Often times SC project is refereed to as revolutionary which indirectly asks these questions
Specifically how is it revolutionary and if it is revolutionary then doesn't that mean other developers are not doing it?
and if other developers are not doing it my question is why?
is it because its technically unrealistic and not possible?
is it because those other firms are lazy?
is it because the whole thing is fake?
discuss with a focus on this core question:
why are other firms not doing what SC is going (game feature wise)?
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2) Most devs aren't obsessed with fluff features like Chris Roberts is.
fair answer
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that I think is my real core question.
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Fans? Roberts? Columnist that never wrote a single line of code? You get a picture...
So the question is, why are these ideas revolutionary? what is revolutionary about these ideas and why are other developers not engaged in those ideas?
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so are you saying that nothing in the SC ideas are revolutionary? and if so can you point to a game that has such ideas? doesnt have to be all of them (all ideas) but you know just point to something that suggests its already been done or not really that big of a deal
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that is an idea. is that idea revolutionary or not? if its not why is it not? because other games have it?
so look at the ideas of the feature and I am asking, are they really revolutionary ideas or are they not revolutary ideas because others have already done it?
its really a fairly straight forward question dont you think?
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Or so I've read.
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Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
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but to be honest I think its insulting to compare the graphic of NMS to SC and consider it the same technical challenge
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The ideas themselves aren't revolutionary. Only if they can transform that idea to reality, can it be called revolutionary.
So for normal developers and most publishers shortcuts are the way to go, why do a proper city generation and simulation with day and night cycles as the planet rotates and all that... when can you take shortcuts with a planet texture and a cutscene loading into a map level with a skybox?
The answer is obvious: The later is much cheaper.
It's really one game where one has to be willing to take risks and the uncertainty that comes with it, starting with the necessary technology to be able to fulfill the game's design, to the time it will take.
'I have an idea, a game in which a red button blinks red every 10 second' = non-revolutionary idea
'I have an idea, a game like Cities Skylines but you can zoom so far into the game and control any Sim the zoomed version is just as feature rich as The Sims and it affects the city (meaning when you zoom out the house you built is there' = a revolutionary idea
an idea CAN be revolutionary so I ask again, are the in game concepts that Star Citizen suggesting revolutionary ideas? if not why? becasue its an idea is not an answer
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It takes time to develop robust systems that are interesting. I can make a procedural world-sized city planet generating system (or however we call it) over the weekend. But making one that works well with other systems, that produces meaningful content and that is interesting will take a lot of time.
It is also uncertain. If you are doing something very unique, you're not sure how the market will respond. Pitching an uncertain idea to publishers would be tricky I'd imagine. Something like large instanced guild halls in Everquest 2 sounded amazing, but it actually fragmented the community and perhaps hurt the game overall.
Star Citizen is in a unique position where they have time and no publisher. As long as people keep pledging the concepts, they are free to work on really experimental things.
Even as someone who often voices concerns about SC, I think what they are proposing is technologically possible. It's not impossible to create a massive procedural city, and perhaps even AI that makes interesting content for you. I just think realistically, this will take a lot of time (especially if we care about content - e.g. filling the buildings with something interesting, not just a generic procedural interior pattern).
I'm personally not thrilled about waiting many years for some of this to come to fruition. But some people have the "I don't mind waiting, however long it takes." argument. I'd imagine most companies have a set timeframe in mind (either by plan or by budget) - those companies will care about delivering something predictable by the end of their schedule. That may not always be great - we have been getting the same Call of Duty over and over again for the past 5 years.
thanks
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It's the cost of the development a large-scale MMO by self isn't cheap to make. So if that is already enough to drive many away from making one, something like SC would be the scarecrow of the industry.
But when a big successful game appears proving its design successful and profitable, then yes you will see many jumping all over it to milk it up, like we've seen with "yet another open-world zombie survival game".
but, yes I like your answer its more on tract to what I was asking.
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SC is that expensive because it is mismanaged and filled with fluff/bad design.
Pretty much like ordering a new car. Will it ride as good as it looks? Only time will tell.
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ie: Computers and Robotics revolutionized manufacturing.
Has Star Citizen done anything revolutionary?
I fail to see anything that you can classify as revolutionary yet.
"Be water my friend" - Bruce Lee
Lets get off this tit fantasy that ideas can not be revolutionary
'thats a revolutionary idea' appears to be a phrase you have never heard of?
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