Tuesday, 19 August 2014

Star Citizen continues trying to be everything to everyone

Star Citizen has shown trailers for three new "modules":
  • Racing in the atmosphere of some planets.
  • Exploring the surface of planets.
  • Shooting people inside ships & maybe other things.

Of all the modules that Star Citizen could add, I would never have guessed racing.  That seems so unrelated to anything Star Citizen is supposed to be doing, it feels like they're now doing something because they can, not because it's actually a good way to spend their large (but not unlimited) money pile.

It seems like they have no clear vision for the game, and instead they're just putting in every fun-sounding feature that Chris Robert's unrestrained imagination can think of, in the hope that something fun comes out the other side.  Unfortunately that rarely works, and risks players just finding the game a confusing & unbalanced mess.

I worry that all these modules will end-up taking much more time & money than planned (as usually happens with software projects), and then they run out of money.  Given how thinly they are now spreading themselves on multiple "modules" aka sub-games (on the budget of less than a single AAA game) this no-longer seems so implausible.

I worry that Star Citizen starts to resemble a pyramid scheme, where later ambitious modules are announced in the hope of keeping enough money flowing that they can actually finish their earlier ambitious modules.  This works fine until they run out of Space Whales to milk, or trouble with their over-ambitious earlier modules causes people to start doubting Star Citizen (thus new money dries up).  They're not there yet, but if they continue on the same trajectory I worry they might at some later date.

I also suspect it's disingenuous to label each of these separate sub-games as "modules", as that implies each one has no dependency on what happens in any of the other "modules", and therefore adding more modules doesn't affect the chances of success for existing modules...  But each sub-game will unavoidably expect certain things of other sub-games (so you can move seamlessly from one to the other), and may even impose certain restrictions on other sub-games.  So the more modules they have, the more likely changing requirements of one module will cause problems for other modules, and the more likely other modules will have problems meeting the requirements of another module.  That potentially produces a cascade of delays, where one module's problems lead to one or more other modules having to do extra work (i.e.a delay), which could then impact on yet more modules. In short, having lots of modules going in parallel is extremely risky, even though Chris Roberts may claim otherwise.

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