Letter from the Chairman
Transmission General From the ChairmanContent
Hi everyone,
Now that I am back in Los Angeles I thought I would write a letter to all of you who have backed Star Citizen. I haven’t had the chance to communicate to everyone as frequently as I normally have due to my directing duties on the Squadron 42 performance capture shoot. Directing a shoot is a pretty intensive affair which absorbed most of my time. The rest of the hours I wasn’t sleeping were taken up with the business of directing a game as large as Star Citizen with video conferences and emails or online collaboration with the six development studios spread across two continents and six time zones. To help address some of the questions that came up during the shoot, I’ve put together a special 10 for the Chairman companion piece to this letter, which you can find here.
A week ago Wednesday we wrapped the main performance and motion capture for Squadron 42, Episode 1, after 66 shooting days. We started shooting on March 31st at Ealing Studios in London and completed principal performance and motion capture on July 8th. This is more shooting days than any film I’ve ever been involved with! I directed my last scene on Friday July 3rd, leaving David Haddock, our lead writer, who along with William Weissbaum wrote the Squadron 42 script, to direct the last three days of secondary character “wild lines” and motion sets the following Monday through Wednesday.
A Grand Tour
That Monday I took a train up to Wilmslow to the Foundry 42 UK Office to spend some time with the Squadron 42 development team in person as well as gather key people from our various studios and our technical partners for a technical summit on our character and facial animation technology and pipeline. Like everything on Star Citizen and Squadron 42 we are aiming to push the envelope – with the tech we are working on for animation, shaders and AI we are aiming to give you a fluid immersion inside the story of Squadron 42 and later the bigger world of the Persistent Universe of Star Citizen, in a way that conveys the emotional subtlety of film. It’s one of the reasons why our performance capture shoot was so long – maybe 10% of the scenes we shot were for cinematics, the rest were all for scenes where we allow full player control that play out during game control from your POV. Most games just record voiceovers for these types of scenes over a few days, but for us it was important to capture the full performance of our amazing cast. This allows us to then blend the captured performance of the actor’s face and body with other motions to adjust the game character’s looks and movement so they react in a natural manner to the player’s actions (whatever they may be). At the fidelity we are going for we are definitely breaking new ground, but luckily we are working with some of the leading companies and people in the area of scanning real people and bringing their performances into 3D in the most life-like way. 3 Lateral and Cubic Motion are well known for their amazing work in this field and we are partnering with them to push performance capture and real time playback beyond what you have seen in a game before. Internally we have been hiring up some incredible talent, including the architect of the CryEngine animation system, who recently joined us in Frankfurt.
Wednesday night I flew with my brother Erin to Frankfurt Germany to visit the German Foundry 42 development studio, where the 22 newest members of the Star Citizen family have just moved into their new home, after being crammed into temporary offices for the last few months. The energy and enthusiasm there was fantastic to experience first-hand. We have been lucky enough to have some of the best technologists and game developers in the business join us these past few months, the very people who were involved in building the engine we are using. These are guys who did things with a PC in 2003 and 2006 that no one thought possible. Star Citizen is lucky to have them and we spent Thursday and Friday going over our engine and technology road map, as well as reviewing some of the work they have been doing these last months. As we have mentioned before, Star Citizen (and even Squadron 42) presents a challenge in terms of detail and scale that no game has tackled successfully to date. To do what the game requires there needs to be a different approach to how things are organized, rendered and updated. This is why we spent eight months converting the engine to 64 bit precision and why we have developed some new technologies like the Zone system and local grids, which fundamentally change how the engine organizes, streams, updates and renders objects in the world (or more accurately: the ‘verse). We can now manage one massive play area with all sorts of objects; single seat fighters, multi crew ships, capital ships with hundreds of rooms and thousands of objects inside, huge space stations or incredibly detailed landing environments. We will be showing you the first preview of this in action at Gamescom. We still have lots of work to do, not the least being the network side of things, to be able to update all this with a decent amount of players participating. Even in the early stages it is incredibly exhilarating.
Squadron 42 is going to be something special. I could feel it on set with the performances we were getting, with me knowing how we can bring those into the game. Squadron 42 is going to be like this amazing sci-fi movie where instead of just watching, you truly feel you’re in the world, emotionally connected to the other characters in the story. The action goes fluidly from space, to ship board, to on-foot gun battles aboard ships, stations and asteroid bases – all from the same 1st person point of view, all fluidly blending with no loading screens.
I look at the work Tony is spearheading on the Persistent Universe side: some of the environments we are constructing, the rendering and graphics technology we have in the pipeline to render these worlds in a fluid manner to go from space flight to being on-foot at your destination. Also the attention Tony is spending on making sure there are many different careers and roles you can play in the bigger universe. I know the dream game that I have always wanted to make and that you all want to play and backed for is closer than ever.
I have never been more excited by what we are building then I am now.
That’s not to say I did not come home to a little drama :)
Star Marine & Production
It seems some gaming outlets got a little confused with my last FPS letter, which was no different to the one that we did back in May to let people know where we were on Star Marine / the FPS module. As you all know we are shy of announcing firm dates for module releases until they are in the Public Test Universe (PTU) as it’s hard to predict exact dates in open development, especially in the stages that still involve R&D, unless you build in large time buffers. We have been burned by this multiple times before so I have heeded all your wishes to not give out dates until we are sure. Perhaps we stressed the point a little too strongly as suddenly gaming websites were running with the headline, “Star Citizen FPS delayed indefinitely!” which was unfortunate as this phrase is usually a euphemism for a project being put on indefinite hold or canceled.
Don’t worry, it’s not! We’re hard at work on the FPS – as you can see from our update on Friday – and you will have it in your hands sooner rather than later.
Shortly after the FPS flap, the news that the LA Studio’s Executive Producer, Alex Mayberry, had left for personal reasons after a year on the job combined with a couple of other staff departures that we had previously announced had some people worrying about whether they should be concerned.
With a company the size of CIG and its subsidiaries there is always going to be turnover. We are a very large company now, dedicated entirely to making Star Citizen and Squadron 42. We have four development studios: Los Angeles, Austin, Wilmslow, UK and Frankfurt, Germany. Our internal headcount has gone from five at the end of 2012 to 59 at the end of 2013 to 183 at the end of 2014 and to 255 now. That’s some pretty huge growth. The turnover at CIG is no more or less than it was at Origin, EA, Digital Anvil or Microsoft when I was making games there. The difference is that since we conduct our development in an open manner people get the opportunity to know some of the individuals working on the game, in a way you wouldn’t with a normal publisher, so a departure becomes more noticeable. Sometimes an employee may get an opportunity to go elsewhere in a role they feel will be more rewarding personally. Sometimes our breakneck pace of development is too much, or sometimes people just want to make a change for personal reasons.
We made a conscious decision early on to go where the developers were as opposed to making them come to one place. If I hadn’t done this we would only have an office in LA as that’s where I live, but I decided in today’s world with fast Internet (we run 1 Gigabit connections at all our offices), Cloud and online sharing technology we don’t have to force talented people to leave their homes to work on Star Citizen. This approach has allowed us to staff up with some of the best people in the business. The UK and German office are key examples of this. This approach of distributed development is not new or unusual but it does require you to work hard to keep all locations working together as harmoniously as possible.
As such, we are constantly reassessing our development structure and methodology to improve our efficiency. With Alex’s departure we took the opportunity to streamline all production leadership under Erin. Erin has an amazing track record, delivering more than $500M worth of Lego games during his seven years of running Traveler’s Tales Fusion, not to mention the titles he has built with me at Origin, EA and Digital Anvil. I had asked Erin to take on this role originally when he joined but at the time he wanted to concentrate on building up Foundry 42. Now with Foundry 42 as our largest studio (between Wilmslow and Frankfurt there are 138 people) and those teams operating efficiently, Erin felt comfortable taking on a wider role. I could not be happier as he has been with me since the first Wing Commander and the best producer / production executive I know.
Open Development
If you have followed Star Citizen from our kickoff in October, 2012, you know that the game we’re building today is a bigger and more technically accomplished project than I thought was possible back then. The original crowd funding goal was to raise enough money to deliver regular community updates, access to the multiplayer dogfighting alpha and a single player campaign called Squadron 42. You can see the first goal, which was achieved on 25th of October 2012 here. It’s no secret that I originally thought I would have to build a smaller game first and then over time add features and content to get close to the full living universe that I have always wanted to realize. This community came together and, both through your financial support and your belief in the project, made something incredible possible. You went above and beyond in backing our dream and so we are going to, also. Because of you, we’re building cities where I had hoped for just landing pads, we’re building armadas of starships where I asked for squadrons and we’re populating a living, breathing world in ways I didn’t dare to dream of in 2012.
You all know that already; you’ve lived that. You’ve seen Star Citizen evolve and start to come together. You’ve watched our atoms form molecules, our modules form a real, playable game (that you can boot up and play today!). There are people out there who are going to tell you that this is all a BAD THING. That it’s ‘feature creep’ and we should make a smaller, less impressive game for the sake of having it out more quickly or in order to meet artificial deadlines. Now I’ll answer those claims in one word: Bullshit!
Star Citizen matters BECAUSE it is big, because it is a bold dream. It is something everyone else is scared to try. You didn’t back Star Citizen because you want what you’ve seen before. You’re here and reading this because we are willing to go big, to do the things that terrify publishers. You’ve trusted us with your money so we can build a game, not line our pockets. And we sure as hell didn’t run this campaign so we could put that money in the bank, guarantee ourselves a profit and turn out some flimsy replica of a game I’ve made before. You went all in supporting us and we’ve gone all in making the game. Is Star Citizen today a bigger goal than I imagined in 2012? Absolutely. Is that a bad thing? Absolutely not: it’s the whole damn point.
Will it take longer to deliver all this? Of course! When the scope changes, the amount of time it will take to deliver all the features naturally increases. This is something we are acutely aware of. How do we balance the mutually conflicting wants of the community; to have this hugely ambitious game, but not wait forever for it?
Our answer is to embrace open development and share features and functionality that will go into the final game before everything is completed. Originally we had just planned to share a multiplayer dogfighting alpha and then the beta of the game (which would have just been Squadron 42). As we smashed every stretch goal, and continued to power through additional ones, it was pretty apparent we had to find a way to keep people engaged while we were building this virtual universe. In today’s 24/7 short attention-span world people don’t have the patience to wait around for years. This is why we decided on multiple modules: the Hangar, so you could first see your ships and walk around them in the manner you would in the final game, then Arena Commander, to allow people to get a taste and give feedback on the basic dogfight and flight mechanics. Star Marine, which will be available shortly, is the module for backers to experience and give their feedback on the First Person Shooting component of the game. Not long after that we will be releasing the next level of Arena Commander, allowing players with bigger ships to fly them with friends, on maps that are closer in size to the huge ones you’ll have in the final game. Then we’re rolling out aspects of the Persistent Universe: first there will be just planet side environments to explore, but not long after you’ll be able to transition to space and fly to another destination, and then after that to another system. We have taken this route to allow people to experience and give feedback to make the game better as we build it. Almost no one else does this. And we’re still doing it: case in point, our first 16-player version of Arena Commander went to the PTU on Saturday! I’ve said it countless times: my goal is to make the journey of Star Citizen’s development worth the price of admission and the final game be the best bonus in the world.
So while it will take longer to build the full vision that all of you are helping to achieve by contributing your funds, our plan is to have you play large sections of it without having to wait for everything to be done like you would on a normal retail product. That is the advantage of being online and on the PC. It should be a win / win: you get to play a more limited version early, a version that is closer to the original goals, but you know the bigger, fuller featured version is coming – and the best bit is that you get it all for your initial pledge!
Is ‘feature creep’ a worry? Sure… it’s always a worry, and we are well aware of it. However, building the game to the stretch goals embraced and endorsed by the community is not feature creep! We made the decision to stop stretch goals at the end of last year. That was a hard choice to abandon one of the central tenets of crowd funding projects, the idea that the sky is the limit… but it’s one we felt we had to make for the better of the game. Today, we have a radical design that’s like nothing else in the industry and we’re building towards it every hour of every day. We count on the community’s continued support to build the game to the high level that we set out to accomplish. Allowing independent authors to do more is the point of crowd funding, and going beyond our limitations is the entire point of Star Citizen.
Occasionally I see comments out there from people who haven’t taken the time to watch the thousands of YouTube videos of people running around their ships and hangars or dogfighting in space, or visit our site to read the vast amount of information we make publicly available that call us vaporware or a glorified tech demo. Arena Commander, which is still evolving, is a better looking and playing game than a lot of finished games out there. We are maintaining a live game and building one all at the same time. It’s harder than just developing, as most companies that run online games will tell you, but it’s worth it, both to ensure you get to experience features as soon as they are ready and to make a better game in the long run.
This is all being made possible by your enthusiasm and support. As we promised since the start of the campaign, we invest every dollar raised into the game. Anyone with knowledge about game development can assess our spending based on the information we share every month. It speaks for itself that from the outset our TOS provides for an accounting to be published if we ever had to stop development before delivering. With the progress and the funds we’ve raised this is no longer an issue, but quite obviously we wouldn’t have provided for this clause, if we weren’t using your funds very carefully for the development of Star Citizen.
