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Star Citizen – Irreconcilable Differences
Star Citizen – Irreconcilable Differences
Star Citizen – Irreconcilable Differences
Star Citizen – Irreconcilable Differences
December 27, 2016 by dsmart
December 27, 2016 by dsmart
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“Noun
“Noun
Differences of opinion or will that cannot be brought into harmony, or cannot be brought into agreement through compromise.
Differences of opinion or will that cannot be brought into harmony, or cannot be brought into agreement through compromise.
A relationship that has become relentlessly hostile.”
A relationship that has become relentlessly hostile.”
The TL;DR recap on how I got involved in this farce and why I’m going to keep going until the very bitter end
The TL;DR recap on how I got involved in this farce
TRIPPING THE MEMORY LANE
TRIPPING THE MEMORY LANE
With 2016 coming to a close, and arguably the most disastrous year for the Star Citizen development in terms of development & deliverables, PR & marketing, backer goodwill & dissent, legal ramifications, State & Federal involvement etc, it should come as no surprise that the most surprising (at least to those not paying attention) event was buried in an end of year update during the busy holiday period. In fact, while 2016 funding for the project is on track to exceed $35 (!) million by end of this month – regardless of the inaccuracy of the funding chart – it’s easy to see that the development pace and deliverables have not kept in line with the funding received. My previous Oct blog, Shattered Dreams, encapsulates the failures of 2016 in general, while shedding more light on how CIG/RSI has treated backers worse than a publisher would a developer.
With 2016 coming to a close, and arguably the most disastrous year for the Star Citizen development in terms of development & deliverables, PR & marketing, backer goodwill & dissent, legal ramifications, State & Federal involvement etc, it should come as no surprise that the most surprising (at least to those not paying attention) event was buried in an end of year update during the busy holiday period. In fact, while 2016 funding for the project is on track to exceed $35 (!) million by end of this month – regardless of the inaccuracy of the funding chart – it’s easy to see that the development pace and deliverables have not kept in line with the funding received. My previous Oct blog, Shattered Dreams, encapsulates the failures of 2016 in general, while shedding more light on how CIG/RSI has treated backers worse than a publisher would a developer.
But let’s back up a bit here, and take a trip down memory lane.
But let’s back up a bit here, and take a trip down memory lane.
Back in July 2015, I wrote a highly controversial blog, Interstellar Citizens, about the project, it set off a chain reaction of events which led to an all-out war between hardcore backers of the project, paid marketing shills (Shillizens), the anti-social misfit backers (Shitizens) who are raging a war of attrition against dissent, and well, everyone else with a brain which has concluded that the project is a catastrophe. In that blog, and several others which followed, I had maintained – consistently – that the game as pitched could never be built, not only due to the engine they chose, CryEngine 3 (aka CE3) and which was unsuited for the increased scope of the game, but as I also pointed out that even if they somehow managed to find people with the talent and expertise to pull it off, coupled with a robust custom engine, that it would still be a major undertaking and not likely to cost anything less than $150 million.
Back in July 2015, I wrote a highly controversial blog, Interstellar Citizens, about the project, it set off a chain reaction of events which led to an all-out war between hardcore backers of the project, paid marketing shills (Shillizens), the anti-social misfit backers (Shitizens) who are raging a war of attrition against dissent, and well, everyone else with a brain which has concluded that the project is a catastrophe. In that blog, and several others which followed, I had maintained – consistently – that the game as pitched could never be built, not only due to the engine they chose, CryEngine 3 (aka CE3) and which was unsuited for the increased scope of the game, but as I also pointed out that even if they somehow managed to find people with the talent and expertise to pull it off, coupled with a robust custom engine, that it would still be a major undertaking and not likely to cost anything less than $150 million.
As of this writing, at the end of project’s five year (if you are counting 2011 during which Chris Roberts stated the game was already in development) anniversary, the project is not only two years late, but has also raised over $140 million in funding through the most devious of fundraising schemes ever seen in gaming; even as the technical debt and lies continue to pile up.
As of this writing, at the end of project’s five year (if you are counting 2011 during which Chris Roberts stated the game was already in development) anniversary, the project is not only two years late, but has also raised over $140 million in funding through the most devious of fundraising schemes ever seen in gaming; even as the technical debt and lies continue to pile up.
