Well...it´s official that Star Citizen´s budget is larger than the one of The Last of US, Uncharted 3 or Killzone: Shadow Fall (30M)
Thoughts ?
Source
This topic is locked from further discussion.
Well...it´s official that Star Citizen´s budget is larger than the one of The Last of US, Uncharted 3 or Killzone: Shadow Fall (30M)
Thoughts ?
Source
This would have me excited, but my pc isn't going to be happy trying to run this....In fact it might try and kill me for it....SAD PANDA
While im sure they will produce a half decent game, I think we are going to start seeing the importance of having a publisher breathing down your neck and holding the purse strings.
I doubt the devs are going to have any idea how to scale for that budget and the product will likely not reflect the level of funding.
Part of me is getting worried now, the more budget the better of course. But some of those stretch goals look to be stretching the ambition a bit too far. I would rather have the game do space combat well, than do a dozen features poorly. I really hope this game turns out well though, I wanna pilot a ship together with Lawlessx and plunder stuff in space.
This has become abit of a joke....the stretch goals are one ship per million (well some).
This better be amazing.... if its anything short of AAA (and there is a chance) it will be a complete disaster for kickstarters.
this is hype gone mad, we have seen nothing but trailers, an empty hanger ... no actual gameplay.
While im sure they will produce a half decent game, I think we are going to start seeing the importance of having a publisher breathing down your neck and holding the purse strings.
I doubt the devs are going to have any idea how to scale for that budget and the product will likely not reflect the level of funding.
If you followed the project you would realise otherwise.
From day 1 Chris had the game split into "Modules" each module is worked on by a team, that team scales in size depending the budget and how much work is to be done the more to do the bigger each team gets.
He has 3 seperate teams just making the planets and sytems,a seperate team taking on The singleplayer, 2 teams working on the ships,etc etc
And what do you mean the product will not reflect the level of funding?? If anything the budget will go further as there are no overheads of a large corparation no advertising budget no need to make internal demos for the publishers he has already stated that the money he has taken can be anywhere upto 4 times the equivelent of a major publishers spending due to lower overheads and general waste that comes from publishers.
Do people forget that chris roberts is used to making big budget games if anyone can do it this guy can, and the 315,000 other people that have dropped money on this think so too.
With crowd funding you always accept the fact that things can go wrong or it may not work out like you planned, but if you think that from the start and don't trust anyone to deliver then crowdunding may aswell die before it takes off.
While im sure they will produce a half decent game, I think we are going to start seeing the importance of having a publisher breathing down your neck and holding the purse strings.
I doubt the devs are going to have any idea how to scale for that budget and the product will likely not reflect the level of funding.
If you followed the project you would realise otherwise.
From day 1 Chris had the game split into "Modules" each module is worked on by a team, that team scales in size depending the budget and how much work is to be done the more to do the bigger each team gets.
He has 3 seperate teams just making the planets and sytems,a seperate team taking on The singleplayer, 2 teams working on the ships,etc etc
And what do you mean the product will not reflect the level of funding?? If anything the budget will go further as there are no overheads of a large corparation no advertising budget no need to make internal demos for the publishers he has already stated that the money he has taken can be anywhere upto 4 times the equivelent of a major publishers spending due to lower overheads and general waste that comes from publishers.
Do people forget that chris roberts is used to making big budget games if anyone can do it this guy can, and the 315,000 other people that have dropped money on this think so too.
With crowd funding you always accept the fact that things can go wrong or it may not work out like you planned, but if you think that from the start and don't trust anyone to deliver then crowdunding may aswell die before it takes off.
Not going to pretend its quite possible my skepticism is completely unwarranted, and ill admit Im definitely not following the project.
But I feel devs can get too invested in certain features and implementations and allow the cost of them to spiral out of control without someone giving them strict deadlines to follow and milestones to hit. Sometimes various components of a project simply need to be cut and abandoned when they are soaking up resources and arent progressing quickly enough and I feel like devs often get too attached to their vision and arent willing to make the cold calculated business decisions required to get a game out the door in a timely manner (and we all know what too long of dev cycle can do to a game, ie duke nukem forever)
Although I think crowdfunding in general probably isnt going to pan out the way people think it will, and i think huge budgets will only amplify the inherent problems. Only time will tell, but in my mind the idea of ditching publishers in favor of crowdfunding sounds more like a pipe dream people want to work, than something that actually will work.
That said, im more than interested to see how star citizen turns out.
isnt still another year from release ? I wonder where funding will reach when it will be released
I'd guess around $50 million at least.
While im sure they will produce a half decent game, I think we are going to start seeing the importance of having a publisher breathing down your neck and holding the purse strings.
I doubt the devs are going to have any idea how to scale for that budget and the product will likely not reflect the level of funding.
If you followed the project you would realise otherwise.
From day 1 Chris had the game split into "Modules" each module is worked on by a team, that team scales in size depending the budget and how much work is to be done the more to do the bigger each team gets.
He has 3 seperate teams just making the planets and sytems,a seperate team taking on The singleplayer, 2 teams working on the ships,etc etc
And what do you mean the product will not reflect the level of funding?? If anything the budget will go further as there are no overheads of a large corparation no advertising budget no need to make internal demos for the publishers he has already stated that the money he has taken can be anywhere upto 4 times the equivelent of a major publishers spending due to lower overheads and general waste that comes from publishers.
Do people forget that chris roberts is used to making big budget games if anyone can do it this guy can, and the 315,000 other people that have dropped money on this think so too.
With crowd funding you always accept the fact that things can go wrong or it may not work out like you planned, but if you think that from the start and don't trust anyone to deliver then crowdunding may aswell die before it takes off.
Not going to pretend its quite possible my skepticism is completely unwarranted, and ill admit Im definitely not following the project.
But I feel devs can get too invested in certain features and implementations and allow the cost of them to spiral out of control without someone giving them strict deadlines to follow and milestones to hit. Sometimes various components of a project simply need to be cut and abandoned when they are soaking up resources and arent progressing quickly enough and I feel like devs often get too attached to their vision and arent willing to make the cold calculated business decisions required to get a game out the door in a timely manner (and we all know what too long of dev cycle can do to a game, ie duke nukem forever)
Although I think crowdfunding in general probably isnt going to pan out the way people think it will, and i think huge budgets will only amplify the inherent problems. Only time will tell, but in my mind the idea of ditching publishers in favor of crowdfunding sounds more like a pipe dream people want to work, than something that actually will work.
That said, im more than interested to see how star citizen turns out.
I agree with the bold line but that takes one dude who sees the financing, progress and the plan. Not an expensive publisher + web of rules and regulations.
Hope it flops like Too Human...just for the laughs.
Mmmmm. No. It won´t be funny.
with more money, its going to get bigger and better, but with more money that means they have to create even more content... Going to take a longggggggg time till this game comes out
I hope it does simulation right, and also hope it has a dramatic single player experience. I believe it will incorporate first person shooter elements (on foot) as well right?
i really do want to play a simulation where it takes hours upon hours to fly to "other planets" in standard speed, or just a few minutes in hyper speed. I also hope to enter the atmosphere of a couple planets with my ship explore huge worlds.. But maybe thats begging to much.. also a 1000' person space dogfight has me really excited.
Crowd funding is a revolution for gaming.
I wonder how long till Nintendo starts using Kickstarter to see just how much demand for less commercially successful games there is.
I doubt this game needs that much funding, I would have been OK with a 5 million budget Freelancer 2.
So can they please release another trailer or some one playing the game. i feel like they've had plenty of time for that
Vid of them demoing the updated graphics and avenger with physically based rendering.
Please Log In to post.
Log in to comment