The rest of the team and I are immensely grateful for all your support and passion. We’re hard at work on finishing up the next Arena Commander patch, Star Marine, the Persistent Universe, Squadron 42, as well as working on something special to show you all at Gamescom!
We genuinely want people to be happy with their decision to back Star Citizen, because I and everyone else on the team passionately believe in Star Citizen. This is the dream game that all of us have wanted to build all our lives. And while I can’t promise you everything will always go smoothly or features or content won’t arrive later than we want them to, I can promise that we will never stop until we have achieved this dream.
To paraphrase a key speech from the beginning of Squadron 42;
“Several years from now, when you are surrounded by your loved ones, and they ask you what did you do during the battle for Space Sims and PC games, you can look them in the eye and say; I helped make Star Citizen.”
Now that I am back in Los Angeles I thought I would write a letter to all of you who have backed Star Citizen. I haven’t had the chance to communicate to everyone as frequently as I normally have due to my directing duties on the Squadron 42 performance capture shoot. Directing a shoot is a pretty intensive affair which absorbed most of my time. The rest of the hours I wasn’t sleeping were taken up with the business of directing a game as large as Star Citizen with video conferences and emails or online collaboration with the six development studios spread across two continents and six time zones. To help address some of the questions that came up during the shoot, I’ve put together a special 10 for the Chairman companion piece to this letter, which you can find here.
A week ago Wednesday we wrapped the main performance and motion capture for Squadron 42, Episode 1, after 66 shooting days. We started shooting on March 31st at Ealing Studios in London and completed principal performance and motion capture on July 8th. This is more shooting days than any film I’ve ever been involved with! I directed my last scene on Friday July 3rd, leaving David Haddock, our lead writer, who along with William Weissbaum wrote the Squadron 42 script, to direct the last three days of secondary character “wild lines” and motion sets the following Monday through Wednesday.
A Grand Tour
That Monday I took a train up to Wilmslow to the Foundry 42 UK Office to spend some time with the Squadron 42 development team in person as well as gather key people from our various studios and our technical partners for a technical summit on our character and facial animation technology and pipeline. Like everything on Star Citizen and Squadron 42 we are aiming to push the envelope – with the tech we are working on for animation, shaders and AI we are aiming to give you a fluid immersion inside the story of Squadron 42 and later the bigger world of the Persistent Universe of Star Citizen, in a way that conveys the emotional subtlety of film. It’s one of the reasons why our performance capture shoot was so long – maybe 10% of the scenes we shot were for cinematics, the rest were all for scenes where we allow full player control that play out during game control from your POV. Most games just record voiceovers for these types of scenes over a few days, but for us it was important to capture the full performance of our amazing cast. This allows us to then blend the captured performance of the actor’s face and body with other motions to adjust the game character’s looks and movement so they react in a natural manner to the player’s actions (whatever they may be). At the fidelity we are going for we are definitely breaking new ground, but luckily we are working with some of the leading companies and people in the area of scanning real people and bringing their performances into 3D in the most life-like way. 3 Lateral and Cubic Motion are well known for their amazing work in this field and we are partnering with them to push performance capture and real time playback beyond what you have seen in a game before. Internally we have been hiring up some incredible talent, including the architect of the CryEngine animation system, who recently joined us in Frankfurt.
Wednesday night I flew with my brother Erin to Frankfurt Germany to visit the German Foundry 42 development studio, where the 22 newest members of the Star Citizen family have just moved into their new home, after being crammed into temporary offices for the last few months. The energy and enthusiasm there was fantastic to experience first-hand. We have been lucky enough to have some of the best technologists and game developers in the business join us these past few months, the very people who were involved in building the engine we are using. These are guys who did things with a PC in 2003 and 2006 that no one thought possible. Star Citizen is lucky to have them and we spent Thursday and Friday going over our engine and technology road map, as well as reviewing some of the work they have been doing these last months. As we have mentioned before, Star Citizen (and even Squadron 42) presents a challenge in terms of detail and scale that no game has tackled successfully to date. To do what the game requires there needs to be a different approach to how things are organized, rendered and updated. This is why we spent eight months converting the engine to 64 bit precision and why we have developed some new technologies like the Zone system and local grids, which fundamentally change how the engine organizes, streams, updates and renders objects in the world (or more accurately: the ‘verse). We can now manage one massive play area with all sorts of objects; single seat fighters, multi crew ships, capital ships with hundreds of rooms and thousands of objects inside, huge space stations or incredibly detailed landing environments. We will be showing you the first preview of this in action at Gamescom. We still have lots of work to do, not the least being the network side of things, to be able to update all this with a decent amount of players participating. Even in the early stages it is incredibly exhilarating.
Squadron 42 is going to be something special. I could feel it on set with the performances we were getting, with me knowing how we can bring those into the game. Squadron 42 is going to be like this amazing sci-fi movie where instead of just watching, you truly feel you’re in the world, emotionally connected to the other characters in the story. The action goes fluidly from space, to ship board, to on-foot gun battles aboard ships, stations and asteroid bases – all from the same 1st person point of view, all fluidly blending with no loading screens.
I look at the work Tony is spearheading on the Persistent Universe side: some of the environments we are constructing, the rendering and graphics technology we have in the pipeline to render these worlds in a fluid manner to go from space flight to being on-foot at your destination. Also the attention Tony is spending on making sure there are many different careers and roles you can play in the bigger universe. I know the dream game that I have always wanted to make and that you all want to play and backed for is closer than ever.
I have never been more excited by what we are building then I am now.
That’s not to say I did not come home to a little drama :)
Star Marine & Production
It seems some gaming outlets got a little confused with my last FPS letter, which was no different to the one that we did back in May to let people know where we were on Star Marine / the FPS module. As you all know we are shy of announcing firm dates for module releases until they are in the Public Test Universe (PTU) as it’s hard to predict exact dates in open development, especially in the stages that still involve R&D, unless you build in large time buffers. We have been burned by this multiple times before so I have heeded all your wishes to not give out dates until we are sure. Perhaps we stressed the point a little too strongly as suddenly gaming websites were running with the headline, “Star Citizen FPS delayed indefinitely!” which was unfortunate as this phrase is usually a euphemism for a project being put on indefinite hold or canceled.
Don’t worry, it’s not! We’re hard at work on the FPS – as you can see from our update on Friday – and you will have it in your hands sooner rather than later.
Shortly after the FPS flap, the news that the LA Studio’s Executive Producer, Alex Mayberry, had left for personal reasons after a year on the job combined with a couple of other staff departures that we had previously announced had some people worrying about whether they should be concerned.
With a company the size of CIG and its subsidiaries there is always going to be turnover. We are a very large company now, dedicated entirely to making Star Citizen and Squadron 42. We have four development studios: Los Angeles, Austin, Wilmslow, UK and Frankfurt, Germany. Our internal headcount has gone from five at the end of 2012 to 59 at the end of 2013 to 183 at the end of 2014 and to 255 now. That’s some pretty huge growth. The turnover at CIG is no more or less than it was at Origin, EA, Digital Anvil or Microsoft when I was making games there. The difference is that since we conduct our development in an open manner people get the opportunity to know some of the individuals working on the game, in a way you wouldn’t with a normal publisher, so a departure becomes more noticeable. Sometimes an employee may get an opportunity to go elsewhere in a role they feel will be more rewarding personally. Sometimes our breakneck pace of development is too much, or sometimes people just want to make a change for personal reasons.
We made a conscious decision early on to go where the developers were as opposed to making them come to one place. If I hadn’t done this we would only have an office in LA as that’s where I live, but I decided in today’s world with fast Internet (we run 1 Gigabit connections at all our offices), Cloud and online sharing technology we don’t have to force talented people to leave their homes to work on Star Citizen. This approach has allowed us to staff up with some of the best people in the business. The UK and German office are key examples of this. This approach of distributed development is not new or unusual but it does require you to work hard to keep all locations working together as harmoniously as possible.
As such, we are constantly reassessing our development structure and methodology to improve our efficiency. With Alex’s departure we took the opportunity to streamline all production leadership under Erin. Erin has an amazing track record, delivering more than $500M worth of Lego games during his seven years of running Traveler’s Tales Fusion, not to mention the titles he has built with me at Origin, EA and Digital Anvil. I had asked Erin to take on this role originally when he joined but at the time he wanted to concentrate on building up Foundry 42. Now with Foundry 42 as our largest studio (between Wilmslow and Frankfurt there are 138 people) and those teams operating efficiently, Erin felt comfortable taking on a wider role. I could not be happier as he has been with me since the first Wing Commander and the best producer / production executive I know.
Open Development
If you have followed Star Citizen from our kickoff in October, 2012, you know that the game we’re building today is a bigger and more technically accomplished project than I thought was possible back then. The original crowd funding goal was to raise enough money to deliver regular community updates, access to the multiplayer dogfighting alpha and a single player campaign called Squadron 42. You can see the first goal, which was achieved on 25th of October 2012 here. It’s no secret that I originally thought I would have to build a smaller game first and then over time add features and content to get close to the full living universe that I have always wanted to realize. This community came together and, both through your financial support and your belief in the project, made something incredible possible. You went above and beyond in backing our dream and so we are going to, also. Because of you, we’re building cities where I had hoped for just landing pads, we’re building armadas of starships where I asked for squadrons and we’re populating a living, breathing world in ways I didn’t dare to dream of in 2012.
You all know that already; you’ve lived that. You’ve seen Star Citizen evolve and start to come together. You’ve watched our atoms form molecules, our modules form a real, playable game (that you can boot up and play today!). There are people out there who are going to tell you that this is all a BAD THING. That it’s ‘feature creep’ and we should make a smaller, less impressive game for the sake of having it out more quickly or in order to meet artificial deadlines. Now I’ll answer those claims in one word: Bullshit!
Star Citizen matters BECAUSE it is big, because it is a bold dream. It is something everyone else is scared to try. You didn’t back Star Citizen because you want what you’ve seen before. You’re here and reading this because we are willing to go big, to do the things that terrify publishers. You’ve trusted us with your money so we can build a game, not line our pockets. And we sure as hell didn’t run this campaign so we could put that money in the bank, guarantee ourselves a profit and turn out some flimsy replica of a game I’ve made before. You went all in supporting us and we’ve gone all in making the game. Is Star Citizen today a bigger goal than I imagined in 2012? Absolutely. Is that a bad thing? Absolutely not: it’s the whole damn point.
Will it take longer to deliver all this? Of course! When the scope changes, the amount of time it will take to deliver all the features naturally increases. This is something we are acutely aware of. How do we balance the mutually conflicting wants of the community; to have this hugely ambitious game, but not wait forever for it?
Our answer is to embrace open development and share features and functionality that will go into the final game before everything is completed. Originally we had just planned to share a multiplayer dogfighting alpha and then the beta of the game (which would have just been Squadron 42). As we smashed every stretch goal, and continued to power through additional ones, it was pretty apparent we had to find a way to keep people engaged while we were building this virtual universe. In today’s 24/7 short attention-span world people don’t have the patience to wait around for years. This is why we decided on multiple modules: the Hangar, so you could first see your ships and walk around them in the manner you would in the final game, then Arena Commander, to allow people to get a taste and give feedback on the basic dogfight and flight mechanics. Star Marine, which will be available shortly, is the module for backers to experience and give their feedback on the First Person Shooting component of the game. Not long after that we will be releasing the next level of Arena Commander, allowing players with bigger ships to fly them with friends, on maps that are closer in size to the huge ones you’ll have in the final game. Then we’re rolling out aspects of the Persistent Universe: first there will be just planet side environments to explore, but not long after you’ll be able to transition to space and fly to another destination, and then after that to another system. We have taken this route to allow people to experience and give feedback to make the game better as we build it. Almost no one else does this. And we’re still doing it: case in point, our first 16-player version of Arena Commander went to the PTU on Saturday! I’ve said it countless times: my goal is to make the journey of Star Citizen’s development worth the price of admission and the final game be the best bonus in the world.
So while it will take longer to build the full vision that all of you are helping to achieve by contributing your funds, our plan is to have you play large sections of it without having to wait for everything to be done like you would on a normal retail product. That is the advantage of being online and on the PC. It should be a win / win: you get to play a more limited version early, a version that is closer to the original goals, but you know the bigger, fuller featured version is coming – and the best bit is that you get it all for your initial pledge!
Is ‘feature creep’ a worry? Sure… it’s always a worry, and we are well aware of it. However, building the game to the stretch goals embraced and endorsed by the community is not feature creep! We made the decision to stop stretch goals at the end of last year. That was a hard choice to abandon one of the central tenets of crowd funding projects, the idea that the sky is the limit… but it’s one we felt we had to make for the better of the game. Today, we have a radical design that’s like nothing else in the industry and we’re building towards it every hour of every day. We count on the community’s continued support to build the game to the high level that we set out to accomplish. Allowing independent authors to do more is the point of crowd funding, and going beyond our limitations is the entire point of Star Citizen.
Occasionally I see comments out there from people who haven’t taken the time to watch the thousands of YouTube videos of people running around their ships and hangars or dogfighting in space, or visit our site to read the vast amount of information we make publicly available that call us vaporware or a glorified tech demo. Arena Commander, which is still evolving, is a better looking and playing game than a lot of finished games out there. We are maintaining a live game and building one all at the same time. It’s harder than just developing, as most companies that run online games will tell you, but it’s worth it, both to ensure you get to experience features as soon as they are ready and to make a better game in the long run.
This is all being made possible by your enthusiasm and support. As we promised since the start of the campaign, we invest every dollar raised into the game. Anyone with knowledge about game development can assess our spending based on the information we share every month. It speaks for itself that from the outset our TOS provides for an accounting to be published if we ever had to stop development before delivering. With the progress and the funds we’ve raised this is no longer an issue, but quite obviously we wouldn’t have provided for this clause, if we weren’t using your funds very carefully for the development of Star Citizen.
The rest of the team and I are immensely grateful for all your support and passion. We’re hard at work on finishing up the next Arena Commander patch, Star Marine, the Persistent Universe, Squadron 42, as well as working on something special to show you all at Gamescom!
We genuinely want people to be happy with their decision to back Star Citizen, because I and everyone else on the team passionately believe in Star Citizen. This is the dream game that all of us have wanted to build all our lives. And while I can’t promise you everything will always go smoothly or features or content won’t arrive later than we want them to, I can promise that we will never stop until we have achieved this dream.
To paraphrase a key speech from the beginning of Squadron 42;
“Several years from now, when you are surrounded by your loved ones, and they ask you what did you do during the battle for Space Sims and PC games, you can look them in the eye and say; I helped make Star Citizen.”
Hallo zusammen,
Jetzt, da ich wieder in Los Angeles bin, dachte ich, ich würde einen Brief an alle von euch schreiben, die Star Citizen unterstützt haben. Ich hatte noch nie die Möglichkeit, so oft mit allen zu kommunizieren, wie ich es normalerweise tue, da ich für die Leistungserfassung der Staffel 42 verantwortlich bin. Die Regie eines Shootings ist eine ziemlich intensive Angelegenheit, die die meiste Zeit meiner Zeit in Anspruch nahm. Der Rest der Stunden, in denen ich nicht geschlafen habe, wurde mit der Regie eines so großen Spiels wie Star Citizen mit Videokonferenzen und E-Mails oder der Online-Zusammenarbeit mit den sechs Entwicklungsstudios auf zwei Kontinenten und sechs Zeitzonen beschäftigt. Um einige der Fragen, die während der Dreharbeiten aufgeworfen wurden, zu beantworten, habe ich für die Begleitfigur des Vorsitzenden zu diesem Brief eine spezielle 10 zusammengestellt, die Sie hier finden.
Vor einer Woche vor Mittwoch haben wir nach 66 Drehtagen die Hauptleistung und Bewegungserfassung für Staffel 42, Episode 1, eingepackt. Wir haben am 31. März in den Ealing Studios in London mit den Dreharbeiten begonnen und am 8. Juli die Hauptaufführung und das Motion Capture abgeschlossen. Das sind mehr Drehtage als jeder andere Film, an dem ich je beteiligt war! Ich habe meine letzte Szene am Freitag, den 3. Juli, gedreht, so dass David Haddock, unser Hauptautor, der zusammen mit William Weissbaum das Skript Squadron 42 geschrieben hat, die letzten drei Tage der sekundären Figur "wilde Linien" führte und die Bewegung die folgenden Monate von Montag bis Mittwoch setzt.
Eine große Tour
An diesem Montag nahm ich einen Zug nach Wilmslow zum Foundry 42 UK Office, um einige Zeit mit dem Entwicklungsteam der Squadron 42 persönlich zu verbringen und Schlüsselpersonen aus unseren verschiedenen Studios und unseren technischen Partnern für einen technischen Gipfel über unsere Charakter- und Gesichtsanimationstechnologie und Pipeline zu treffen. Wie alles auf Star Citizen und Squadron 42 wollen wir die Grenzen überschreiten - mit der Technologie, an der wir für Animation, Shader und KI arbeiten, wollen wir Ihnen ein flüssiges Eintauchen in die Geschichte von Squadron 42 und später in die größere Welt des Persistent Universe of Star Citizen ermöglichen, auf eine Weise, die die emotionale Subtilität des Films vermittelt. Das ist einer der Gründe, warum unser Performance Capture Shooting so lang war - vielleicht 10% der Szenen, die wir gedreht haben, waren für Kinofilme, der Rest waren alle für Szenen, in denen wir die volle Spielerkontrolle erlauben, die während der Spielsteuerung von Ihrem POV aus abläuft. Die meisten Spiele nehmen nur Voiceover für diese Art von Szenen über ein paar Tage auf, aber für uns war es wichtig, die volle Leistung unserer erstaunlichen Darsteller festzuhalten. Dies ermöglicht es uns, die aufgenommene Leistung von Gesicht und Körper des Schauspielers mit anderen Bewegungen zu kombinieren, um das Aussehen und die Bewegung des Spielcharakters so anzupassen, dass er auf natürliche Weise auf die Aktionen des Spielers reagiert (was auch immer sie sein mögen). Mit der Treue, die wir gehen, gehen wir definitiv neue Wege, aber glücklicherweise arbeiten wir mit einigen der führenden Unternehmen und Personen im Bereich des Scannens echter Menschen zusammen und bringen ihre Leistungen auf lebensechte Weise in 3D ein. 3 Lateral und Cubic Motion sind bekannt für ihre erstaunliche Arbeit auf diesem Gebiet, und wir arbeiten mit ihnen zusammen, um die Leistungserfassung und Echtzeit-Wiedergabe über das hinaus zu verbessern, was Sie bisher in einem Spiel gesehen haben. Intern haben wir einige unglaubliche Talente eingestellt, darunter den Architekten des Animationssystems CryEngine, der kürzlich in Frankfurt zu uns kam.
Am Mittwochabend flog ich mit meinem Bruder Erin nach Frankfurt, um das Entwicklungsstudio der Deutschen Gießerei 42 zu besuchen, wo die 22 neuesten Mitglieder der Star Citizen-Familie gerade in ihr neues Zuhause gezogen sind, nachdem sie in den letzten Monaten in temporären Büros untergebracht waren. Die Energie und Begeisterung, die es dort gab, war fantastisch, sie aus erster Hand zu erleben. Wir hatten das Glück, dass in den letzten Monaten einige der besten Technologen und Spieleentwickler der Branche zu uns gestoßen sind, genau die Menschen, die am Bau der von uns verwendeten Engine beteiligt waren. Das sind Leute, die in den Jahren 2003 und 2006 Dinge mit einem PC gemacht haben, die niemand für möglich gehalten hat. Star Citizen hat das Glück, sie zu haben, und wir haben Donnerstag und Freitag damit verbracht, unsere Motor- und Technologie-Roadmap durchzugehen und einige der Arbeiten zu überprüfen, die sie in den letzten Monaten geleistet haben. Wie bereits erwähnt, stellt Star Citizen (und sogar die Staffel 42) eine Herausforderung in Bezug auf Details und Größe dar, die bisher kein Spiel erfolgreich gemeistert hat. Um das zu tun, was das Spiel erfordert, muss es einen anderen Ansatz geben, wie die Dinge organisiert, dargestellt und aktualisiert werden. Deshalb haben wir acht Monate damit verbracht, die Engine auf 64-Bit-Präzision umzustellen, und deshalb haben wir einige neue Technologien wie das Zonensystem und lokale Netze entwickelt, die die Organisation, das Streaming, die Aktualisierung und das Rendering von Objekten in der Welt (oder genauer gesagt: den Vers) grundlegend verändern. Wir können jetzt einen riesigen Spielplatz mit allen möglichen Objekten verwalten: Einzelsitzer, Mehrmannschiffe, Hauptschiffe mit Hunderten von Räumen und Tausenden von Objekten im Inneren, riesige Raumstationen oder unglaublich detaillierte Landeumgebungen. Auf der Gamescom zeigen wir Ihnen die erste Vorschau in Aktion. Wir haben noch viel Arbeit vor uns, nicht zuletzt als Netzwerkseite, um all dies mit einer ordentlichen Anzahl von teilnehmenden Spielern aktualisieren zu können. Schon im Anfangsstadium ist es unglaublich berauschend.
Staffel 42 wird etwas Besonderes sein. Ich konnte es am Set mit den Leistungen, die wir erhielten, spüren, wobei ich wusste, wie wir diese ins Spiel bringen können. Staffel 42 wird wie dieser erstaunliche Sci-Fi-Film sein, in dem man sich nicht nur ansieht, sondern sich wirklich in der Welt fühlt, emotional mit den anderen Charakteren der Geschichte verbunden. Die Action geht fließend vom Weltraum über das Schiff an Bord bis hin zu Schießereien zu Fuß an Bord von Schiffen, Stationen und Asteroidenbasen - alles aus der Sicht der 1. Person, alles fließend vermischt mit No-Load-Screens.
Ich betrachte die Arbeit, die Tony auf der Seite des Persistent Universe anführt: einige der Umgebungen, die wir bauen, die Rendering- und Grafiktechnologie, die wir in der Pipeline haben, um diese Welten flüssig zu rendern, um sie von der Raumfahrt bis zum Erreichen Ihres Ziels zu fliegen. Auch die Aufmerksamkeit, die Tony darauf verwendet, sicherzustellen, dass es viele verschiedene Karrieren und Rollen gibt, die man im größeren Universum spielen kann. Ich kenne das Traumspiel, das ich schon immer machen wollte und für das ihr alle spielen und unterstützen wollt, ist näher denn je.
Ich war noch nie so begeistert von dem, was wir bauen, wie jetzt.
Das heißt nicht, dass ich nicht zu einem kleinen Drama nach Hause gekommen bin :)
Star Marine & Produktion
Es scheint, dass einige Spielautomaten ein wenig verwirrt waren mit meinem letzten FPS-Brief, der sich nicht von dem unterschied, den wir im Mai gemacht haben, um den Leuten mitzuteilen, wo wir auf Star Marine / dem FPS-Modul waren. Wie Sie alle wissen, scheuen wir uns, feste Termine für Modul-Releases anzugeben, bis sie im Public Test Universe (PTU) sind, da es schwierig ist, genaue Daten in der offenen Entwicklung vorherzusagen, besonders in den Phasen, die noch F&E beinhalten, es sei denn, Sie bauen in großen Zeitpuffern. Wir wurden schon mehrmals damit verbrannt, also habe ich alle Ihre Wünsche berücksichtigt, keine Termine zu nennen, bis wir sicher sind. Vielleicht haben wir den Punkt ein wenig zu stark betont, da plötzlich Spiele-Websites mit der Überschrift "Star Citizen FPS auf unbestimmte Zeit verschoben" liefen, was bedauerlich war, da dieser Satz in der Regel ein Euphemismus für ein Projekt ist, das auf unbestimmte Zeit ausgesetzt oder abgesagt wurde.
Keine Sorge, das ist es nicht! Wir arbeiten hart an den FPS - wie Sie an unserem Update vom Freitag sehen können - und Sie werden es früher als später in Ihren Händen halten.
Kurz nach dem FPS-Klappe, die Nachricht, die der Executive Producer des LA-Studios, Alex Mayberry, nach einem Jahr Berufstätigkeit aus persönlichen Gründen hinterlassen hatte, in Verbindung mit einigen anderen Personalabgängen, die wir zuvor angekündigt hatten, ließ einige Leute darüber nachdenken, ob sie sich Sorgen machen sollten.
Bei einem Unternehmen von der Größe der CIG und ihrer Tochtergesellschaften wird es immer einen Umsatz geben. Wir sind jetzt ein sehr großes Unternehmen, das sich ganz der Herstellung von Star Citizen und Squadron 42 widmet. Wir haben vier Entwicklungsstudios: Los Angeles, Austin, Wilmslow, Großbritannien und Frankfurt, Deutschland. Unsere interne Mitarbeiterzahl hat sich von fünf Ende 2012 auf 59 Ende 2013 auf 183 Ende 2014 und 255 erhöht. Das ist ein ziemlich großes Wachstum. Der Umsatz bei CIG ist nicht mehr oder weniger als bei Origin, EA, Digital Anvil oder Microsoft, als ich dort Spiele machte. Der Unterschied besteht darin, dass, da wir unsere Entwicklung offen betreiben, die Leute die Möglichkeit haben, einige der Personen, die an dem Spiel arbeiten, kennenzulernen, und zwar auf eine Art und Weise, wie man es bei einem normalen Publisher nicht tun würde, so dass eine Abweichung deutlicher wird. Manchmal kann ein Mitarbeiter die Möglichkeit erhalten, in einer Rolle, von der er glaubt, dass sie persönlich lohnender ist, woanders hinzugehen. Manchmal ist unser halsbrecherisches Entwicklungstempo zu hoch, oder manchmal wollen die Menschen aus persönlichen Gründen einfach nur etwas ändern.