Since that first blog, through various sources (on and off the project), observation of the project, as well as through other avenues, I have been able to not only accurately chart and track the course of this development, but also managed to maintain a relatively high rate of being more right, than wrong. To the extent that in addition to my extensive blogs, I’ve also had to setup a discussion section (particularly my musings and scoops) on my blog page in order to host all the stuff that keeps happening. And when that data exceeded the capacity of that resource, I installed a separate stand-alone forum in order to continue hosting the data. I do this because, as with all things related to video gaming on the Internet, eventually either it will all be lost, buried in disinformation, or simply mired in inaccurate rhetoric as the years go by. For good, bad, or ugly, the sole purpose of my involvement – vindication aside – is because it is my hope that, as we are now seeing in crowd-funding in general, that a scam like this never happens again. At least not to this extent. For me, it’s no more an obsession, than it is a hobby.
Since that first blog, through various sources (on and off the project), observation of the project, as well as through other avenues, I have been able to not only accurately chart and track the course of this development, but also managed to maintain a relatively high rate of being more right, than wrong. To the extent that in addition to my extensive blogs, I’ve also had to setup a discussion section (particularly my musings and scoops) on my blog page in order to host all the stuff that keeps happening. And when that data exceeded the capacity of that resource, I installed a separate stand-alone forum in order to continue hosting the data. I do this because, as with all things related to video gaming on the Internet, eventually either it will all be lost, buried in disinformation, or simply mired in inaccurate rhetoric as the years go by. For good, bad, or ugly, the sole purpose of my involvement – vindication aside – is because it is my hope that, as we are now seeing in crowd-funding in general, that a scam like this never happens again. At least not to this extent. For me, it’s no more an obsession, than it is a hobby.
dsmart-backer-tier
dsmart-backer-tier
My Backer Tier
My Backer Tier
THE GAME
THE GAME
This is what Star Citizen promised back in Oct 2012. I invite you to read everything on that page, including all the FAQ entries. By the time the campaign closed on Kickstarter, I was among an elite group of 1509 backers at that tier, and who expected the games (Star Citizen multiplayer, & Squadron 42 single-player) to be completed and delivered by the promised Nov 2014; and for which the ToS allowed a 12 then 18 month delay period.
This is what Star Citizen promised back in Oct 2012. I invite you to read everything on that page, including all the FAQ entries. By the time the campaign closed on Kickstarter, I was among an elite group of 1509 backers at that tier, and who expected the games (Star Citizen multiplayer, & Squadron 42 single-player) to be completed and delivered by the promised Nov 2014; and for which the ToS allowed a 12 then 18 month delay period.
Somewhere along the line, once Chris Roberts figured out that they could continue adding stretch goals post-Kickstarter, as a way to keep raising money associated with them, the original game ballooned out of proportion, and completely out of the scope of the CE3 engine. And in doing so, as part of what I believe to be a worthy effort to show some progress, backers ended up with the promise of several game modules which were to serve as testing platforms for both Star Citizen and Squadron 42. First, there was Arena Commander, the dogfighting and space racing module, which was first launched in June 2014. The Persistent Universe (PU), which launched in Dec 2015, isn’t a stand-alone module per se, but is the core of the Star Citizen multiplayer game. Then there’s Star Marine, the first person shooter module, which just launched this Dec 2016 in the 2.6 update.
Somewhere along the line, once Chris Roberts figured out that they could continue adding stretch goals post-Kickstarter, as a way to keep raising money associated with them, the original game ballooned out of proportion, and completely out of the scope of the CE3 engine. And in doing so, as part of what I believe to be a worthy effort to show some progress, backers ended up with the promise of several game modules which were to serve as testing platforms for both Star Citizen and Squadron 42. First, there was Arena Commander, the dogfighting and space racing module, which was first launched in June 2014. The Persistent Universe (PU), which launched in Dec 2015, isn’t a stand-alone module per se, but is the core of the Star Citizen multiplayer game. Then there’s Star Marine, the first person shooter module, which just launched this Dec 2016 in the 2.6 update.
Here’s the thing. Six years later, neither of these is complete. While visually impressive in some regard, they’re all in various stages of pre-Alpha, even as the company focuses on selling ships (some mere concept images) in a bid to continue fundraising. Even looking at the getting started guide, you don’t see a complete game, but rather “promises of the game to come”, along with a set of game modules which are neither connected to, nor part of the cohesive whole of the promised Star Citizen and Squadron 42 games.
