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Star Citizen: Early Impressions 2024
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Erlkönig: Star Citizen: Early Impressions 2024Star Citizen: ready for release in 2034‡‡ Or later. If ever. So, having now played the game for about a week, I can say with some confidence that it appears to be about 50% finished, despite 10 years and $700+ million being allegedly sunk into it. [ASIDE: a fortnight later, still finding bugs at about the same pace, and each patch usually seems to add as many new bugs as it supposedly solves] Star Citizen looks good because CryEngine looks good, and probably part of why CryEngine is so good is that Star Citizen's maker, Cloud Imperium, wasn't involved in most of CryEngine's core development. Virtually all of Star Citizen beyond CryEngine's look (and some great sets and backdrops, and the prison excape quest) basically anything that involves that software implementation of the game, appears to have been haphazardly developed in a toxic environment, under horrible management, corruptly chasing funding based on lies and misdirection, headed and micromanaged by Chris Roberts, whose skills and interest lie in shockingly inefficient and disorganized film production, applied here to create a nightmare of progressively worse game design, seemingly crafted to make its players as miserable as possible, while extracting as much money from them as possible, with the combination of all the money and time beggering the imagination of any normal professional software developer in that the current state of Star Citizen is such a travesty. This joke of a game is not necessarily the fault of the individual developers, but clearly the failure of CR both as the head of the project and as the one who selected his management team, who have prioritized gross profit - so far $0.7+ billion - over development, and pushed for anything that could be used to market this abomination more effectively, which is mostly new pretty ships and descriptions of upcoming features, while continuing to fail piteously at correcting the deep flaws and rampant bugs. In fact, the real objective, now that CR has finally found a deep enough fountain of cash to sustain his ability to blow through it, is likely to drag out development as long as possible, either only producing a release when legally forced to, or ideally, never. I do applaud various parts of what I've seen - nice takes on the tool UIs, the wonderful setting in the prison escape route (though currently bugs will kill most escapees within a few minutes of reaching the 229°C surface), pretty starships... umm... but so far, that's it. Hopefully there's are some great things I haven't seen yet. But the future doesn't look good. As more CR's "vision" continues, progressively more of players' time will be blown on time-sink logistics and dreary normal-life activities, like spending a cumulative 15 minutes on trams (that may kill you) during a gaming session, and more time than that running through repetitive, liminal-ish corridors, until eventually you'll want to play another game just to avoid all the chores and irritation (and innumerable bugs) of SC itself. But here let's talk about just a few of the huge array of bugs that stand ready to fight off most would-be players, here taken from Aug/Sept 2024: inventory
object manipulation
badly implemented objects
walking around
vendors
hangars
starships
deathGenerally game bugs kill players more often than anything else, especially true for cautious players. Death is especially harsh in this game, where all items are left with the corpse, and others can abscond with them before the player can return, typically 5 to 20 minutes later
chat
npcs
journals
Seriously, almost no systems work correctly. Mining is probably the only stable one. The design guidance is that player death+regen will later be limited to some fixed (-ish) number, forcing you to create a player Will and Testament for an inheritor, which can then be killed multiple times in the same game session by trams, falling through the world, spontaneous ship ejection, kamikaze pilot attack, server lag, and so on. The game is like a massive finger being shot at the players, promising more tedium in each release (That's right, hundreds of crates you have to load by hand!in response for the funds drained from them by false promising and lies. I'm still playing, but it's from a dual motive on wanting to find the few things that are good (the prison escape, etc), and being amazed at the level of brokenness everywhere. For a software engineer, it's like being an archaeologist at Pompeii, or a dive at the Titanic, a visit to a disaster area. Which might make a good theme for the Eulogy for Star Citizen when CR's final vision (probably only "final" because he passed away first) is released in some future decade, at which point it will be briefly retro-cool before all but the most hardcore players go back to modern XVR games or whatever is fun in 2034, the servers are shut down, and the code, probably never being open sourced, vanishes into the void. |