Wir haben frühzeitig eine bewusste Entscheidung getroffen, dorthin zu gehen, wo die Entwickler waren, anstatt sie an einen Ort zu bringen. Wenn ich das nicht getan hätte, hätten wir nur ein Büro in LA, da ich dort lebe, aber ich habe mich in der heutigen Welt mit schnellem Internet (wir betreiben 1-Gigabit-Verbindungen in allen unseren Büros), Cloud und Online-Sharing-Technologie entschieden, wir müssen talentierte Menschen nicht zwingen, ihre Häuser zu verlassen, um an Star Citizen zu arbeiten. Dieser Ansatz hat es uns ermöglicht, mit einigen der besten Mitarbeiter des Unternehmens zusammenzuarbeiten. Das britische und deutsche Büro sind dafür wichtige Beispiele. Dieser Ansatz der verteilten Entwicklung ist nicht neu oder ungewöhnlich, aber er erfordert harte Arbeit, um die Zusammenarbeit aller Standorte so harmonisch wie möglich zu gestalten.
Daher überprüfen wir ständig unsere Entwicklungsstruktur und -methodik, um unsere Effizienz zu verbessern. Mit Alex' Weggang nutzten wir die Gelegenheit, die gesamte Produktionsleitung unter Erin zu straffen. Erin hat eine erstaunliche Erfolgsbilanz und lieferte Legospiele im Wert von mehr als 500 Millionen Dollar während seiner siebenjährigen Tätigkeit bei Traveler's Tales Fusion, ganz zu schweigen von den Titeln, die er mit mir bei Origin, EA und Digital Anvil entwickelt hat. Ich hatte Erin gebeten, diese Funktion ursprünglich bei seinem Eintritt zu übernehmen, aber zu diesem Zeitpunkt wollte er sich auf den Aufbau der Gießerei 42 konzentrieren. Mit der Foundry 42 als unserem größten Studio (zwischen Wilmslow und Frankfurt sind es 138 Mitarbeiter) und den effizient arbeitenden Teams fühlte sich Erin wohl, eine größere Rolle zu übernehmen. Ich könnte nicht glücklicher sein, da er seit dem ersten Wing Commander und dem besten Produzenten / Produktionsleiter, den ich kenne, bei mir ist.
Offene Entwicklung
Wenn Sie Star Citizen von unserem Startschuss im Oktober 2012 gefolgt sind, wissen Sie, dass das Spiel, das wir heute bauen, ein größeres und technisch ausgereifteres Projekt ist, als ich damals für möglich gehalten habe. Das ursprüngliche Ziel der Massenfinanzierung war es, genug Geld aufzubringen, um regelmäßige Community-Updates, den Zugang zum Multiplayer-Durchhaltekampf Alpha und eine Einzelspielerkampagne namens Squadron 42 zu liefern. Das erste Ziel, das am 25. Oktober 2012 erreicht wurde, sehen Sie hier. Es ist kein Geheimnis, dass ich ursprünglich dachte, ich müsste zuerst ein kleineres Spiel bauen und dann im Laufe der Zeit Features und Inhalte hinzufügen, um dem vollen Universum, das ich schon immer realisieren wollte, näher zu kommen. Diese Gemeinschaft ist zusammengekommen und hat sowohl durch Ihre finanzielle Unterstützung als auch durch Ihren Glauben an das Projekt etwas Unglaubliches ermöglicht. Du hast unseren Traum immer wieder unterstützt, und so werden wir es auch tun. Wegen dir bauen wir Städte, in denen ich mir nur Landeplätze erhofft hatte, wir bauen Armadas von Raumschiffen, wo ich nach Staffeln gefragt habe, und wir bevölkern eine lebendige, atmende Welt, wie ich es 2012 nicht zu träumen gewagt habe.
Ihr wisst das alle schon, ihr habt das gelebt. Du hast gesehen, wie sich der Sternenbürger entwickelt hat und anfing, zusammenzukommen. Du hast gesehen, wie unsere Atome Moleküle bilden, unsere Module bilden ein echtes, spielbares Spiel (das du heute starten und spielen kannst!). Es gibt Leute da draußen, die dir sagen werden, dass das alles eine schlechte Sache ist. Dass es sich um ein "Feature Creep" handelt und wir ein kleineres, weniger beeindruckendes Spiel machen sollten, um es schneller herauszubringen oder um künstliche Fristen einzuhalten. Jetzt werde ich diese Behauptungen mit einem Wort beantworten: Bullshit!
Star Citizen ist wichtig, weil es groß ist, weil es ein kühner Traum ist. Es ist etwas, vor dem alle anderen Angst haben, es zu versuchen. Du hast Star Citizen nicht unterstützt, weil du das willst, was du vorher gesehen hast. Du bist hier und liest das, weil wir bereit sind, groß rauszukommen, um die Dinge zu tun, die die Verlage erschrecken. Du hast uns dein Geld anvertraut, damit wir ein Spiel bauen können, nicht unsere Taschen füllen. Und wir haben diese Kampagne sicher nicht durchgeführt, damit wir das Geld in die Bank stecken, uns einen Gewinn garantieren und eine dünne Nachbildung eines Spiels herausbringen können, das ich schon einmal gemacht habe. Du hast uns alle unterstützt und wir haben das Spiel gemacht. Ist Star Citizen heute ein größeres Ziel, als ich es mir 2012 vorgestellt habe? Auf jeden Fall. Ist das eine schlechte Sache? Auf keinen Fall: Das ist der ganze verdammte Punkt.
Wird es länger dauern, das alles zu liefern? Natürlich! Wenn sich der Umfang ändert, erhöht sich natürlich die Zeit, die benötigt wird, um alle Funktionen zu liefern. Das ist etwas, was uns sehr wohl bewusst ist. Wie können wir die gegensätzlichen Wünsche der Gemeinschaft ausbalancieren, dieses äußerst ehrgeizige Spiel haben, aber nicht ewig darauf warten?
Unsere Antwort ist es, eine offene Entwicklung anzunehmen und Funktionen und Funktionen zu teilen, die in das letzte Spiel einfließen, bevor alles abgeschlossen ist. Ursprünglich hatten wir gerade geplant, uns ein Alpha für den Multiplayer-Luftkampf und dann die Beta des Spiels (die nur Squadron 42 gewesen wäre) zu teilen. Als wir jedes Stretch-Ziel zerschlugen und weiterhin durch zusätzliche Ziele angetrieben wurden, war es ziemlich offensichtlich, dass wir einen Weg finden mussten, um die Menschen bei der Entwicklung dieses virtuellen Universums zu beschäftigen. In der heutigen 24/7 kurzen Aufmerksamkeitsspanne der Welt haben die Menschen nicht die Geduld, jahrelang zu warten. Deshalb haben wir uns für mehrere Module entschieden: den Hangar, damit du zuerst deine Schiffe sehen und sie so umgehen kannst, wie du es im letzten Spiel tun würdest, dann den Arena Commander, damit die Leute einen Vorgeschmack bekommen und Feedback zu den grundlegenden Dogfight- und Flugmechaniken geben können. Star Marine, das in Kürze verfügbar sein wird, ist das Modul, das die Geldgeber erleben und ihr Feedback über die First Person Shooting-Komponente des Spiels geben können. Kurz danach werden wir die nächste Stufe des Arena Commander veröffentlichen, die es Spielern mit größeren Schiffen ermöglicht, sie mit Freunden auf Karten zu fliegen, die näher an den riesigen Karten liegen, die Sie im Endspiel haben werden. Dann rollen wir Aspekte des Persistenten Universums aus: Zuerst wird es nur planetarische Umgebungen zu erforschen geben, aber nicht lange, nachdem Sie in der Lage sein werden, in den Weltraum überzugehen und zu einem anderen Ziel zu fliegen, und dann danach zu einem anderen System. Wir haben diesen Weg gewählt, um den Menschen die Möglichkeit zu geben, das Spiel zu erleben und Feedback zu geben, um es während der Entwicklung besser zu machen. Fast niemand sonst tut so etwas. Und wir machen es immer noch: Am Samstag ging unsere erste 16-Spieler-Version von Arena Commander zur PTU! Ich habe es unzählige Male gesagt: Mein Ziel ist es, die Reise der Entwicklung von Star Citizen, die den Preis der Zulassung wert ist, und das Endspiel zum besten Bonus der Welt zu machen.
Während es also länger dauern wird, die volle Vision aufzubauen, die Sie alle durch die Bereitstellung Ihrer Mittel erreichen, ist unser Plan, dass Sie große Teile davon spielen, ohne warten zu müssen, bis alles getan ist, wie bei einem normalen Einzelhandelsprodukt. Das ist der Vorteil, online und am PC zu sein. Es sollte ein Sieg / Gewinn sein: Du kannst früh eine limitiertere Version spielen, eine Version, die den ursprünglichen Zielen näher kommt, aber du weißt, dass die größere, voll ausgestattete Version kommt - und das Beste daran ist, dass du alles für dein anfängliches Versprechen bekommst!
Ist es eine Sorge, dass die Funktion "Feature Creep" nicht funktioniert? Sicher.... es ist immer eine Sorge, und wir sind uns dessen bewusst. Jedoch ist der Aufbau des Spiels zu den Stretch-Zielen, die von der Community angenommen und unterstützt werden, kein Feature-Creep! Wir haben beschlossen, die Stretch-Ziele Ende letzten Jahres zu stoppen. Das war eine schwere Entscheidung, einen der zentralen Grundsätze der Massenfinanzierung aufzugeben, die Idee, dass der Himmel die Grenze ist.... aber es ist eine, von der wir dachten, dass wir sie für das bessere des Spiels machen müssten. Heute haben wir ein radikales Design, das wie nichts anderes in der Branche ist, und wir bauen jede Stunde und jeden Tag darauf hin. Wir zählen auf die kontinuierliche Unterstützung der Community, um das Spiel auf dem hohen Niveau aufzubauen, das wir uns vorgenommen haben. Unabhängigen Autoren zu erlauben, mehr zu tun, ist der Punkt der Massenfinanzierung, und über unsere Grenzen hinauszugehen, ist der ganze Punkt von Star Citizen.
Gelegentlich sehe ich Kommentare von Leuten, die sich nicht die Zeit genommen haben, die Tausende von YouTube-Videos von Leuten anzusehen, die um ihre Schiffe und Hangars herumlaufen oder im Weltraum kämpfen, oder unsere Website besuchen, um die riesige Menge an Informationen zu lesen, die wir öffentlich zugänglich machen, die uns Vaporware oder eine verherrlichte Tech-Demo nennen. Arena Commander, der sich noch in der Entwicklung befindet, ist ein besseres Aussehen und Spiel als viele fertige Spiele da draußen. Wir pflegen ein Live-Spiel und bauen es alle gleichzeitig. Es ist schwieriger als nur zu entwickeln, wie die meisten Unternehmen, die Online-Spiele betreiben, es Ihnen sagen werden, aber es lohnt sich, sowohl um sicherzustellen, dass Sie die Funktionen kennenlernen, sobald sie bereit sind, als auch um langfristig ein besseres Spiel zu entwickeln.
All dies wird durch Ihre Begeisterung und Unterstützung ermöglicht. Wie wir seit Beginn der Kampagne versprochen haben, investieren wir jeden gesammelten Dollar in das Spiel. Jeder, der über Kenntnisse in der Spieleentwicklung verfügt, kann unsere Ausgaben anhand der Informationen bewerten, die wir jeden Monat austauschen. Es spricht für sich selbst, dass unsere TOS von Anfang an eine Rechnungslegung vorsehen, die veröffentlicht wird, wenn wir die Entwicklung vor der Auslieferung stoppen mussten. Mit den Fortschritten und den Mitteln, die wir gesammelt haben, ist dies kein Thema mehr, aber ganz offensichtlich hätten wir diese Klausel nicht vorgesehen, wenn wir Ihre Mittel nicht sehr sorgfältig für die Entwicklung von Star Citizen eingesetzt hätten.
Der Rest des Teams und ich sind sehr dankbar für all deine Unterstützung und Leidenschaft. Wir arbeiten hart daran, den nächsten Arena Commander Patch, Star Marine, The Persistent Universe, Squadron 42, fertigzustellen und an etwas Besonderem zu arbeiten, um euch allen auf der Gamescom zu zeigen!
Wir wollen wirklich, dass die Menschen mit ihrer Entscheidung, Star Citizen zu unterstützen, glücklich sind, denn ich und alle anderen im Team glauben leidenschaftlich an Star Citizen. Dies ist das Traumspiel, das wir alle unser ganzes Leben lang aufbauen wollten. Und obwohl ich Ihnen nicht versprechen kann, dass immer alles reibungslos läuft oder Features oder Inhalte nicht später eintreffen, als wir es uns wünschen, kann ich versprechen, dass wir nie aufhören werden, bis wir diesen Traum verwirklicht haben.
Um eine Schlüsselrede vom Anfang der Staffel 42 zu paraphrasieren;
"In einigen Jahren, wenn du von deinen Lieben umgeben bist und sie dich fragen, was du im Kampf um Space Sims und PC-Spiele gemacht hast, kannst du ihnen in die Augen schauen und sagen: Ich habe geholfen, Star Citizen zu machen."