Here’s the thing. Six years later, neither of these is complete. While visually impressive in some regard, they’re all in various stages of pre-Alpha, even as the company focuses on selling ships (some mere concept images) in a bid to continue fundraising. Even looking at the getting started guide, you don’t see a complete game, but rather “promises of the game to come”, along with a set of game modules which are neither connected to, nor part of the cohesive whole of the promised Star Citizen and Squadron 42 games.
To the extent that, as someone who has been in videogame development for over 30 years, having developed and shipped over a dozen games (some very large and complex), I am finding it hard to point out anything innovative, ground-breaking, or worth $140 million in this project. Like, at all. There are those who would discard this sentiment out of hand, because let’s be fair, I can’t be regarded as being unbiased, given the circumstances. That’s why I always invite people to look at the facts and the evidence of what’s there, regardless of what I am saying and/or writing. Nothing that I do or say is going to make Star Citizen a good or bad game, let alone a finished game delivered and with all expectations met.
To the extent that, as someone who has been in videogame development for over 30 years, having developed and shipped over a dozen games (some very large and complex), I am finding it hard to point out anything innovative, ground-breaking, or worth $140 million in this project. Like, at all. There are those who would discard this sentiment out of hand, because let’s be fair, I can’t be regarded as being unbiased, given the circumstances. That’s why I always invite people to look at the facts and the evidence of what’s there, regardless of what I am saying and/or writing. Nothing that I do or say is going to make Star Citizen a good or bad game, let alone a finished game delivered and with all expectations met.
THE ENGINE
THE ENGINE
For some time now, even as they struggled to create a custom engine from CryEngine 3.x, I have followed their engineering challenges, failures, and successes over the years. We already knew that, as with all game engines, they were already building a custom game engine dubbed Star Engine; and which was based on CE3. This engine would be the core for both Star Citizen and Squadron 42. What we didn’t know until a few months ago, was that they had not only stopped taking CryEngine build updates from CryTek, but also that they had modified their base CE 3.7x by over 50% in coming up with their Star Engine derivative.
For some time now, even as they struggled to create a custom engine from CryEngine 3.x, I have followed their engineering challenges, failures, and successes over the years. We already knew that, as with all game engines, they were already building a custom game engine dubbed Star Engine; and which was based on CE3. This engine would be the core for both Star Citizen and Squadron 42. What we didn’t know until a few months ago, was that they had not only stopped taking CryEngine build updates from CryTek, but also that they had modified their base CE 3.7x by over 50% in coming up with their Star Engine derivative.
Part of their customization of the engine is in the increase of the game world size. At one point, they claimed that Star Engine was a “64-Bit engine” – something that is still written on their website features page. I first sounded the alarm that this was patently false; then subsequently wrote posts (1, 2) about it, as well as mentioning it in my Fidelity Of Failure blog. I had stated that not only was it shocking for them to even be doing that level of work, four years in, but also that there was simply no way they could create a 64-Bit custom engine, from a base engine like CryEngine which was 32-Bit. In the end, the narrative switched to “64-Bit positioning” which made more sense; though – as I wrote- they were still cheating regardless. And in the past few weeks, it has now emerged that – as I had stated then – they are actually using a 32*2 conversion aka “floating origin” in order to support the increase their world size. Note that they still haven’t even built a single star system to completion. So there is that.
Part of their customization of the engine is in the increase of the game world size. At one point, they claimed that Star Engine was a “64-Bit engine” – something that is still written on their website features page. I first sounded the alarm that this was patently false; then subsequently wrote posts (1, 2) about it, as well as mentioning it in my Fidelity Of Failure blog. I had stated that not only was it shocking for them to even be doing that level of work, four years in, but also that there was simply no way they could create a 64-Bit custom engine, from a base engine like CryEngine which was 32-Bit. In the end, the narrative switched to “64-Bit positioning” which made more sense; though – as I wrote- they were still cheating regardless. And in the past few weeks, it has now emerged that – as I had stated then – they are actually using a 32*2 conversion aka “floating origin” in order to support the increase their world size. Note that they still haven’t even built a single star system to completion. So there is that.
