{"data":{"id":12840,"title":"Project GODUS and Elite: Dangerous","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/12840-Project-GODUS-And-Elite-Dangerous","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/12840","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/12840","channel":"Undefined","category":"Undefined","series":"None","images":[],"images_count":2,"translations":{"en_EN":"Hi everyone!\n\nI\u2019ve decided to do something a little out of the ordinary and step outside the Star Citizen realm for a moment.\n\nThere are many reasons why all of you so generously backed Star Citizen: You missed a good space sim, you wanted back someone that cared about PC games, you liked the previous games I\u2019ve made and would like to play another. But I also think you backed Star Citizen because you wanted to say something to the business and marketing machines that normally decide which games are made. You said they are not the taste makers for you, that you want your voice heard on what kind of game you play and you want to have a greater involvement and connection to the development of that game.\n\nI can\u2019t tell you how invigorating this last part has been for me as a game designer, for the team that worked on the prototype and the new people we are bringing on. I make games that I want to play. But I also get a huge satisfaction from making games that other people enjoy and lose themselves in, much the same way I want to be entertained when I play a game.\n\nIn the old days before digital and online you almost never got to connect with the people that you were making your game for. Instead the only people that would see your progress was a few publishing and marketing executives that most of the time didn\u2019t really care about the game outside what it could do for their bottom line.\n\nWith crowd funding you cut the middle man out. No retailer. No publisher driven by the demands of its shareholders for quarterly profits. Instead you build the game directly for the audience that wants the game for the right reasons \u2013 because they want to play it. This is an exciting shift in the dynamic and something gaming needs unless everyone wants no other choice other than to buy yearly sequels to one of a limited number of gaming \u201cbrands\u201d that the big publishers focus on.\n\nI\u2019m committed to delivering a great game to you all. I\u2019m committed to involving you all in the process and making that process as fun as possible. I\u2019ve said it in a few interviews, but my hope is by the time we release the final \u201clive\u201d version of the game for the public, all of you will have already had a huge amount of enjoyment and fun and will feel the journey was worth the price of backing, with the playing of the final game a pleasant bonus.\n\nI don\u2019t think this model works for everything and everyone, but I do think it is a very viable model for a lot of games. And I think it\u2019s great model for some designers, genres and platforms that don\u2019t get the big publisher love because their type of games don\u2019t sell 10 million copies worldwide.\n\nWhich is why I\u2019m writing this comm-link today.\n\nThere are a couple of other games coming towards the end of their Kickstarter campaigns that need a little help.\n\nThe first is Project GODUS from 22 Cans. They\u2019re about \u00a360,000 away from their goal with just under 3 days to go. Without a decent end of campaign kick they won\u2019t make it. Which would be a shame as they have been doing everything you should in a crowd funding campaign; daily updates, taking on their community\u2019s suggestions, showing work in progress and embracing all that is good about crowd funding.\n\nI\u2019m not the biggest God Game fan, but I played the original Populous and Black and White, and PeterMolyneux pretty much invented this classic PC category. I think it\u2019s great that he\u2019s going back to his roots with GODUS and you can clearly see that his team really cares about what they\u2019re doing.