Jetzt, da ich wieder in Los Angeles bin, dachte ich, ich würde einen Brief an alle von euch schreiben, die Star Citizen unterstützt haben. Ich hatte noch nie die Möglichkeit, so oft mit allen zu kommunizieren, wie ich es normalerweise tue, da ich für die Leistungserfassung der Staffel 42 verantwortlich bin. Die Regie eines Shootings ist eine ziemlich intensive Angelegenheit, die die meiste Zeit meiner Zeit in Anspruch nahm. Der Rest der Stunden, in denen ich nicht geschlafen habe, wurde mit der Regie eines so großen Spiels wie Star Citizen mit Videokonferenzen und E-Mails oder der Online-Zusammenarbeit mit den sechs Entwicklungsstudios auf zwei Kontinenten und sechs Zeitzonen beschäftigt. Um einige der Fragen, die während der Dreharbeiten aufgeworfen wurden, zu beantworten, habe ich für die Begleitfigur des Vorsitzenden zu diesem Brief eine spezielle 10 zusammengestellt, die Sie hier finden.
Vor einer Woche vor Mittwoch haben wir nach 66 Drehtagen die Hauptleistung und Bewegungserfassung für Staffel 42, Episode 1, eingepackt. Wir haben am 31. März in den Ealing Studios in London mit den Dreharbeiten begonnen und am 8. Juli die Hauptaufführung und das Motion Capture abgeschlossen. Das sind mehr Drehtage als jeder andere Film, an dem ich je beteiligt war! Ich habe meine letzte Szene am Freitag, den 3. Juli, gedreht, so dass David Haddock, unser Hauptautor, der zusammen mit William Weissbaum das Skript Squadron 42 geschrieben hat, die letzten drei Tage der sekundären Figur "wilde Linien" führte und die Bewegung die folgenden Monate von Montag bis Mittwoch setzt.
Eine große Tour
An diesem Montag nahm ich einen Zug nach Wilmslow zum Foundry 42 UK Office, um einige Zeit mit dem Entwicklungsteam der Squadron 42 persönlich zu verbringen und Schlüsselpersonen aus unseren verschiedenen Studios und unseren technischen Partnern für einen technischen Gipfel über unsere Charakter- und Gesichtsanimationstechnologie und Pipeline zu treffen. Wie alles auf Star Citizen und Squadron 42 wollen wir die Grenzen überschreiten - mit der Technologie, an der wir für Animation, Shader und KI arbeiten, wollen wir Ihnen ein flüssiges Eintauchen in die Geschichte von Squadron 42 und später in die größere Welt des Persistent Universe of Star Citizen ermöglichen, auf eine Weise, die die emotionale Subtilität des Films vermittelt. Das ist einer der Gründe, warum unser Performance Capture Shooting so lang war - vielleicht 10% der Szenen, die wir gedreht haben, waren für Kinofilme, der Rest waren alle für Szenen, in denen wir die volle Spielerkontrolle erlauben, die während der Spielsteuerung von Ihrem POV aus abläuft. Die meisten Spiele nehmen nur Voiceover für diese Art von Szenen über ein paar Tage auf, aber für uns war es wichtig, die volle Leistung unserer erstaunlichen Darsteller festzuhalten. Dies ermöglicht es uns, die aufgenommene Leistung von Gesicht und Körper des Schauspielers mit anderen Bewegungen zu kombinieren, um das Aussehen und die Bewegung des Spielcharakters so anzupassen, dass er auf natürliche Weise auf die Aktionen des Spielers reagiert (was auch immer sie sein mögen). Mit der Treue, die wir gehen, gehen wir definitiv neue Wege, aber glücklicherweise arbeiten wir mit einigen der führenden Unternehmen und Personen im Bereich des Scannens echter Menschen zusammen und bringen ihre Leistungen auf lebensechte Weise in 3D ein. 3 Lateral und Cubic Motion sind bekannt für ihre erstaunliche Arbeit auf diesem Gebiet, und wir arbeiten mit ihnen zusammen, um die Leistungserfassung und Echtzeit-Wiedergabe über das hinaus zu verbessern, was Sie bisher in einem Spiel gesehen haben. Intern haben wir einige unglaubliche Talente eingestellt, darunter den Architekten des Animationssystems CryEngine, der kürzlich in Frankfurt zu uns kam.
Am Mittwochabend flog ich mit meinem Bruder Erin nach Frankfurt, um das Entwicklungsstudio der Deutschen Gießerei 42 zu besuchen, wo die 22 neuesten Mitglieder der Star Citizen-Familie gerade in ihr neues Zuhause gezogen sind, nachdem sie in den letzten Monaten in temporären Büros untergebracht waren. Die Energie und Begeisterung, die es dort gab, war fantastisch, sie aus erster Hand zu erleben. Wir hatten das Glück, dass in den letzten Monaten einige der besten Technologen und Spieleentwickler der Branche zu uns gestoßen sind, genau die Menschen, die am Bau der von uns verwendeten Engine beteiligt waren. Das sind Leute, die in den Jahren 2003 und 2006 Dinge mit einem PC gemacht haben, die niemand für möglich gehalten hat. Star Citizen hat das Glück, sie zu haben, und wir haben Donnerstag und Freitag damit verbracht, unsere Motor- und Technologie-Roadmap durchzugehen und einige der Arbeiten zu überprüfen, die sie in den letzten Monaten geleistet haben. Wie bereits erwähnt, stellt Star Citizen (und sogar die Staffel 42) eine Herausforderung in Bezug auf Details und Größe dar, die bisher kein Spiel erfolgreich gemeistert hat. Um das zu tun, was das Spiel erfordert, muss es einen anderen Ansatz geben, wie die Dinge organisiert, dargestellt und aktualisiert werden. Deshalb haben wir acht Monate damit verbracht, die Engine auf 64-Bit-Präzision umzustellen, und deshalb haben wir einige neue Technologien wie das Zonensystem und lokale Netze entwickelt, die die Organisation, das Streaming, die Aktualisierung und das Rendering von Objekten in der Welt (oder genauer gesagt: den Vers) grundlegend verändern. Wir können jetzt einen riesigen Spielplatz mit allen möglichen Objekten verwalten: Einzelsitzer, Mehrmannschiffe, Hauptschiffe mit Hunderten von Räumen und Tausenden von Objekten im Inneren, riesige Raumstationen oder unglaublich detaillierte Landeumgebungen. Auf der Gamescom zeigen wir Ihnen die erste Vorschau in Aktion. Wir haben noch viel Arbeit vor uns, nicht zuletzt als Netzwerkseite, um all dies mit einer ordentlichen Anzahl von teilnehmenden Spielern aktualisieren zu können. Schon im Anfangsstadium ist es unglaublich berauschend.
Staffel 42 wird etwas Besonderes sein. Ich konnte es am Set mit den Leistungen, die wir erhielten, spüren, wobei ich wusste, wie wir diese ins Spiel bringen können. Staffel 42 wird wie dieser erstaunliche Sci-Fi-Film sein, in dem man sich nicht nur ansieht, sondern sich wirklich in der Welt fühlt, emotional mit den anderen Charakteren der Geschichte verbunden. Die Action geht fließend vom Weltraum über das Schiff an Bord bis hin zu Schießereien zu Fuß an Bord von Schiffen, Stationen und Asteroidenbasen - alles aus der Sicht der 1. Person, alles fließend vermischt mit No-Load-Screens.
Ich betrachte die Arbeit, die Tony auf der Seite des Persistent Universe anführt: einige der Umgebungen, die wir bauen, die Rendering- und Grafiktechnologie, die wir in der Pipeline haben, um diese Welten flüssig zu rendern, um sie von der Raumfahrt bis zum Erreichen Ihres Ziels zu fliegen. Auch die Aufmerksamkeit, die Tony darauf verwendet, sicherzustellen, dass es viele verschiedene Karrieren und Rollen gibt, die man im größeren Universum spielen kann. Ich kenne das Traumspiel, das ich schon immer machen wollte und für das ihr alle spielen und unterstützen wollt, ist näher denn je.
Ich war noch nie so begeistert von dem, was wir bauen, wie jetzt.
Das heißt nicht, dass ich nicht zu einem kleinen Drama nach Hause gekommen bin :)
Star Marine & Produktion
Es scheint, dass einige Spielautomaten ein wenig verwirrt waren mit meinem letzten FPS-Brief, der sich nicht von dem unterschied, den wir im Mai gemacht haben, um den Leuten mitzuteilen, wo wir auf Star Marine / dem FPS-Modul waren. Wie Sie alle wissen, scheuen wir uns, feste Termine für Modul-Releases anzugeben, bis sie im Public Test Universe (PTU) sind, da es schwierig ist, genaue Daten in der offenen Entwicklung vorherzusagen, besonders in den Phasen, die noch F&E beinhalten, es sei denn, Sie bauen in großen Zeitpuffern. Wir wurden schon mehrmals damit verbrannt, also habe ich alle Ihre Wünsche berücksichtigt, keine Termine zu nennen, bis wir sicher sind. Vielleicht haben wir den Punkt ein wenig zu stark betont, da plötzlich Spiele-Websites mit der Überschrift "Star Citizen FPS auf unbestimmte Zeit verschoben" liefen, was bedauerlich war, da dieser Satz in der Regel ein Euphemismus für ein Projekt ist, das auf unbestimmte Zeit ausgesetzt oder abgesagt wurde.
Keine Sorge, das ist es nicht! Wir arbeiten hart an den FPS - wie Sie an unserem Update vom Freitag sehen können - und Sie werden es früher als später in Ihren Händen halten.
Kurz nach dem FPS-Klappe, die Nachricht, die der Executive Producer des LA-Studios, Alex Mayberry, nach einem Jahr Berufstätigkeit aus persönlichen Gründen hinterlassen hatte, in Verbindung mit einigen anderen Personalabgängen, die wir zuvor angekündigt hatten, ließ einige Leute darüber nachdenken, ob sie sich Sorgen machen sollten.
Bei einem Unternehmen von der Größe der CIG und ihrer Tochtergesellschaften wird es immer einen Umsatz geben. Wir sind jetzt ein sehr großes Unternehmen, das sich ganz der Herstellung von Star Citizen und Squadron 42 widmet. Wir haben vier Entwicklungsstudios: Los Angeles, Austin, Wilmslow, Großbritannien und Frankfurt, Deutschland. Unsere interne Mitarbeiterzahl hat sich von fünf Ende 2012 auf 59 Ende 2013 auf 183 Ende 2014 und 255 erhöht. Das ist ein ziemlich großes Wachstum. Der Umsatz bei CIG ist nicht mehr oder weniger als bei Origin, EA, Digital Anvil oder Microsoft, als ich dort Spiele machte. Der Unterschied besteht darin, dass, da wir unsere Entwicklung offen betreiben, die Leute die Möglichkeit haben, einige der Personen, die an dem Spiel arbeiten, kennenzulernen, und zwar auf eine Art und Weise, wie man es bei einem normalen Publisher nicht tun würde, so dass eine Abweichung deutlicher wird. Manchmal kann ein Mitarbeiter die Möglichkeit erhalten, in einer Rolle, von der er glaubt, dass sie persönlich lohnender ist, woanders hinzugehen. Manchmal ist unser halsbrecherisches Entwicklungstempo zu hoch, oder manchmal wollen die Menschen aus persönlichen Gründen einfach nur etwas ändern.
Wir haben frühzeitig eine bewusste Entscheidung getroffen, dorthin zu gehen, wo die Entwickler waren, anstatt sie an einen Ort zu bringen. Wenn ich das nicht getan hätte, hätten wir nur ein Büro in LA, da ich dort lebe, aber ich habe mich in der heutigen Welt mit schnellem Internet (wir betreiben 1-Gigabit-Verbindungen in allen unseren Büros), Cloud und Online-Sharing-Technologie entschieden, wir müssen talentierte Menschen nicht zwingen, ihre Häuser zu verlassen, um an Star Citizen zu arbeiten. Dieser Ansatz hat es uns ermöglicht, mit einigen der besten Mitarbeiter des Unternehmens zusammenzuarbeiten. Das britische und deutsche Büro sind dafür wichtige Beispiele. Dieser Ansatz der verteilten Entwicklung ist nicht neu oder ungewöhnlich, aber er erfordert harte Arbeit, um die Zusammenarbeit aller Standorte so harmonisch wie möglich zu gestalten.
Daher überprüfen wir ständig unsere Entwicklungsstruktur und -methodik, um unsere Effizienz zu verbessern. Mit Alex' Weggang nutzten wir die Gelegenheit, die gesamte Produktionsleitung unter Erin zu straffen. Erin hat eine erstaunliche Erfolgsbilanz und lieferte Legospiele im Wert von mehr als 500 Millionen Dollar während seiner siebenjährigen Tätigkeit bei Traveler's Tales Fusion, ganz zu schweigen von den Titeln, die er mit mir bei Origin, EA und Digital Anvil entwickelt hat. Ich hatte Erin gebeten, diese Funktion ursprünglich bei seinem Eintritt zu übernehmen, aber zu diesem Zeitpunkt wollte er sich auf den Aufbau der Gießerei 42 konzentrieren. Mit der Foundry 42 als unserem größten Studio (zwischen Wilmslow und Frankfurt sind es 138 Mitarbeiter) und den effizient arbeitenden Teams fühlte sich Erin wohl, eine größere Rolle zu übernehmen. Ich könnte nicht glücklicher sein, da er seit dem ersten Wing Commander und dem besten Produzenten / Produktionsleiter, den ich kenne, bei mir ist.