Given the dearth of meaningful releases and progress this year, it came as no surprise that the 2.6 patch has been widely anticipated. Not only because Star Marine was back on the menu obviously due to legal liability (it was promised and promoted for years) issues, but because aside from being over six months late, the patch was supposed to contain a plethora of much needed fixes and revisions to Arena Commander and the PU.
Given the dearth of meaningful releases and progress this year, it came as no surprise that the 2.6 patch has been widely anticipated. Not only because Star Marine was back on the menu obviously due to legal liability (it was promised and promoted for years) issues, but because aside from being over six months late, the patch was supposed to contain a plethora of much needed fixes and revisions to Arena Commander and the PU.
Dealing with CryEngine which wasn’t designed for anything resembling the scope (especially in terms of world size, networking, open-world MMO structures etc) of Star Citizen vision 2.0 – at least not without extensive customization – has been an on-going challenge according to various past and present sources working on the project. Arguably, as most of us writing these massive games tend to do, developing an engine from the ground up (similar to what Frontier did with Elite Dangerous) would have been the more prudent way forward. But as we all now know, the original vision 1.0 of the game would have probably been farther along by now with some CE 3.x customization. But the more the scope of the game increased, so too did the requirements of the Star Engine. Which is precisely why – as of this writing – the game is still session + instanced based and has zero implementations for an MMO game; and certainly not with their target of 1000 client server games. Star Citizen itself – to date – isn’t even 15% of what was promised; and Squadron 42 is still unseen (as of this past Oct, sources were claiming that it doesn’t even exist as a game) in playable form.
Dealing with CryEngine which wasn’t designed for anything resembling the scope (especially in terms of world size, networking, open-world MMO structures etc) of Star Citizen vision 2.0 – at least not without extensive customization – has been an on-going challenge according to various past and present sources working on the project. Arguably, as most of us writing these massive games tend to do, developing an engine from the ground up (similar to what Frontier did with Elite Dangerous) would have been the more prudent way forward. But as we all now know, the original vision 1.0 of the game would have probably been farther along by now with some CE 3.x customization. But the more the scope of the game increased, so too did the requirements of the Star Engine. Which is precisely why – as of this writing – the game is still session + instanced based and has zero implementations for an MMO game; and certainly not with their target of 1000 client server games. Star Citizen itself – to date – isn’t even 15% of what was promised; and Squadron 42 is still unseen (as of this past Oct, sources were claiming that it doesn’t even exist as a game) in playable form.
There are various methods of building and maintaining an MMO game. Most MMO games use instances (copies of the game world with clients) which host a certain number of clients. Others use a whole server to represent a “persistent” world copy, while limiting the number of clients on the server. They are only similar in the sense that while several instances can be spawned on a single powerful server (or cluster of servers), the server cluster tends to limit the number of clients based on the power of the server itself.
There are various methods of building and maintaining an MMO game. Most MMO games use instances (copies of the game world with clients) which host a certain number of clients. Others use a whole server to represent a “persistent” world copy, while limiting the number of clients on the server. They are only similar in the sense that while several instances can be spawned on a single powerful server (or cluster of servers), the server cluster tends to limit the number of clients based on the power of the server itself.
For example:
For example:
#1 an MMO game can spawn a 16 client (aka players) instance01, an 8 client instance02, and a 4 client instance03. None of the players in any of these instances can ever meet, nor interact with other clients in the other instances. To add more players, the game just spawns new instances.
#1 an MMO game can spawn a 16 client (aka players) instance01, an 8 client instance02, and a 4 client instance03. None of the players in any of these instances can ever meet, nor interact with other clients in the other instances. To add more players, the game just spawns new instances.
Depending on the game, player stats can also be saved on a server database so that when you join the game again, regardless of which instance you are spawned in, your stats are reloaded; then saved again when you quit.
Depending on the game, player stats can also be saved on a server database so that when you join the game again, regardless of which instance you are spawned in, your stats are reloaded; then saved again when you quit.
Scaling (for more clients) a game like this involves either setting up additional hardware or cloud servers which then spawn the required instances. So e.g. if your instances can only support 16 clients, and you have 256 more players, then you have to spawn 16 more instances via either server or cloud sessions.
Scaling (for more clients) a game like this involves either setting up additional hardware or cloud servers which then spawn the required instances. So e.g. if your instances can only support 16 clients, and you have 256 more players, then you have to spawn 16 more instances via either server or cloud sessions.
