watch the Sandi scenes tbh.

Dementropy
Aug 23, 2010



Let's do one last quote before Carnival Season:

:reddit:
Lets be fair though - Bethesda/Zenimax would give Todd Howard's left and right nuts to have access to the StarEngine CIG is using to make Star Citizen for their games like Elder Scrolls - Fallout and Starfield.

EA has Frostbyte so they probably wouldn't be as interested although for their ship based games they probably could use it to bring out more Star Wars and Wing Commander games.

Amazon would merge it into Lumberyard almost immediately.

Tencent-epic would buy it just to bury it so they could continue with Unreal.

Microsoft would pick it up but probably just let it sit there till it's too outdated to be used anymore and forget about it because it'd be too hard to get people to keep developing it.

Experimental Skin
Apr 16, 2016

Dementropy posted:

Let's do one last quote before Carnival Season:

:reddit:
Lets be fair though - Bethesda/Zenimax would give Todd Howard's left and right nuts to have access to the StarEngine CIG is using to make Star Citizen for their games like Elder Scrolls - Fallout and Starfield.

EA has Frostbyte so they probably wouldn't be as interested although for their ship based games they probably could use it to bring out more Star Wars and Wing Commander games.

Amazon would merge it into Lumberyard almost immediately.

Tencent-epic would buy it just to bury it so they could continue with Unreal.

Microsoft would pick it up but probably just let it sit there till it's too outdated to be used anymore and forget about it because it'd be too hard to get people to keep developing it.

Robert Space posted:


Never underestimate the power of Citizers in large groups

~ Robert Space

Experimental Skin
Apr 16, 2016
Another I found...

Robert Space posted:


Why, of course, the people don't want eternal development crunch. All you have to do is tell them it's never been done before and denounce the fudsters for lack of disposable income and exposing the "Game" to danger. It works the same way for any developer.

~ Robert "Herman" Space

Adbot
ADBOT LOVES YOU

precision
May 7, 2006

by VideoGames
Idiocy, in large numbers, resembles religion.

I just came up with that! Happy Christmas

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply