this post was submitted on 19 Oct 2024
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[–] tal@lemmy.today 14 points 2 months ago* (last edited 2 months ago) (2 children)

https://gamerant.com/star-citizen-development-history-kickstarter-budget-delays-fans-disappointed/

In October 2012, Star Citizen was officially revealed, alongside a Kickstarter campaign that would be opened a week later. The Kickstarter page discussed the game in pretty extensive detail, boasting a long list of features that the game would allegedly have by launch.

Star Citizen was going to have a "persistent universe," a vast multiplayer environment that allowed players to trade, fight, and talk amongst each other, acting as a simulation of a real sci-fi galaxy. Alongside this, a singleplayer campaign named "Squadron 42" would also be released, featuring co-op. Upon release, Star Citizen was going to have no pay-to-win mechanics, and no ongoing subscription model. Simply put, if people pledged money once, then they were done, and would receive the full game at launch, slated for November 2014.

Twelve years ago, the game had a release date set to be two years in the future.

Today, it also seems to have a release date of two years in the future.

https://www.33rdsquare.com/demystifying-aaa-games-the-past-present-and-future-of-blockbuster-gaming/

Lengthy development cycles – Given their complexity, AAA games take 2-5 years to develop. This allows time for extensive testing and polish.

Two years is at the lower end of what it'd take a studio to do an AAA game from scratch.

[–] limitedduck@awful.systems 2 points 1 month ago

The game being worked on now isn't really the same game that was originally backed. They essentially had to restart development a few years after the campaign because the scope had expanded. The tech at the time didn't cut it so they've spent most of the time since then creating new tech that would

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