\n\nI know there has been some blow back because a lot of people have felt let down by some of Peter\u2019s promises in the past. I\u2019ve known Peter for many years. Back when Origin and Bullfrog were acquired by EA and we used to travel the world on press tours promoting our respective games. He is definitely very enthusiastic, which can get him into trouble sometimes, as he can over promise, but it always comes from the right place \u2013 he wants to push the possibilities and he has a childlike wonder with doing this. And having been in the situation in the past, the fault with this doesn\u2019t lie all at Peter\u2019s feet. A lot of the reasons why promised features don\u2019t make it into the final product are publisher driven. When Electronic Arts or Microsoft want a product on a certain date to make a financial quarter features get cut. The difference between Peter and a lot of other developers is that other developers are a lot more circumspect in public in disclosing what they\u2019re trying to put in the game. Trust me, there are many lofty goals on most projects that never make it, Peter just is more public about his and sometimes gets caught out because of it, especially when there\u2019s a hard date imposed by his publisher.\n\nThe second project is Elite: Dangerous from Frontier Developments. They still have 17 days left, but are also in danger of missing their minimum Kickstarter raise without a surge towards the end. They need a little more \u2013 some \u00a3456,000. You may say hey Chris, why do you want to support a competing project? Well I believe the world is big enough for multiple quality Space Sims. Having to compete against the Star Wars X-Wing games from Larry Holland certainly didn\u2019t harm Wing Commander and I feel Star Citizen and Elite: Dangerous are different types \/ styles of games. Star Citizen is more focused on a \u201ccrafted\u201d approach to the universe \u2013 more detail, cinematic flair and more unique characters and locations whereas Elite will follow a more procedural approach which will allow it to have a much larger galaxy to explore as a lot of content will be computer generated. Besides wanting to see Space Sims make a comeback, I fondly remember playing the original Elite on the BBC Micro by David Braben and Ian Bell. I started my game development career around the same time David did, with my first three games all being on the BBC Micro in the UK before I moved across to the USA and joined up with Origin. The original Elite definitely got me thinking about just how cool it would be to blend 3D space combat that with a cinematic story to create the experience I always craved when watching Star Wars.\n\nThese are both games I\u2019ve backed and I am writing this comm-link to let you know about them, if you don\u2019t already.\n\nYou have already been so amazingly generous that no one should feel that they need to back any of these just because I am, but if like me, you like the idea of the gamers cutting out the publisher and enabling the developers to connect directly with their audience in a new connected way you should take a look as these are both titles from people that have made great games in the past and I think in the right environment, with no meddling publisher could make something special again.\n\n-Chris","de_DE":"Hallo zusammen!\n\nIch habe beschlossen, etwas Ungew\u00f6hnliches zu tun und f\u00fcr einen Moment aus dem Reich der Sternenb\u00fcrger herauszutreten.\n\nEs gibt viele Gr\u00fcnde, warum ihr alle so gro\u00dfz\u00fcgig Star Citizen unterst\u00fctzt habt: Du hast eine gute Weltraumsimulation verpasst, du wolltest jemanden zur\u00fcck, der sich um PC-Spiele k\u00fcmmert, du mochtest die vorherigen Spiele, die ich gemacht habe, und m\u00f6chtest eine andere spielen. Aber ich denke auch, dass Sie Star Citizen unterst\u00fctzt haben, weil Sie etwas zu den Gesch\u00e4fts- und Marketingmaschinen sagen wollten, die normalerweise entscheiden, welche Spiele produziert werden. Du hast gesagt, dass sie nicht die Geschmackstr\u00e4ger f\u00fcr dich sind, dass du willst, dass deine Stimme geh\u00f6rt wird, auf welche Art von Spiel du spielst, und dass du eine gr\u00f6\u00dfere Beteiligung und Verbindung zur Entwicklung dieses Spiels haben willst.\n\nIch kann dir nicht sagen, wie belebend dieser letzte Teil f\u00fcr mich als Spieleautor, f\u00fcr das Team, das an dem Prototyp gearbeitet hat, und f\u00fcr die neuen Leute, die wir mitbringen, war. Ich mache Spiele, die ich spielen will. Aber ich bekomme auch eine gro\u00dfe Freude daran, Spiele zu machen, in denen andere Menschen Spa\u00df haben und sich verlieren, so wie ich unterhalten werden m\u00f6chte, wenn ich ein Spiel spiele.\n\nIn den alten Tagen vor der digitalen und online konnten Sie sich fast nie mit den Leuten verbinden, f\u00fcr die Sie Ihr Spiel entwickelt haben. Stattdessen waren die einzigen Leute, die Ihren Fortschritt sehen w\u00fcrden, ein paar Verlags- und Marketingleiter, die sich meistens nicht wirklich um das Spiel au\u00dferhalb dessen k\u00fcmmerten, was es f\u00fcr ihr Endergebnis tun konnte.