F5F Stay Refreshed Software PC Gaming Developers of Star Citizen are transforming a game mode into an independent title.

Developers of Star Citizen are transforming a game mode into an independent title.

Developers of Star Citizen are transforming a game mode into an independent title.

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GimlixNL
Member
145
10-30-2023, 03:04 PM
#1
Over the past decade, Star Citizen and Squadron 42 have faced significant challenges in development. Despite raising nearly $400 million, they haven’t finished a single star system and seem to be struggling financially. The original strategy was to launch Squadron 42, release it, and fund Star Citizen from sales. However, progress has stalled, leaving CIG with doubts about its future. Recently, it emerged that CIG obtained Nvidia Gameworks licenses for Star Citizen, Squadron 42, and a new title called Theaters of War. This shift hints at their intentions, suggesting ToW might be treated as a separate product rather than an extension of Star Citizen.

Star Citizen currently offers three game modes: the Persistent Universe (MMO-like), Arena Commander, and Star Marine. None have independent licenses, indicating CIG is clearly positioning ToW as a distinct offering. It remains unclear whether ToW will be released as a standalone console title, though this seems unlikely given its current state. Originally announced three years ago, ToW was meant to be a testing ground for FPS, ground vehicles, and ships in a fast-paced environment. CIG described it as a side project by a small team, but now it appears to be a standalone effort with support from Firesprite Studios.

For players unfamiliar with Star Citizen, the game is still in early alpha, with many features unfinished and mechanics subpar. The FPS experience is notably poor, with outdated elements like shields, EMP grenades, and broken glass. In 2014, CIG partnered with Ilfonic to develop the FPS side of Star Citizen, which was criticized for its awkward dialogue and lackluster presentation. Despite improvements, the game hasn’t evolved significantly in recent years.

CIG’s leadership, including Chris Roberts, has a history of micromanagement and project mismanagement. It’s unclear whether they will continue with ToW as a standalone title or abandon it entirely. The situation raises concerns about CIG’s ability to deliver quality gameplay, especially when compared to competitors like Battlefield. The outcome of this development remains uncertain, but the lack of transparency and promises suggests a high risk for players.
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GimlixNL
10-30-2023, 03:04 PM #1

Over the past decade, Star Citizen and Squadron 42 have faced significant challenges in development. Despite raising nearly $400 million, they haven’t finished a single star system and seem to be struggling financially. The original strategy was to launch Squadron 42, release it, and fund Star Citizen from sales. However, progress has stalled, leaving CIG with doubts about its future. Recently, it emerged that CIG obtained Nvidia Gameworks licenses for Star Citizen, Squadron 42, and a new title called Theaters of War. This shift hints at their intentions, suggesting ToW might be treated as a separate product rather than an extension of Star Citizen.

Star Citizen currently offers three game modes: the Persistent Universe (MMO-like), Arena Commander, and Star Marine. None have independent licenses, indicating CIG is clearly positioning ToW as a distinct offering. It remains unclear whether ToW will be released as a standalone console title, though this seems unlikely given its current state. Originally announced three years ago, ToW was meant to be a testing ground for FPS, ground vehicles, and ships in a fast-paced environment. CIG described it as a side project by a small team, but now it appears to be a standalone effort with support from Firesprite Studios.

For players unfamiliar with Star Citizen, the game is still in early alpha, with many features unfinished and mechanics subpar. The FPS experience is notably poor, with outdated elements like shields, EMP grenades, and broken glass. In 2014, CIG partnered with Ilfonic to develop the FPS side of Star Citizen, which was criticized for its awkward dialogue and lackluster presentation. Despite improvements, the game hasn’t evolved significantly in recent years.

CIG’s leadership, including Chris Roberts, has a history of micromanagement and project mismanagement. It’s unclear whether they will continue with ToW as a standalone title or abandon it entirely. The situation raises concerns about CIG’s ability to deliver quality gameplay, especially when compared to competitors like Battlefield. The outcome of this development remains uncertain, but the lack of transparency and promises suggests a high risk for players.

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Cupcake_Rose
Posting Freak
844
11-03-2023, 06:48 PM
#2
The main points are broken promises, the game being divided, important content being taken out, and funds being misused. All done to create more incomplete projects. I’d have preferred going for thief with my AMD code on a R9 270 instead of sticking with the original start citizen version :p.
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Cupcake_Rose
11-03-2023, 06:48 PM #2

The main points are broken promises, the game being divided, important content being taken out, and funds being misused. All done to create more incomplete projects. I’d have preferred going for thief with my AMD code on a R9 270 instead of sticking with the original start citizen version :p.

