Why Are Titles So Often Delayed? – Star Citizen Answers
Why Are Titles So Often Delayed? – Star Citizen Answers
One of the most frustrating things about waiting for a highly anticipated game is waiting to see if the developer screws it up. Gamers are used to seeing one thing in trailers and screenshots and getting a completely different experience. No other genre experiences the same level of ‘bait and switch’ that still plagues the gaming world.
It’s a confusing level of deception that game devs constantly defend as necessary to draw early interest but before much of the gameplay has been polished. That’s what leads to bizarre phenomena like when Borderlands first showcased a game that looked like a bad Fallout clone and then released one of the most original games of the decade.
That’s obviously a best case scenario though – a team releases concepts then realizes they can do better and delivers big. However, Gearbox never gave insight into this process. Gamers were completely in the dark about these changes until new screenshots and design choices popped up. Usually, gamers have to wait until release to find out if they’ve been catfished by devs, but one game, Star Citizen, is doing things differently.
Star Citizen is the game that became famous a few years ago for raising more crowdfunding capital than any game ever. Since they launched in 2012, the game has amassed $148 million from donations alone. The team that started out as five people has now expanded to four separate locations across the globe, but more importantly, the team behind Star Citizen has tried to involve donators and fans alike as much as possible. And they do this by having complete transparency into the development of the game that so many people have sunk cash into.
The team routinely releases updates through their website charting progress as well as a series they call ‘burn down’ that goes through the ups and downs of their development progress. You can even see on the chart that they even keep track of ‘created issues’ – bugs that have arisen as they fix other issues. Without a doubt, this is the most transparent, insider perspective of an industry that has been less than open about what happens behind closed doors.
Valve – famous for exemplary and completely polished games – are notorious about saying absolutely nothing regarding game development, release, or growth. Back when they did discuss releases – and back when they made games – they were quick to point out how the negative feedback from the process affected them.
Cloud Imperium Games has not shied away from these dangers but instead determined to embrace them. They even seem to embrace criticism (something other devs have punished with limited access to early releases or insider information). On their official Reddit, they respond to troll statements of “Nice $400 .jpg. Enjoy your scam.”
“If the comment is more fleshed out and explains reasons why $400 is too much for this concept, go ahead and respond. But do so respectfully.”
To be fair, Star Citizen is now nearly five years in the making, not an unheard of timeframe for a video game, but certainly stretching the limits. Though the game has aspired to be an experience that is beyond comparison, the transparency of their process has also shown the flaws that come with such a goal. Ideas change, concepts for ships have to be scrapped and started over. Introductions of one element break another. The list goes on.
If nothing else, Star Citizen is going to serve as a benchmark in the industry of what could be, but we’ll have to wait until release (the date has now been pushed back to some unforeseen time in 2018 – another constant problem) to see if their grand experiment has worked.
Once Star Citizen finally does launch, we’ll see if it’s just a long-winded No Man’s Sky, or the beginning of a new trend in developer transparency. We’ll be watching close to see the outcome.
Also…
Don’t forget to check out some of our other weekly pieces, The LoL Weekly Preview, Review and Highlight, as well as The Something I’m Forgetting and Week in Review.
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