\n\nMit der Massenfinanzierung schneiden Sie den Mittelsmann heraus. Kein Einzelh\u00e4ndler. Kein Verlag, der sich von den Forderungen seiner Aktion\u00e4re nach Quartalsgewinnen leiten l\u00e4sst. Stattdessen baust du das Spiel direkt f\u00fcr das Publikum, das das Spiel aus den richtigen Gr\u00fcnden will - weil es es es spielen will. Dies ist eine aufregende Ver\u00e4nderung der Dynamik und der Spielanforderungen, es sei denn, jeder will keine andere Wahl, als j\u00e4hrliche Fortsetzungen einer begrenzten Anzahl von Gaming-Marken zu kaufen, auf die sich die gro\u00dfen Publisher konzentrieren.\n\nIch bin bestrebt, euch allen ein gro\u00dfartiges Spiel zu bieten. Ich verpflichte mich, Sie alle in den Prozess einzubeziehen und diesen so angenehm wie m\u00f6glich zu gestalten. Ich habe es in ein paar Interviews gesagt, aber meine Hoffnung ist, dass bis zur Ver\u00f6ffentlichung der endg\u00fcltigen \"Live\"-Version des Spiels f\u00fcr die \u00d6ffentlichkeit, werden Sie alle bereits eine gro\u00dfe Menge an Spa\u00df und Freude hatten und werden f\u00fchlen, dass die Reise den Preis der Unterst\u00fctzung wert war, mit dem Spielen des letzten Spiels einen angenehmen Bonus.\n\nIch glaube nicht, dass dieses Modell f\u00fcr alles und jeden funktioniert, aber ich denke, es ist ein sehr brauchbares Modell f\u00fcr viele Spiele. Und ich denke, es ist ein gro\u00dfartiges Modell f\u00fcr einige Designer, Genres und Plattformen, die den gro\u00dfen Publisher nicht lieben, weil ihre Art von Spielen nicht 10 Millionen Exemplare weltweit verkauft.\n\nDeshalb schreibe ich heute diesen Comm-Link.\n\nEs gibt ein paar andere Spiele, die gegen Ende ihrer Kickstarter-Kampagnen kommen und ein wenig Hilfe ben\u00f6tigen.\n\nDer erste ist das Projekt GODUS aus 22 Dosen. Sie sind ungef\u00e4hr \u00a360,000 weg von ihrem Ziel mit gerade unter 3 Tagen zu gehen. Ohne ein ordentliches Ende des Kampagnen-Kicks schaffen sie es nicht. Was eine Schande w\u00e4re, da sie alles getan haben, was Sie in einer Kampagne zur Massenfinanzierung tun sollten; t\u00e4gliche Updates, die \u00dcbernahme der Vorschl\u00e4ge ihrer Community, die Darstellung der laufenden Arbeiten und die Annahme all dessen, was gut f\u00fcr die Massenfinanzierung ist.\n\nIch bin nicht der gr\u00f6\u00dfte God Game Fan, aber ich habe das Original Populous and Black and White gespielt, und PeterMolyneux hat diese klassische PC-Kategorie ziemlich genau erfunden. Ich finde es toll, dass er mit GODUS zu seinen Wurzeln zur\u00fcckkehrt, und man sieht deutlich, dass sich sein Team wirklich daf\u00fcr interessiert, was sie tun.\n\nIch wei\u00df, dass es einen R\u00fcckschlag gegeben hat, weil sich viele Menschen durch einige der Versprechen Petri in der Vergangenheit im Stich gelassen f\u00fchlten. Ich kenne Peter seit vielen Jahren. Damals, als Origin und Bullfrog von EA \u00fcbernommen wurden und wir die Welt auf Pressereisen bereisten, um unsere jeweiligen Spiele zu bewerben. Er ist definitiv sehr enthusiastisch, was ihn manchmal in Schwierigkeiten bringen kann, wie er es versprechen kann, aber es kommt immer von der richtigen Stelle - er will die M\u00f6glichkeiten pushen und er hat damit ein kindliches Wunder. Und nachdem ich in der Vergangenheit in der Situation war, liegt der Fehler daran nicht nur zu Peters F\u00fc\u00dfen. Viele der Gr\u00fcnde, warum zugesicherte Funktionen nicht in das Endprodukt gelangen, sind publishergesteuert. Wenn Electronic Arts oder Microsoft ein Produkt zu einem bestimmten Datum w\u00fcnschen, um ein Finanzquartal zu erm\u00f6glichen, werden die Funktionen gek\u00fcrzt. Der Unterschied zwischen Peter und vielen anderen Entwicklern besteht darin, dass andere Entwickler in der \u00d6ffentlichkeit viel vorsichtiger sind, wenn es darum geht, offen zu legen, was sie versuchen, in das Spiel zu bringen. Vertrauen Sie mir, es gibt viele hochgesteckte Ziele bei den meisten Projekten, die es nie schaffen, Peter ist einfach mehr \u00f6ffentlich \u00fcber seine und wird manchmal deswegen erwischt, besonders wenn es ein hartes Datum gibt, das von seinem Verleger vorgeschrieben wird.