#2 Another MMO game can setup a server cluster which supports up to 32 clients (e.g. a combination of all the clients in the above instanced example); and all those clients can see and interact with each other because they are in the same world space.
#2 Another MMO game can setup a server cluster which supports up to 32 clients (e.g. a combination of all the clients in the above instanced example); and all those clients can see and interact with each other because they are in the same world space.
As with instanced servers, depending on the game, player stats are saved and restored via a server database.
As with instanced servers, depending on the game, player stats are saved and restored via a server database.
Scaling for this type of game requires setting up additional hardware servers depending on the capacity of the clients. And when clients desire to play on other servers, they either have to create new characters and/or accounts, or pay for a server switch. NOTE: In Line Of Defense, which isn’t instanced, our networking tech allows us to host a scene/world on a separate server, then dynamically and seamlessly transition clients between servers on-demand.
Scaling for this type of game requires setting up additional hardware servers depending on the capacity of the clients. And when clients desire to play on other servers, they either have to create new characters and/or accounts, or pay for a server switch. NOTE: In Line Of Defense, which isn’t instanced, our networking tech allows us to host a scene/world on a separate server, then dynamically and seamlessly transition clients between servers on-demand.
All things considered, session based games in which a group of players join a game, then when the game ends, they’re all kicked out as the game session is reset, are also a form of instancing. Which is precisely what the GameLift module in Lumberyard is and does.
All things considered, session based games in which a group of players join a game, then when the game ends, they’re all kicked out as the game session is reset, are also a form of instancing. Which is precisely what the GameLift module in Lumberyard is and does.
Both of the above methods have their pros and cons, and each type is carefully chosen based on the game being developed. In terms of performance (visual + networking), due to the sheer amount of networking data that needs to be passed between clients and the server (dedicated or not), twitch based games in the fps, flight and driving genres are the most difficult genres to develop in a MMO format. Especially if the goal is for an open world universe where all clients on the server can interact with each other at some level or another. In terms of visuals, games tend not to render (display) objects which are not within a certain vicinity of another player. This technique is also employed in some networking games whereby packet data is only sent to players within a certain range of each other.
Both of the above methods have their pros and cons, and each type is carefully chosen based on the game being developed. In terms of performance (visual + networking), due to the sheer amount of networking data that needs to be passed between clients and the server (dedicated or not), twitch based games in the fps, flight and driving genres are the most difficult genres to develop in a MMO format. Especially if the goal is for an open world universe where all clients on the server can interact with each other at some level or another. In terms of visuals, games tend not to render (display) objects which are not within a certain vicinity of another player. This technique is also employed in some networking games whereby packet data is only sent to players within a certain range of each other.
In the MMO space, the Planetside games are the most famous twitch based games which have aerial, ground and fps combat. And even though they are designed to support up to 2000 clients per continent (the game has 3 continents) for a total of 6,000 (!) clients per server (the game is not instanced), in addition to culling visual and network data, they also use “population lock” techniques in order to keep those client numbers within those parameters. What this means is that if there are already 2000 clients in a continent, no additional clients can go to that continent unless and until the client count goes down due to clients leaving the server or moving to another continent.
In the MMO space, the Planetside games are the most famous twitch based games which have aerial, ground and fps combat. And even though they are designed to support up to 2000 clients per continent (the game has 3 continents) for a total of 6,000 (!) clients per server (the game is not instanced), in addition to culling visual and network data, they also use “population lock” techniques in order to keep those client numbers within those parameters. What this means is that if there are already 2000 clients in a continent, no additional clients can go to that continent unless and until the client count goes down due to clients leaving the server or moving to another continent.
As anyone who has played either of the two Planetside games can attest to, anything above 128 clients, tends to be a sub-par experience; especially in times where you have massive 50+ client battles in close proximity. In fact, here is a write-up of how/why they had to even limit these numbers for the PS4 version of the game which released earlier this year. Our own upcoming MMO game, Line Of Defense, which supports both MMO and session based multiplayer, also uses a similar multiplayer model as it is the most efficient, and gives the best of both worlds.
As anyone who has played either of the two Planetside games can attest to, anything above 128 clients, tends to be a sub-par experience; especially in times where you have massive 50+ client battles in close proximity. In fact, here is a write-up of how/why they had to even limit these numbers for the PS4 version of the game which released earlier this year. Our own upcoming MMO game, Line Of Defense, which supports both MMO and session based multiplayer, also uses a similar multiplayer model as it is the most efficient, and gives the best of both worlds.