Offene Entwicklung
Wenn Sie Star Citizen von unserem Startschuss im Oktober 2012 gefolgt sind, wissen Sie, dass das Spiel, das wir heute bauen, ein größeres und technisch ausgereifteres Projekt ist, als ich damals für möglich gehalten habe. Das ursprüngliche Ziel der Massenfinanzierung war es, genug Geld aufzubringen, um regelmäßige Community-Updates, den Zugang zum Multiplayer-Durchhaltekampf Alpha und eine Einzelspielerkampagne namens Squadron 42 zu liefern. Das erste Ziel, das am 25. Oktober 2012 erreicht wurde, sehen Sie hier. Es ist kein Geheimnis, dass ich ursprünglich dachte, ich müsste zuerst ein kleineres Spiel bauen und dann im Laufe der Zeit Features und Inhalte hinzufügen, um dem vollen Universum, das ich schon immer realisieren wollte, näher zu kommen. Diese Gemeinschaft ist zusammengekommen und hat sowohl durch Ihre finanzielle Unterstützung als auch durch Ihren Glauben an das Projekt etwas Unglaubliches ermöglicht. Du hast unseren Traum immer wieder unterstützt, und so werden wir es auch tun. Wegen dir bauen wir Städte, in denen ich mir nur Landeplätze erhofft hatte, wir bauen Armadas von Raumschiffen, wo ich nach Staffeln gefragt habe, und wir bevölkern eine lebendige, atmende Welt, wie ich es 2012 nicht zu träumen gewagt habe.
Ihr wisst das alle schon, ihr habt das gelebt. Du hast gesehen, wie sich der Sternenbürger entwickelt hat und anfing, zusammenzukommen. Du hast gesehen, wie unsere Atome Moleküle bilden, unsere Module bilden ein echtes, spielbares Spiel (das du heute starten und spielen kannst!). Es gibt Leute da draußen, die dir sagen werden, dass das alles eine schlechte Sache ist. Dass es sich um ein "Feature Creep" handelt und wir ein kleineres, weniger beeindruckendes Spiel machen sollten, um es schneller herauszubringen oder um künstliche Fristen einzuhalten. Jetzt werde ich diese Behauptungen mit einem Wort beantworten: Bullshit!
Star Citizen ist wichtig, weil es groß ist, weil es ein kühner Traum ist. Es ist etwas, vor dem alle anderen Angst haben, es zu versuchen. Du hast Star Citizen nicht unterstützt, weil du das willst, was du vorher gesehen hast. Du bist hier und liest das, weil wir bereit sind, groß rauszukommen, um die Dinge zu tun, die die Verlage erschrecken. Du hast uns dein Geld anvertraut, damit wir ein Spiel bauen können, nicht unsere Taschen füllen. Und wir haben diese Kampagne sicher nicht durchgeführt, damit wir das Geld in die Bank stecken, uns einen Gewinn garantieren und eine dünne Nachbildung eines Spiels herausbringen können, das ich schon einmal gemacht habe. Du hast uns alle unterstützt und wir haben das Spiel gemacht. Ist Star Citizen heute ein größeres Ziel, als ich es mir 2012 vorgestellt habe? Auf jeden Fall. Ist das eine schlechte Sache? Auf keinen Fall: Das ist der ganze verdammte Punkt.
Wird es länger dauern, das alles zu liefern? Natürlich! Wenn sich der Umfang ändert, erhöht sich natürlich die Zeit, die benötigt wird, um alle Funktionen zu liefern. Das ist etwas, was uns sehr wohl bewusst ist. Wie können wir die gegensätzlichen Wünsche der Gemeinschaft ausbalancieren, dieses äußerst ehrgeizige Spiel haben, aber nicht ewig darauf warten?
Unsere Antwort ist es, eine offene Entwicklung anzunehmen und Funktionen und Funktionen zu teilen, die in das letzte Spiel einfließen, bevor alles abgeschlossen ist. Ursprünglich hatten wir gerade geplant, uns ein Alpha für den Multiplayer-Luftkampf und dann die Beta des Spiels (die nur Squadron 42 gewesen wäre) zu teilen. Als wir jedes Stretch-Ziel zerschlugen und weiterhin durch zusätzliche Ziele angetrieben wurden, war es ziemlich offensichtlich, dass wir einen Weg finden mussten, um die Menschen bei der Entwicklung dieses virtuellen Universums zu beschäftigen. In der heutigen 24/7 kurzen Aufmerksamkeitsspanne der Welt haben die Menschen nicht die Geduld, jahrelang zu warten. Deshalb haben wir uns für mehrere Module entschieden: den Hangar, damit du zuerst deine Schiffe sehen und sie so umgehen kannst, wie du es im letzten Spiel tun würdest, dann den Arena Commander, damit die Leute einen Vorgeschmack bekommen und Feedback zu den grundlegenden Dogfight- und Flugmechaniken geben können. Star Marine, das in Kürze verfügbar sein wird, ist das Modul, das die Geldgeber erleben und ihr Feedback über die First Person Shooting-Komponente des Spiels geben können. Kurz danach werden wir die nächste Stufe des Arena Commander veröffentlichen, die es Spielern mit größeren Schiffen ermöglicht, sie mit Freunden auf Karten zu fliegen, die näher an den riesigen Karten liegen, die Sie im Endspiel haben werden. Dann rollen wir Aspekte des Persistenten Universums aus: Zuerst wird es nur planetarische Umgebungen zu erforschen geben, aber nicht lange, nachdem Sie in der Lage sein werden, in den Weltraum überzugehen und zu einem anderen Ziel zu fliegen, und dann danach zu einem anderen System. Wir haben diesen Weg gewählt, um den Menschen die Möglichkeit zu geben, das Spiel zu erleben und Feedback zu geben, um es während der Entwicklung besser zu machen. Fast niemand sonst tut so etwas. Und wir machen es immer noch: Am Samstag ging unsere erste 16-Spieler-Version von Arena Commander zur PTU! Ich habe es unzählige Male gesagt: Mein Ziel ist es, die Reise der Entwicklung von Star Citizen, die den Preis der Zulassung wert ist, und das Endspiel zum besten Bonus der Welt zu machen.
Während es also länger dauern wird, die volle Vision aufzubauen, die Sie alle durch die Bereitstellung Ihrer Mittel erreichen, ist unser Plan, dass Sie große Teile davon spielen, ohne warten zu müssen, bis alles getan ist, wie bei einem normalen Einzelhandelsprodukt. Das ist der Vorteil, online und am PC zu sein. Es sollte ein Sieg / Gewinn sein: Du kannst früh eine limitiertere Version spielen, eine Version, die den ursprünglichen Zielen näher kommt, aber du weißt, dass die größere, voll ausgestattete Version kommt - und das Beste daran ist, dass du alles für dein anfängliches Versprechen bekommst!
Ist es eine Sorge, dass die Funktion "Feature Creep" nicht funktioniert? Sicher.... es ist immer eine Sorge, und wir sind uns dessen bewusst. Jedoch ist der Aufbau des Spiels zu den Stretch-Zielen, die von der Community angenommen und unterstützt werden, kein Feature-Creep! Wir haben beschlossen, die Stretch-Ziele Ende letzten Jahres zu stoppen. Das war eine schwere Entscheidung, einen der zentralen Grundsätze der Massenfinanzierung aufzugeben, die Idee, dass der Himmel die Grenze ist.... aber es ist eine, von der wir dachten, dass wir sie für das bessere des Spiels machen müssten. Heute haben wir ein radikales Design, das wie nichts anderes in der Branche ist, und wir bauen jede Stunde und jeden Tag darauf hin. Wir zählen auf die kontinuierliche Unterstützung der Community, um das Spiel auf dem hohen Niveau aufzubauen, das wir uns vorgenommen haben. Unabhängigen Autoren zu erlauben, mehr zu tun, ist der Punkt der Massenfinanzierung, und über unsere Grenzen hinauszugehen, ist der ganze Punkt von Star Citizen.
Gelegentlich sehe ich Kommentare von Leuten, die sich nicht die Zeit genommen haben, die Tausende von YouTube-Videos von Leuten anzusehen, die um ihre Schiffe und Hangars herumlaufen oder im Weltraum kämpfen, oder unsere Website besuchen, um die riesige Menge an Informationen zu lesen, die wir öffentlich zugänglich machen, die uns Vaporware oder eine verherrlichte Tech-Demo nennen. Arena Commander, der sich noch in der Entwicklung befindet, ist ein besseres Aussehen und Spiel als viele fertige Spiele da draußen. Wir pflegen ein Live-Spiel und bauen es alle gleichzeitig. Es ist schwieriger als nur zu entwickeln, wie die meisten Unternehmen, die Online-Spiele betreiben, es Ihnen sagen werden, aber es lohnt sich, sowohl um sicherzustellen, dass Sie die Funktionen kennenlernen, sobald sie bereit sind, als auch um langfristig ein besseres Spiel zu entwickeln.
All dies wird durch Ihre Begeisterung und Unterstützung ermöglicht. Wie wir seit Beginn der Kampagne versprochen haben, investieren wir jeden gesammelten Dollar in das Spiel. Jeder, der über Kenntnisse in der Spieleentwicklung verfügt, kann unsere Ausgaben anhand der Informationen bewerten, die wir jeden Monat austauschen. Es spricht für sich selbst, dass unsere TOS von Anfang an eine Rechnungslegung vorsehen, die veröffentlicht wird, wenn wir die Entwicklung vor der Auslieferung stoppen mussten. Mit den Fortschritten und den Mitteln, die wir gesammelt haben, ist dies kein Thema mehr, aber ganz offensichtlich hätten wir diese Klausel nicht vorgesehen, wenn wir Ihre Mittel nicht sehr sorgfältig für die Entwicklung von Star Citizen eingesetzt hätten.
Der Rest des Teams und ich sind sehr dankbar für all deine Unterstützung und Leidenschaft. Wir arbeiten hart daran, den nächsten Arena Commander Patch, Star Marine, The Persistent Universe, Squadron 42, fertigzustellen und an etwas Besonderem zu arbeiten, um euch allen auf der Gamescom zu zeigen!
Wir wollen wirklich, dass die Menschen mit ihrer Entscheidung, Star Citizen zu unterstützen, glücklich sind, denn ich und alle anderen im Team glauben leidenschaftlich an Star Citizen. Dies ist das Traumspiel, das wir alle unser ganzes Leben lang aufbauen wollten. Und obwohl ich Ihnen nicht versprechen kann, dass immer alles reibungslos läuft oder Features oder Inhalte nicht später eintreffen, als wir es uns wünschen, kann ich versprechen, dass wir nie aufhören werden, bis wir diesen Traum verwirklicht haben.
Um eine Schlüsselrede vom Anfang der Staffel 42 zu paraphrasieren;
"In einigen Jahren, wenn du von deinen Lieben umgeben bist und sie dich fragen, was du im Kampf um Space Sims und PC-Spiele gemacht hast, kannst du ihnen in die Augen schauen und sagen: Ich habe geholfen, Star Citizen zu machen."
Hi everyone,
Now that I am back in Los Angeles I thought I would write a letter to all of you who have backed Star Citizen. I haven’t had the chance to communicate to everyone as frequently as I normally have due to my directing duties on the Squadron 42 performance capture shoot. Directing a shoot is a pretty intensive affair which absorbed most of my time. The rest of the hours I wasn’t sleeping were taken up with the business of directing a game as large as Star Citizen with video conferences and emails or online collaboration with the six development studios spread across two continents and six time zones. To help address some of the questions that came up during the shoot, I’ve put together a special 10 for the Chairman companion piece to this letter, which you can find here.
A week ago Wednesday we wrapped the main performance and motion capture for Squadron 42, Episode 1, after 66 shooting days. We started shooting on March 31st at Ealing Studios in London and completed principal performance and motion capture on July 8th. This is more shooting days than any film I’ve ever been involved with! I directed my last scene on Friday July 3rd, leaving David Haddock, our lead writer, who along with William Weissbaum wrote the Squadron 42 script, to direct the last three days of secondary character “wild lines” and motion sets the following Monday through Wednesday.