\n\nDas zweite Projekt ist Elite: Gef\u00e4hrlich durch Frontier-Entwicklungen. Sie haben noch 17 Tage Zeit, laufen aber auch Gefahr, ihre minimale Kickstartererh\u00f6hung zu verpassen, ohne gegen Ende einen Schub zu bekommen. Sie brauchen ein wenig mehr - etwa 456.000 Pfund. Du kannst hey Chris sagen, warum willst du ein konkurrierendes Projekt unterst\u00fctzen? Nun, ich glaube, die Welt ist gro\u00df genug f\u00fcr mehrere hochwertige Weltraumsimulationen. Gegen die Star Wars X-Wing-Spiele von Larry Holland anzutreten, hat Wing Commander sicherlich nicht geschadet und ich f\u00fchle Star Citizen und Elite: Gef\u00e4hrlich sind verschiedene Arten \/ Stile von Spielen. Star Citizen konzentriert sich mehr auf einen \"handwerklichen\" Zugang zum Universum - mehr Details, filmisches Flair und einzigartigere Charaktere und Orte, w\u00e4hrend Elite einem prozeduralen Ansatz folgen wird, der es ihm erm\u00f6glicht, eine viel gr\u00f6\u00dfere Galaxie zu erkunden, da viele Inhalte computergeneriert werden. Neben dem Wunsch, Space Sims ein Comeback zu erleben, erinnere ich mich gerne daran, dass ich die urspr\u00fcngliche Elite auf dem BBC Micro von David Braben und Ian Bell gespielt habe. Ich begann meine Spieleentwicklungskarriere etwa zur gleichen Zeit wie David, wobei meine ersten drei Spiele alle auf der BBC Micro in Gro\u00dfbritannien waren, bevor ich in die USA zog und mich mit Origin zusammenschloss. Die urspr\u00fcngliche Elite brachte mich definitiv dazu, dar\u00fcber nachzudenken, wie cool es w\u00e4re, den 3D-Weltraumkampf mit einer filmischen Geschichte zu verbinden, um das Erlebnis zu schaffen, nach dem ich mich beim Betrachten von Star Wars immer sehnte.\n\nDies sind beide Spiele, die ich unterst\u00fctzt habe, und ich schreibe diesen Comm-Link, um dich dar\u00fcber zu informieren, wenn du es nicht schon wei\u00dft.\n\nDu warst bereits so erstaunlich gro\u00dfz\u00fcgig, dass niemand das Gef\u00fchl haben sollte, dass er diese unterst\u00fctzen muss, nur weil ich es bin, aber wenn du wie ich die Idee magst, dass die Spieler den Publisher ausschneiden und den Entwicklern erm\u00f6glichen, sich direkt mit ihrem Publikum auf eine neue, vernetzte Art und Weise zu verbinden, solltest du einen Blick darauf werfen, dass dies beide Titel von Leuten sind, die in der Vergangenheit gro\u00dfartige Spiele gemacht haben, und ich denke, in der richtigen Umgebung, ohne sich einzumischen, dass ein Publisher wieder etwas Besonderes machen k\u00f6nnte.\n\n-Chris","zh_CN":"Hi everyone!\n\nI\u2019ve decided to do something a little out of the ordinary and step outside the Star Citizen realm for a moment.\n\nThere are many reasons why all of you so generously backed Star Citizen: You missed a good space sim, you wanted back someone that cared about PC games, you liked the previous games I\u2019ve made and would like to play another. But I also think you backed Star Citizen because you wanted to say something to the business and marketing machines that normally decide which games are made. You said they are not the taste makers for you, that you want your voice heard on what kind of game you play and you want to have a greater involvement and connection to the development of that game.\n\nI can\u2019t tell you how invigorating this last part has been for me as a game designer, for the team that worked on the prototype and the new people we are bringing on. I make games that I want to play. But I also get a huge satisfaction from making games that other people enjoy and lose themselves in, much the same way I want to be entertained when I play a game.\n\nIn the old days before digital and online you almost never got to connect with the people that you were making your game for. Instead the only people that would see your progress was a few publishing and marketing executives that most of the time didn\u2019t really care about the game outside what it could do for their bottom line.\n\nWith crowd funding you cut the middle man out. No retailer. No publisher driven by the demands of its shareholders for quarterly profits. Instead you build the game directly for the audience that wants the game for the right reasons \u2013 because they want to play it. This is an exciting shift in the dynamic and something gaming needs unless everyone wants no other choice other than to buy yearly sequels to one of a limited number of gaming \u201cbrands\u201d that the big publishers focus on.\n\nI\u2019m committed to delivering a great game to you all. I\u2019m committed to involving you all in the process and making that process as fun as possible. I\u2019ve said it in a few interviews, but my hope is by the time we release the final \u201clive\u201d version of the game for the public, all of you will have already had a huge amount of enjoyment and fun and will feel the journey was worth the price of backing, with the playing of the final game a pleasant bonus.\n\nI don\u2019t think this model works for everything and everyone, but I do think it is a very viable model for a lot of games. And I think it\u2019s great model for some designers, genres and platforms that don\u2019t get the big publisher love because their type of games don\u2019t sell 10 million copies worldwide.