@sephirothsfan02 At this point, stretch goals are only there to unveil new aspects of the game. Tehy've already said their goal was to get 100% crowdfunded, and pledges are only there to help that happen, not to get any special bonus.
@VR_Verdugo @milannoir Well if you try to compete in arcade battles with a sidewinder, the "pros" will not be the only ones shooting you down. Even a good pilote with a hotas Warthog will get owned by a noob with mouse aim. basically, in arcade mode with mouse aim, this game isn't about flying planes anymore, it's about clicking on a plane to shoot it down. The flying is done by the plane AI (what I mean is that you don't really control pitch/yaw/roll). So if you want a fun shooting game that happens to have planes in it, it's great. But if you want to feel like you're piloting something, it's not such a good game, except in FRB.
Overall, the arcade mode will probably be very successful among console gamers. It's very easy (every sim aspect has been "streamlined" out of it) and there's little (if any) strategy in it. Just dive on isolated opponents, shoot them down and get back real fast to your side of the map. Rinse an repeat. Can be quite fun for a while, but it's also very shallow and has little lasting appeal.
However, if the devs let PC and PS4 gamers play together, the consolites will get butchered. They don't stand a chance vs mouse aim. So PS4 matches will probably be kept separate XD
@JohnnyGT1 Arcade mode, where you'll find over 85% of the player base, is fun but can't be labeled a real flighing game. It's closer to a FPS due to the fact that the planes basically fligh themselves, you just point and click to shoot down enemies. Historical battle mode is more realistic, but mouse aim ans instructor still make it very arcadish.
So for people who want an actual flight sim, Full Realistic Battle is the way to go. Unfortunately, that mode isn't getting much love by the devs (low priority for them), so there are quite a few annoying issues that failed to be adressed/ patched.
Tom McShea doesn't look at the big picture, even if what he says is partly true. There are other factors that have been contributing to absurd development budgets: marketing / advertising costs are far worse than eye candy cost. Marketing is purely wasted money, if you're only looking at a game's quality. Despite that, it has now become nearly impossible to sell millions of copies of a game on consoles without a stupidly inflated advertising budget. Add to that big editor's overhead costs... And suddenly you realize that a huge share of game budgets actually don't go into making the game... Look at The Witcher 2; awesome-looking game, made by a small studio with an 8 or 10 million dollar budget. That's the way to go.
Which is why Kickstarter projects and digital distribution are paving the way for a new model, one where awesome games with high production values (like Star Citizen) can be made with budgets that are only a fraction of what traditional "AAA" games would cost.
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