A Grand Tour
That Monday I took a train up to Wilmslow to the Foundry 42 UK Office to spend some time with the Squadron 42 development team in person as well as gather key people from our various studios and our technical partners for a technical summit on our character and facial animation technology and pipeline. Like everything on Star Citizen and Squadron 42 we are aiming to push the envelope – with the tech we are working on for animation, shaders and AI we are aiming to give you a fluid immersion inside the story of Squadron 42 and later the bigger world of the Persistent Universe of Star Citizen, in a way that conveys the emotional subtlety of film. It’s one of the reasons why our performance capture shoot was so long – maybe 10% of the scenes we shot were for cinematics, the rest were all for scenes where we allow full player control that play out during game control from your POV. Most games just record voiceovers for these types of scenes over a few days, but for us it was important to capture the full performance of our amazing cast. This allows us to then blend the captured performance of the actor’s face and body with other motions to adjust the game character’s looks and movement so they react in a natural manner to the player’s actions (whatever they may be). At the fidelity we are going for we are definitely breaking new ground, but luckily we are working with some of the leading companies and people in the area of scanning real people and bringing their performances into 3D in the most life-like way. 3 Lateral and Cubic Motion are well known for their amazing work in this field and we are partnering with them to push performance capture and real time playback beyond what you have seen in a game before. Internally we have been hiring up some incredible talent, including the architect of the CryEngine animation system, who recently joined us in Frankfurt.
Wednesday night I flew with my brother Erin to Frankfurt Germany to visit the German Foundry 42 development studio, where the 22 newest members of the Star Citizen family have just moved into their new home, after being crammed into temporary offices for the last few months. The energy and enthusiasm there was fantastic to experience first-hand. We have been lucky enough to have some of the best technologists and game developers in the business join us these past few months, the very people who were involved in building the engine we are using. These are guys who did things with a PC in 2003 and 2006 that no one thought possible. Star Citizen is lucky to have them and we spent Thursday and Friday going over our engine and technology road map, as well as reviewing some of the work they have been doing these last months. As we have mentioned before, Star Citizen (and even Squadron 42) presents a challenge in terms of detail and scale that no game has tackled successfully to date. To do what the game requires there needs to be a different approach to how things are organized, rendered and updated. This is why we spent eight months converting the engine to 64 bit precision and why we have developed some new technologies like the Zone system and local grids, which fundamentally change how the engine organizes, streams, updates and renders objects in the world (or more accurately: the ‘verse). We can now manage one massive play area with all sorts of objects; single seat fighters, multi crew ships, capital ships with hundreds of rooms and thousands of objects inside, huge space stations or incredibly detailed landing environments. We will be showing you the first preview of this in action at Gamescom. We still have lots of work to do, not the least being the network side of things, to be able to update all this with a decent amount of players participating. Even in the early stages it is incredibly exhilarating.
Squadron 42 is going to be something special. I could feel it on set with the performances we were getting, with me knowing how we can bring those into the game. Squadron 42 is going to be like this amazing sci-fi movie where instead of just watching, you truly feel you’re in the world, emotionally connected to the other characters in the story. The action goes fluidly from space, to ship board, to on-foot gun battles aboard ships, stations and asteroid bases – all from the same 1st person point of view, all fluidly blending with no loading screens.
I look at the work Tony is spearheading on the Persistent Universe side: some of the environments we are constructing, the rendering and graphics technology we have in the pipeline to render these worlds in a fluid manner to go from space flight to being on-foot at your destination. Also the attention Tony is spending on making sure there are many different careers and roles you can play in the bigger universe. I know the dream game that I have always wanted to make and that you all want to play and backed for is closer than ever.
I have never been more excited by what we are building then I am now.
That’s not to say I did not come home to a little drama :)
Star Marine & Production
It seems some gaming outlets got a little confused with my last FPS letter, which was no different to the one that we did back in May to let people know where we were on Star Marine / the FPS module. As you all know we are shy of announcing firm dates for module releases until they are in the Public Test Universe (PTU) as it’s hard to predict exact dates in open development, especially in the stages that still involve R&D, unless you build in large time buffers. We have been burned by this multiple times before so I have heeded all your wishes to not give out dates until we are sure. Perhaps we stressed the point a little too strongly as suddenly gaming websites were running with the headline, “Star Citizen FPS delayed indefinitely!” which was unfortunate as this phrase is usually a euphemism for a project being put on indefinite hold or canceled.
Don’t worry, it’s not! We’re hard at work on the FPS – as you can see from our update on Friday – and you will have it in your hands sooner rather than later.
Shortly after the FPS flap, the news that the LA Studio’s Executive Producer, Alex Mayberry, had left for personal reasons after a year on the job combined with a couple of other staff departures that we had previously announced had some people worrying about whether they should be concerned.
With a company the size of CIG and its subsidiaries there is always going to be turnover. We are a very large company now, dedicated entirely to making Star Citizen and Squadron 42. We have four development studios: Los Angeles, Austin, Wilmslow, UK and Frankfurt, Germany. Our internal headcount has gone from five at the end of 2012 to 59 at the end of 2013 to 183 at the end of 2014 and to 255 now. That’s some pretty huge growth. The turnover at CIG is no more or less than it was at Origin, EA, Digital Anvil or Microsoft when I was making games there. The difference is that since we conduct our development in an open manner people get the opportunity to know some of the individuals working on the game, in a way you wouldn’t with a normal publisher, so a departure becomes more noticeable. Sometimes an employee may get an opportunity to go elsewhere in a role they feel will be more rewarding personally. Sometimes our breakneck pace of development is too much, or sometimes people just want to make a change for personal reasons.
We made a conscious decision early on to go where the developers were as opposed to making them come to one place. If I hadn’t done this we would only have an office in LA as that’s where I live, but I decided in today’s world with fast Internet (we run 1 Gigabit connections at all our offices), Cloud and online sharing technology we don’t have to force talented people to leave their homes to work on Star Citizen. This approach has allowed us to staff up with some of the best people in the business. The UK and German office are key examples of this. This approach of distributed development is not new or unusual but it does require you to work hard to keep all locations working together as harmoniously as possible.
As such, we are constantly reassessing our development structure and methodology to improve our efficiency. With Alex’s departure we took the opportunity to streamline all production leadership under Erin. Erin has an amazing track record, delivering more than $500M worth of Lego games during his seven years of running Traveler’s Tales Fusion, not to mention the titles he has built with me at Origin, EA and Digital Anvil. I had asked Erin to take on this role originally when he joined but at the time he wanted to concentrate on building up Foundry 42. Now with Foundry 42 as our largest studio (between Wilmslow and Frankfurt there are 138 people) and those teams operating efficiently, Erin felt comfortable taking on a wider role. I could not be happier as he has been with me since the first Wing Commander and the best producer / production executive I know.
Open Development
If you have followed Star Citizen from our kickoff in October, 2012, you know that the game we’re building today is a bigger and more technically accomplished project than I thought was possible back then. The original crowd funding goal was to raise enough money to deliver regular community updates, access to the multiplayer dogfighting alpha and a single player campaign called Squadron 42. You can see the first goal, which was achieved on 25th of October 2012 here. It’s no secret that I originally thought I would have to build a smaller game first and then over time add features and content to get close to the full living universe that I have always wanted to realize. This community came together and, both through your financial support and your belief in the project, made something incredible possible. You went above and beyond in backing our dream and so we are going to, also. Because of you, we’re building cities where I had hoped for just landing pads, we’re building armadas of starships where I asked for squadrons and we’re populating a living, breathing world in ways I didn’t dare to dream of in 2012.
You all know that already; you’ve lived that. You’ve seen Star Citizen evolve and start to come together. You’ve watched our atoms form molecules, our modules form a real, playable game (that you can boot up and play today!). There are people out there who are going to tell you that this is all a BAD THING. That it’s ‘feature creep’ and we should make a smaller, less impressive game for the sake of having it out more quickly or in order to meet artificial deadlines. Now I’ll answer those claims in one word: Bullshit!
Star Citizen matters BECAUSE it is big, because it is a bold dream. It is something everyone else is scared to try. You didn’t back Star Citizen because you want what you’ve seen before. You’re here and reading this because we are willing to go big, to do the things that terrify publishers. You’ve trusted us with your money so we can build a game, not line our pockets. And we sure as hell didn’t run this campaign so we could put that money in the bank, guarantee ourselves a profit and turn out some flimsy replica of a game I’ve made before. You went all in supporting us and we’ve gone all in making the game. Is Star Citizen today a bigger goal than I imagined in 2012? Absolutely. Is that a bad thing? Absolutely not: it’s the whole damn point.
Will it take longer to deliver all this? Of course! When the scope changes, the amount of time it will take to deliver all the features naturally increases. This is something we are acutely aware of. How do we balance the mutually conflicting wants of the community; to have this hugely ambitious game, but not wait forever for it?
Our answer is to embrace open development and share features and functionality that will go into the final game before everything is completed. Originally we had just planned to share a multiplayer dogfighting alpha and then the beta of the game (which would have just been Squadron 42). As we smashed every stretch goal, and continued to power through additional ones, it was pretty apparent we had to find a way to keep people engaged while we were building this virtual universe. In today’s 24/7 short attention-span world people don’t have the patience to wait around for years. This is why we decided on multiple modules: the Hangar, so you could first see your ships and walk around them in the manner you would in the final game, then Arena Commander, to allow people to get a taste and give feedback on the basic dogfight and flight mechanics. Star Marine, which will be available shortly, is the module for backers to experience and give their feedback on the First Person Shooting component of the game. Not long after that we will be releasing the next level of Arena Commander, allowing players with bigger ships to fly them with friends, on maps that are closer in size to the huge ones you’ll have in the final game. Then we’re rolling out aspects of the Persistent Universe: first there will be just planet side environments to explore, but not long after you’ll be able to transition to space and fly to another destination, and then after that to another system. We have taken this route to allow people to experience and give feedback to make the game better as we build it. Almost no one else does this. And we’re still doing it: case in point, our first 16-player version of Arena Commander went to the PTU on Saturday! I’ve said it countless times: my goal is to make the journey of Star Citizen’s development worth the price of admission and the final game be the best bonus in the world.
So while it will take longer to build the full vision that all of you are helping to achieve by contributing your funds, our plan is to have you play large sections of it without having to wait for everything to be done like you would on a normal retail product. That is the advantage of being online and on the PC. It should be a win / win: you get to play a more limited version early, a version that is closer to the original goals, but you know the bigger, fuller featured version is coming – and the best bit is that you get it all for your initial pledge!
Is ‘feature creep’ a worry? Sure… it’s always a worry, and we are well aware of it. However, building the game to the stretch goals embraced and endorsed by the community is not feature creep! We made the decision to stop stretch goals at the end of last year. That was a hard choice to abandon one of the central tenets of crowd funding projects, the idea that the sky is the limit… but it’s one we felt we had to make for the better of the game. Today, we have a radical design that’s like nothing else in the industry and we’re building towards it every hour of every day. We count on the community’s continued support to build the game to the high level that we set out to accomplish. Allowing independent authors to do more is the point of crowd funding, and going beyond our limitations is the entire point of Star Citizen.
Occasionally I see comments out there from people who haven’t taken the time to watch the thousands of YouTube videos of people running around their ships and hangars or dogfighting in space, or visit our site to read the vast amount of information we make publicly available that call us vaporware or a glorified tech demo. Arena Commander, which is still evolving, is a better looking and playing game than a lot of finished games out there. We are maintaining a live game and building one all at the same time. It’s harder than just developing, as most companies that run online games will tell you, but it’s worth it, both to ensure you get to experience features as soon as they are ready and to make a better game in the long run.
This is all being made possible by your enthusiasm and support. As we promised since the start of the campaign, we invest every dollar raised into the game. Anyone with knowledge about game development can assess our spending based on the information we share every month. It speaks for itself that from the outset our TOS provides for an accounting to be published if we ever had to stop development before delivering. With the progress and the funds we’ve raised this is no longer an issue, but quite obviously we wouldn’t have provided for this clause, if we weren’t using your funds very carefully for the development of Star Citizen.
The rest of the team and I are immensely grateful for all your support and passion. We’re hard at work on finishing up the next Arena Commander patch, Star Marine, the Persistent Universe, Squadron 42, as well as working on something special to show you all at Gamescom!
We genuinely want people to be happy with their decision to back Star Citizen, because I and everyone else on the team passionately believe in Star Citizen. This is the dream game that all of us have wanted to build all our lives. And while I can’t promise you everything will always go smoothly or features or content won’t arrive later than we want them to, I can promise that we will never stop until we have achieved this dream.
To paraphrase a key speech from the beginning of Squadron 42;
“Several years from now, when you are surrounded by your loved ones, and they ask you what did you do during the battle for Space Sims and PC games, you can look them in the eye and say; I helped make Star Citizen.”
Now that I am back in Los Angeles I thought I would write a letter to all of you who have backed Star Citizen. I haven’t had the chance to communicate to everyone as frequently as I normally have due to my directing duties on the Squadron 42 performance capture shoot. Directing a shoot is a pretty intensive affair which absorbed most of my time. The rest of the hours I wasn’t sleeping were taken up with the business of directing a game as large as Star Citizen with video conferences and emails or online collaboration with the six development studios spread across two continents and six time zones. To help address some of the questions that came up during the shoot, I’ve put together a special 10 for the Chairman companion piece to this letter, which you can find here.
A week ago Wednesday we wrapped the main performance and motion capture for Squadron 42, Episode 1, after 66 shooting days. We started shooting on March 31st at Ealing Studios in London and completed principal performance and motion capture on July 8th. This is more shooting days than any film I’ve ever been involved with! I directed my last scene on Friday July 3rd, leaving David Haddock, our lead writer, who along with William Weissbaum wrote the Squadron 42 script, to direct the last three days of secondary character “wild lines” and motion sets the following Monday through Wednesday.