\n\nWhich is why I\u2019m writing this comm-link today.\n\nThere are a couple of other games coming towards the end of their Kickstarter campaigns that need a little help.\n\nThe first is Project GODUS from 22 Cans. They\u2019re about \u00a360,000 away from their goal with just under 3 days to go. Without a decent end of campaign kick they won\u2019t make it. Which would be a shame as they have been doing everything you should in a crowd funding campaign; daily updates, taking on their community\u2019s suggestions, showing work in progress and embracing all that is good about crowd funding.\n\nI\u2019m not the biggest God Game fan, but I played the original Populous and Black and White, and PeterMolyneux pretty much invented this classic PC category. I think it\u2019s great that he\u2019s going back to his roots with GODUS and you can clearly see that his team really cares about what they\u2019re doing.\n\nI know there has been some blow back because a lot of people have felt let down by some of Peter\u2019s promises in the past. I\u2019ve known Peter for many years. Back when Origin and Bullfrog were acquired by EA and we used to travel the world on press tours promoting our respective games. He is definitely very enthusiastic, which can get him into trouble sometimes, as he can over promise, but it always comes from the right place \u2013 he wants to push the possibilities and he has a childlike wonder with doing this. And having been in the situation in the past, the fault with this doesn\u2019t lie all at Peter\u2019s feet. A lot of the reasons why promised features don\u2019t make it into the final product are publisher driven. When Electronic Arts or Microsoft want a product on a certain date to make a financial quarter features get cut. The difference between Peter and a lot of other developers is that other developers are a lot more circumspect in public in disclosing what they\u2019re trying to put in the game. Trust me, there are many lofty goals on most projects that never make it, Peter just is more public about his and sometimes gets caught out because of it, especially when there\u2019s a hard date imposed by his publisher.\n\nThe second project is Elite: Dangerous from Frontier Developments. They still have 17 days left, but are also in danger of missing their minimum Kickstarter raise without a surge towards the end. They need a little more \u2013 some \u00a3456,000. You may say hey Chris, why do you want to support a competing project? Well I believe the world is big enough for multiple quality Space Sims. Having to compete against the Star Wars X-Wing games from Larry Holland certainly didn\u2019t harm Wing Commander and I feel Star Citizen and Elite: Dangerous are different types \/ styles of games. Star Citizen is more focused on a \u201ccrafted\u201d approach to the universe \u2013 more detail, cinematic flair and more unique characters and locations whereas Elite will follow a more procedural approach which will allow it to have a much larger galaxy to explore as a lot of content will be computer generated. Besides wanting to see Space Sims make a comeback, I fondly remember playing the original Elite on the BBC Micro by David Braben and Ian Bell. I started my game development career around the same time David did, with my first three games all being on the BBC Micro in the UK before I moved across to the USA and joined up with Origin. The original Elite definitely got me thinking about just how cool it would be to blend 3D space combat that with a cinematic story to create the experience I always craved when watching Star Wars.\n\nThese are both games I\u2019ve backed and I am writing this comm-link to let you know about them, if you don\u2019t already.\n\nYou have already been so amazingly generous that no one should feel that they need to back any of these just because I am, but if like me, you like the idea of the gamers cutting out the publisher and enabling the developers to connect directly with their audience in a new connected way you should take a look as these are both titles from people that have made great games in the past and I think in the right environment, with no meddling publisher could make something special again.\n\n-Chris"},"links_count":2,"comment_count":168,"created_at":"2012-12-18T00:00:00+00:00","created_at_human":"13 years ago"},"meta":{"processed_at":"2026-05-14 15:38:03","valid_relations":["images","links"],"prev_id":12839,"next_id":12841}}