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foxy_jr27
Junior Member
12
11-03-2023, 07:06 PM
#3
They're investing heavily in new projects, spending millions on development for games like Star Citizen and Battlefield 5. The costs reflect the effort and resources needed to bring these large-scale experiences to life.
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foxy_jr27
11-03-2023, 07:06 PM #3

They're investing heavily in new projects, spending millions on development for games like Star Citizen and Battlefield 5. The costs reflect the effort and resources needed to bring these large-scale experiences to life.

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tayymendes
Junior Member
46
11-03-2023, 11:15 PM
#4
I truly don’t understand. They began with roughly $13 million from Kickstarter, earning around 2-3 thousand dollars each year, and now they’re receiving significantly more than before. It’s hard to wrap my head around the poor handling of the funds. Since they require even more money because selling digital spaces for hundreds of dollars isn’t sustainable in the long run—despite the game’s creators intending that—I can’t imagine any plausible explanation for this situation. GTA 5 had a budget near 265 million, Cyberpunk 2077 around 300 million, and The Old Republic managed to launch a fully voiced MMO for about 230 million. It’s perplexing. Surely you could sell that ship on the grey market; it’s uncommon, yet people collect items like that for some reason. Could bring in a few hundred dollars at most.
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tayymendes
11-03-2023, 11:15 PM #4

I truly don’t understand. They began with roughly $13 million from Kickstarter, earning around 2-3 thousand dollars each year, and now they’re receiving significantly more than before. It’s hard to wrap my head around the poor handling of the funds. Since they require even more money because selling digital spaces for hundreds of dollars isn’t sustainable in the long run—despite the game’s creators intending that—I can’t imagine any plausible explanation for this situation. GTA 5 had a budget near 265 million, Cyberpunk 2077 around 300 million, and The Old Republic managed to launch a fully voiced MMO for about 230 million. It’s perplexing. Surely you could sell that ship on the grey market; it’s uncommon, yet people collect items like that for some reason. Could bring in a few hundred dollars at most.

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piotrekwow
Junior Member
17
11-06-2023, 11:52 AM
#5
Most of what happens comes from the CEO, who is very detail-oriented and perfectionistic, leading to excessive time spent. The project ends up being a tightly controlled process with no clear direction or long-term goals. Adding more revenue often means pushing for additional features, keeping the work stuck in early development stages.
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piotrekwow
11-06-2023, 11:52 AM #5

Most of what happens comes from the CEO, who is very detail-oriented and perfectionistic, leading to excessive time spent. The project ends up being a tightly controlled process with no clear direction or long-term goals. Adding more revenue often means pushing for additional features, keeping the work stuck in early development stages.

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HenrikEV
Member
60
11-06-2023, 06:44 PM
#6
I can help you get rid of it easily—just let me know how you'd like to proceed!
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HenrikEV
11-06-2023, 06:44 PM #6

I can help you get rid of it easily—just let me know how you'd like to proceed!

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SuperScout345
Member
217
11-06-2023, 08:23 PM
#7
It was essentially how I understood their growth over the past few years.
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SuperScout345
11-06-2023, 08:23 PM #7

It was essentially how I understood their growth over the past few years.

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tiamoo92
Member
144
11-06-2023, 08:33 PM
#8
I haven't sold ships myself, but I'm familiar with the experience. Check out the Star Citizen Grey Market to discover available items. There are also Discord servers dedicated to this topic.
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tiamoo92
11-06-2023, 08:33 PM #8

I haven't sold ships myself, but I'm familiar with the experience. Check out the Star Citizen Grey Market to discover available items. There are also Discord servers dedicated to this topic.

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ThePonyQueen
Member
131
11-07-2023, 01:53 PM
#9
Thank you!
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ThePonyQueen
11-07-2023, 01:53 PM #9

Thank you!

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pookiebug
Junior Member
1
11-07-2023, 08:14 PM
#10
Add some vibrant visuals on top and you’ve got a mix of messy, sticky texture Smile
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pookiebug
11-07-2023, 08:14 PM #10

Add some vibrant visuals on top and you’ve got a mix of messy, sticky texture Smile

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