$700 million is the estimated development cost of the Falcon Heavy.
Not a game, not a space simulation, but the actual Falcon Heavy rocket. A rocket that can actually go into space.
I know they’re different things but I thought I’d leave this here to put things in perspective.
but only as in the modifications to Falcon 9 to make Falcon Heavy, right?
I don’t think so, SpaceX claimed (and NASA apparently verified) that the development costs for the Falcon 9 were $300 million. It’s in the Wikipedia article, also here: https://newspaceeconomy.ca/2022/10/23/how-much-would-falcon-9-have-cost-if-it-was-developed-by-nasa/?amp=1
I was under the impression that the Falcon Heavy was a ground-up development. But in any case the Falcon 9 was cheaper, so go figure…
That is $700 million is revenue for Star Citizen, not development costs. More and more players are joining by trying it and sticking around, and CIG is making more money every year because it’s genuinely a fun game now. If it wasn’t, they wouldn’t have $700 million in revenue from a growing base of paying customers after ten years. But that doesn’t get clicks from ignorant salty cynics. “IT BAD SCAM” is a more profitable headline than “fun game enjoyed by many”.
When videogame “journalists” are drumming up controversy, you always have to take it with a grain of salt. Lord knows we have enough of it.
I spent a grand total of $45 dollars on this game and I have had hundreds of hours of fun. Imagine buying a game for less than the cost of a new AAA game, playing it, enjoying it for dozens of hours or more for ten years, then someone who has never played it starts telling you how you have to spend thousands of dollars and actually didn’t have fun and it’s not a game, it’s a scam because you heard this one guy spent his life savings on imaginary space ships and regretted it. That’s how Star Citizen players feel; it’s very confusing.
As of 2022, according to its financials, the company has spent $637 million on development, with 2020 – 2022 averaging over $106 million a year. Assuming that the company continues spending around $100+ million a year, it doesn’t take a mathematician to realize that the $790 million raised so far at the time of writing is on the verge of, or has likely, run out.
No, the article is claiming $700M in development costs—based on $637M spent by 2022–and $790M raised. They’re speculating that the company is going to run out of money soon.
So they made over 150 million in profit so far, make more and more money with more and more players every year and that’s a sign they are failing? “STEADILY GROWING PROFITABLE BUSINESS IS DOOMED TO FAIL!”
The speculation of gaming journalists is the worst way to get reliable and responsible gaming news.
All bs and scam atuff aside. This is what happens when you have a leader who never gets told no.
Dude never finished and feature krept freelancer too before Microsoft kicked him to the curb and finished it themselves.
Yep, feature creep is basically this entire dev cycle. Dude just keeps adding more and more and never really finishing anything. I grabbed the game on sale a few years ago, I have maybe 15 hours into it. It’s got stuff to do, but not what I would expect from the money and time that’s been spent on it.
At those time frames it’s not just feature creep you have to worry about, but tech- and social creep as well. Think back what games were popular 12 years ago and what hardware we had. That’s why usually in longterm, large scale projects you have a technological freeze, where you essentially ignore all progress made outside of your project for the sake of completion, which Star Citizen clearly hasn’t done.
Vaporware until proven otherwise. I’ve given up on caring
Yeah, and it’s sad bro. I put about 900 hours into Elite: Dangerous, which I enjoyed a great deal, but it still left me longing for something with more depth. Back then I thought Star Citizen would be the next leap forward in my career as a space trucker who dabbles in bounty hunting and deep space exploration. I wanted to have games worthy of justifying a home cockpit setup, and now it seems like a lost cause.
I really hope someone picks up the torch. Even if it’s just Frontier making a generational leap with the Elite IP.
Elite:Dangerous is sad for its own reasons, too, and I have a similar count of hours logged. Glacial pace of development and a lack of strong game design / sense for balance. I’m still stunned by how much of a selling point the background simulation was, and how limited it actually is in practice (it did get some love over the years, but far too little too late IMO.)
I really wanted to like it, but it just never scratched the itch when I played it. I love stuff like freespace 2, but E:D just never did it for me. Which sucks, because the community search thing sounded really fun at the time.
I remember how awesome Distant Worlds was, as a community event, and I wish I appreciated it more at the time. 65000 light years and back, I even bought a T-shirt and coin to commemorate the event lol o7
My big in game accomplishment was making it to SagA*, I spent some time in colonia and joined a discord of nerds that hung out there getting big exploration creds. I actually made the trek all the way back to the bubble after spending about a month in the galactic core. It was an epic adventure in my mind, but afterwards it was hard to be motivated for the engineering grind.
I haven’t played E:D so I can’t really make comparisons, but maybe X3/X4 can pique your interest?
I don’t think they can justify a home cockpit setup, they’re also kinda hard to get into (especially X3, you can’t get far without a guide), but hey, there’s a combined 1.5% chance that you haven’t heard of them and that you’ll enjoy at least one of them if you don’t care much about graphics. Or voice acting. Or UI/UX.
X3 is a fun game, with a very developed universe (you’ll see factions conduct invasion in real-time as you do your own thing) with a wide variety of gameplay. The universe of X3 honestly makes Star Citizen seems like a theme park for children.
That being said it is extremely difficult to get into them both because there are so many gameplay options and the UI/UX is subpar (prepare to be constantly fiddling with menu and looking up how to execute a given course of action).
Stat Citizen has its problems, but it’s literally not vaporware since there’s something available that you can download and play with.
I sold my pledges off 9 years ago, the reason I even made a reddit account in the first place. Was getting disillusioned with it back then and I was super excited when I initially backed it, had a decent amount of ships in the hangar at the time, but felt like I was only ever going to see them in the hangar
Roberts is relatively well-known in and out of the Star Citizen community for being a perfectionist at the best times.
In a parallel universe, Roberts would have been allowed to continue working on Freelancer, and it would still be in development hell in 2024 with no end in sight.
On the other hand, Starlancer is a perfectly contained game with great singleplayer gameplay, story, coop and a lot of attention to detail that shines and rewards good players for playing the game. So he can do stuff well, the correct environment needs to be there for it to happen though.
I imagine that the news headlines of the future will be:
12 Dyson Spheres and 700 Million Years Later, What’s Going on With Star Citizen’s Development?