A Grand Tour
That Monday I took a train up to Wilmslow to the Foundry 42 UK Office to spend some time with the Squadron 42 development team in person as well as gather key people from our various studios and our technical partners for a technical summit on our character and facial animation technology and pipeline. Like everything on Star Citizen and Squadron 42 we are aiming to push the envelope – with the tech we are working on for animation, shaders and AI we are aiming to give you a fluid immersion inside the story of Squadron 42 and later the bigger world of the Persistent Universe of Star Citizen, in a way that conveys the emotional subtlety of film. It’s one of the reasons why our performance capture shoot was so long – maybe 10% of the scenes we shot were for cinematics, the rest were all for scenes where we allow full player control that play out during game control from your POV. Most games just record voiceovers for these types of scenes over a few days, but for us it was important to capture the full performance of our amazing cast. This allows us to then blend the captured performance of the actor’s face and body with other motions to adjust the game character’s looks and movement so they react in a natural manner to the player’s actions (whatever they may be). At the fidelity we are going for we are definitely breaking new ground, but luckily we are working with some of the leading companies and people in the area of scanning real people and bringing their performances into 3D in the most life-like way. 3 Lateral and Cubic Motion are well known for their amazing work in this field and we are partnering with them to push performance capture and real time playback beyond what you have seen in a game before. Internally we have been hiring up some incredible talent, including the architect of the CryEngine animation system, who recently joined us in Frankfurt.
Wednesday night I flew with my brother Erin to Frankfurt Germany to visit the German Foundry 42 development studio, where the 22 newest members of the Star Citizen family have just moved into their new home, after being crammed into temporary offices for the last few months. The energy and enthusiasm there was fantastic to experience first-hand. We have been lucky enough to have some of the best technologists and game developers in the business join us these past few months, the very people who were involved in building the engine we are using. These are guys who did things with a PC in 2003 and 2006 that no one thought possible. Star Citizen is lucky to have them and we spent Thursday and Friday going over our engine and technology road map, as well as reviewing some of the work they have been doing these last months. As we have mentioned before, Star Citizen (and even Squadron 42) presents a challenge in terms of detail and scale that no game has tackled successfully to date. To do what the game requires there needs to be a different approach to how things are organized, rendered and updated. This is why we spent eight months converting the engine to 64 bit precision and why we have developed some new technologies like the Zone system and local grids, which fundamentally change how the engine organizes, streams, updates and renders objects in the world (or more accurately: the ‘verse). We can now manage one massive play area with all sorts of objects; single seat fighters, multi crew ships, capital ships with hundreds of rooms and thousands of objects inside, huge space stations or incredibly detailed landing environments. We will be showing you the first preview of this in action at Gamescom. We still have lots of work to do, not the least being the network side of things, to be able to update all this with a decent amount of players participating. Even in the early stages it is incredibly exhilarating.
Squadron 42 is going to be something special. I could feel it on set with the performances we were getting, with me knowing how we can bring those into the game. Squadron 42 is going to be like this amazing sci-fi movie where instead of just watching, you truly feel you’re in the world, emotionally connected to the other characters in the story. The action goes fluidly from space, to ship board, to on-foot gun battles aboard ships, stations and asteroid bases – all from the same 1st person point of view, all fluidly blending with no loading screens.
I look at the work Tony is spearheading on the Persistent Universe side: some of the environments we are constructing, the rendering and graphics technology we have in the pipeline to render these worlds in a fluid manner to go from space flight to being on-foot at your destination. Also the attention Tony is spending on making sure there are many different careers and roles you can play in the bigger universe. I know the dream game that I have always wanted to make and that you all want to play and backed for is closer than ever.
I have never been more excited by what we are building then I am now.
That’s not to say I did not come home to a little drama :)
Star Marine & Production
It seems some gaming outlets got a little confused with my last FPS letter, which was no different to the one that we did back in May to let people know where we were on Star Marine / the FPS module. As you all know we are shy of announcing firm dates for module releases until they are in the Public Test Universe (PTU) as it’s hard to predict exact dates in open development, especially in the stages that still involve R&D, unless you build in large time buffers. We have been burned by this multiple times before so I have heeded all your wishes to not give out dates until we are sure. Perhaps we stressed the point a little too strongly as suddenly gaming websites were running with the headline, “Star Citizen FPS delayed indefinitely!” which was unfortunate as this phrase is usually a euphemism for a project being put on indefinite hold or canceled.
Don’t worry, it’s not! We’re hard at work on the FPS – as you can see from our update on Friday – and you will have it in your hands sooner rather than later.
Shortly after the FPS flap, the news that the LA Studio’s Executive Producer, Alex Mayberry, had left for personal reasons after a year on the job combined with a couple of other staff departures that we had previously announced had some people worrying about whether they should be concerned.
With a company the size of CIG and its subsidiaries there is always going to be turnover. We are a very large company now, dedicated entirely to making Star Citizen and Squadron 42. We have four development studios: Los Angeles, Austin, Wilmslow, UK and Frankfurt, Germany. Our internal headcount has gone from five at the end of 2012 to 59 at the end of 2013 to 183 at the end of 2014 and to 255 now. That’s some pretty huge growth. The turnover at CIG is no more or less than it was at Origin, EA, Digital Anvil or Microsoft when I was making games there. The difference is that since we conduct our development in an open manner people get the opportunity to know some of the individuals working on the game, in a way you wouldn’t with a normal publisher, so a departure becomes more noticeable. Sometimes an employee may get an opportunity to go elsewhere in a role they feel will be more rewarding personally. Sometimes our breakneck pace of development is too much, or sometimes people just want to make a change for personal reasons.
We made a conscious decision early on to go where the developers were as opposed to making them come to one place. If I hadn’t done this we would only have an office in LA as that’s where I live, but I decided in today’s world with fast Internet (we run 1 Gigabit connections at all our offices), Cloud and online sharing technology we don’t have to force talented people to leave their homes to work on Star Citizen. This approach has allowed us to staff up with some of the best people in the business. The UK and German office are key examples of this. This approach of distributed development is not new or unusual but it does require you to work hard to keep all locations working together as harmoniously as possible.
As such, we are constantly reassessing our development structure and methodology to improve our efficiency. With Alex’s departure we took the opportunity to streamline all production leadership under Erin. Erin has an amazing track record, delivering more than $500M worth of Lego games during his seven years of running Traveler’s Tales Fusion, not to mention the titles he has built with me at Origin, EA and Digital Anvil. I had asked Erin to take on this role originally when he joined but at the time he wanted to concentrate on building up Foundry 42. Now with Foundry 42 as our largest studio (between Wilmslow and Frankfurt there are 138 people) and those teams operating efficiently, Erin felt comfortable taking on a wider role. I could not be happier as he has been with me since the first Wing Commander and the best producer / production executive I know.
Open Development
If you have followed Star Citizen from our kickoff in October, 2012, you know that the game we’re building today is a bigger and more technically accomplished project than I thought was possible back then. The original crowd funding goal was to raise enough money to deliver regular community updates, access to the multiplayer dogfighting alpha and a single player campaign called Squadron 42. You can see the first goal, which was achieved on 25th of October 2012 here. It’s no secret that I originally thought I would have to build a smaller game first and then over time add features and content to get close to the full living universe that I have always wanted to realize. This community came together and, both through your financial support and your belief in the project, made something incredible possible. You went above and beyond in backing our dream and so we are going to, also. Because of you, we’re building cities where I had hoped for just landing pads, we’re building armadas of starships where I asked for squadrons and we’re populating a living, breathing world in ways I didn’t dare to dream of in 2012.
You all know that already; you’ve lived that. You’ve seen Star Citizen evolve and start to come together. You’ve watched our atoms form molecules, our modules form a real, playable game (that you can boot up and play today!). There are people out there who are going to tell you that this is all a BAD THING. That it’s ‘feature creep’ and we should make a smaller, less impressive game for the sake of having it out more quickly or in order to meet artificial deadlines. Now I’ll answer those claims in one word: Bullshit!
Star Citizen matters BECAUSE it is big, because it is a bold dream. It is something everyone else is scared to try. You didn’t back Star Citizen because you want what you’ve seen before. You’re here and reading this because we are willing to go big, to do the things that terrify publishers. You’ve trusted us with your money so we can build a game, not line our pockets. And we sure as hell didn’t run this campaign so we could put that money in the bank, guarantee ourselves a profit and turn out some flimsy replica of a game I’ve made before. You went all in supporting us and we’ve gone all in making the game. Is Star Citizen today a bigger goal than I imagined in 2012? Absolutely. Is that a bad thing? Absolutely not: it’s the whole damn point.
Will it take longer to deliver all this? Of course! When the scope changes, the amount of time it will take to deliver all the features naturally increases. This is something we are acutely aware of. How do we balance the mutually conflicting wants of the community; to have this hugely ambitious game, but not wait forever for it?
Our answer is to embrace open development and share features and functionality that will go into the final game before everything is completed. Originally we had just planned to share a multiplayer dogfighting alpha and then the beta of the game (which would have just been Squadron 42). As we smashed every stretch goal, and continued to power through additional ones, it was pretty apparent we had to find a way to keep people engaged while we were building this virtual universe. In today’s 24/7 short attention-span world people don’t have the patience to wait around for years. This is why we decided on multiple modules: the Hangar, so you could first see your ships and walk around them in the manner you would in the final game, then Arena Commander, to allow people to get a taste and give feedback on the basic dogfight and flight mechanics. Star Marine, which will be available shortly, is the module for backers to experience and give their feedback on the First Person Shooting component of the game. Not long after that we will be releasing the next level of Arena Commander, allowing players with bigger ships to fly them with friends, on maps that are closer in size to the huge ones you’ll have in the final game. Then we’re rolling out aspects of the Persistent Universe: first there will be just planet side environments to explore, but not long after you’ll be able to transition to space and fly to another destination, and then after that to another system. We have taken this route to allow people to experience and give feedback to make the game better as we build it. Almost no one else does this. And we’re still doing it: case in point, our first 16-player version of Arena Commander went to the PTU on Saturday! I’ve said it countless times: my goal is to make the journey of Star Citizen’s development worth the price of admission and the final game be the best bonus in the world.
So while it will take longer to build the full vision that all of you are helping to achieve by contributing your funds, our plan is to have you play large sections of it without having to wait for everything to be done like you would on a normal retail product. That is the advantage of being online and on the PC. It should be a win / win: you get to play a more limited version early, a version that is closer to the original goals, but you know the bigger, fuller featured version is coming – and the best bit is that you get it all for your initial pledge!
Is ‘feature creep’ a worry? Sure… it’s always a worry, and we are well aware of it. However, building the game to the stretch goals embraced and endorsed by the community is not feature creep! We made the decision to stop stretch goals at the end of last year. That was a hard choice to abandon one of the central tenets of crowd funding projects, the idea that the sky is the limit… but it’s one we felt we had to make for the better of the game. Today, we have a radical design that’s like nothing else in the industry and we’re building towards it every hour of every day. We count on the community’s continued support to build the game to the high level that we set out to accomplish. Allowing independent authors to do more is the point of crowd funding, and going beyond our limitations is the entire point of Star Citizen.
Occasionally I see comments out there from people who haven’t taken the time to watch the thousands of YouTube videos of people running around their ships and hangars or dogfighting in space, or visit our site to read the vast amount of information we make publicly available that call us vaporware or a glorified tech demo. Arena Commander, which is still evolving, is a better looking and playing game than a lot of finished games out there. We are maintaining a live game and building one all at the same time. It’s harder than just developing, as most companies that run online games will tell you, but it’s worth it, both to ensure you get to experience features as soon as they are ready and to make a better game in the long run.
This is all being made possible by your enthusiasm and support. As we promised since the start of the campaign, we invest every dollar raised into the game. Anyone with knowledge about game development can assess our spending based on the information we share every month. It speaks for itself that from the outset our TOS provides for an accounting to be published if we ever had to stop development before delivering. With the progress and the funds we’ve raised this is no longer an issue, but quite obviously we wouldn’t have provided for this clause, if we weren’t using your funds very carefully for the development of Star Citizen.
The rest of the team and I are immensely grateful for all your support and passion. We’re hard at work on finishing up the next Arena Commander patch, Star Marine, the Persistent Universe, Squadron 42, as well as working on something special to show you all at Gamescom!
We genuinely want people to be happy with their decision to back Star Citizen, because I and everyone else on the team passionately believe in Star Citizen. This is the dream game that all of us have wanted to build all our lives. And while I can’t promise you everything will always go smoothly or features or content won’t arrive later than we want them to, I can promise that we will never stop until we have achieved this dream.
To paraphrase a key speech from the beginning of Squadron 42;
“Several years from now, when you are surrounded by your loved ones, and they ask you what did you do during the battle for Space Sims and PC games, you can look them in the eye and say; I helped make Star Citizen.”
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- CIG ID
- 14839
- Channel
- Transmission
- Category
- General
- Series
- From the Chairman
- Comments
- 373
- Published
- 10 years ago (2015-07-20T00:00:00+00:00)