Developing multiplayer games is very complex. Developing MMO games is super complex. Developing twitch based MMO games is ultra complex.
Developing multiplayer games is very complex. Developing MMO games is super complex. Developing twitch based MMO games is ultra complex.
Thinking about developing a twitch based MMO game, with a custom engine that uses a core engine that wasn’t designed for it? Well, as any CTO will attest to, you were fucked at “Hello World“. And that sums up Star Citizen. Which is precisely why currently all three (Arena Commander, Star Marine, PU) modules are a sub-par mess that struggle with anything more than 16 clients in an instance. Not to mention the fact that, up until they increased the scope of the game, it was never – ever – billed as an MMO. Says so right here and various public statements quoted in my blogs.
Thinking about developing a twitch based MMO game, with a custom engine that uses a core engine that wasn’t designed for it? Well, as any CTO will attest to, you were fucked at “Hello World“. And that sums up Star Citizen. Which is precisely why currently all three (Arena Commander, Star Marine, PU) modules are a sub-par mess that struggle with anything more than 16 clients in an instance. Not to mention the fact that, up until they increased the scope of the game, it was never – ever – billed as an MMO. Says so right here and various public statements quoted in my blogs.
“Is Star Citizen an MMO?
“Is Star Citizen an MMO?
No! Star Citizen will take the best of all possible worlds, ranging from a permanent, persistent world similar to those found in MMOs to an offline, single player campaign like those found in the Wing Commander series. The game will include the option for private servers, like Freelancer, and will offer plenty of opportunities for players who are interested in modding the content. Unlike many games, none of these aspects is an afterthought: they all combine to form the core of the Star Citizen experience.“
No! Star Citizen will take the best of all possible worlds, ranging from a permanent, persistent world similar to those found in MMOs to an offline, single player campaign like those found in the Wing Commander series. The game will include the option for private servers, like Freelancer, and will offer plenty of opportunities for players who are interested in modding the content. Unlike many games, none of these aspects is an afterthought: they all combine to form the core of the Star Citizen experience.“
And they built their server instancing backend using Google Compute. Before I delve more into this, please read this response from 2014 by Chris Roberts to backer angst about having servers in Australia. Then read this response from 2015, again in response to Google Compute, and a good measure of DX12 (Star Engine is still DX11 btw) thrown in. And if you’re in the mood, watch this video interview in which he was talking about player hosted servers and how cloud computing takes that into account. Then there was that time when Chris was commenting on Shinra’s cloud computing implementation for games.
And they built their server instancing backend using Google Compute. Before I delve more into this, please read this response from 2014 by Chris Roberts to backer angst about having servers in Australia. Then read this response from 2015, again in response to Google Compute, and a good measure of DX12 (Star Engine is still DX11 btw) thrown in. And if you’re in the mood, watch this video interview in which he was talking about player hosted servers and how cloud computing takes that into account. Then there was that time when Chris was commenting on Shinra’s cloud computing implementation for games.
“Shinra’s business plan may be what really sets it apart, Roberts says. Shinra could achieve for a variety of games what Roberts’ company has built one game to accomplish.”
“Shinra’s business plan may be what really sets it apart, Roberts says. Shinra could achieve for a variety of games what Roberts’ company has built one game to accomplish.”
Some backers are of course confusing the Star Engine networking implementation – which as they know sucks – with the Compute powered server instancing backend. Thing is that it doesn’t matter how robust the server is, whether it is hardware or cloud based. What matters is the networking layer used by the game. If the layer sucks, that’s basically the end of that discussion. And that is precisely why – for over a year now – they have been touting an all new networking layer which is supposedly going to be capable of hosting 1000 client instances. Let me repeat that: 1000 client instances. For a twitch based combined arms game that’s supposed to have space and planetary combat in air/space craft, vehicles, fps. And be able to host client ships capable of carrying over 100 passengers. In a “persistent” universe. Here is what he said in an interview during the GamesCom this past August. “…thousands of players in the same area, all at the same time”
Some backers are of course confusing the Star Engine networking implementation – which as they know sucks – with the Compute powered server instancing backend. Thing is that it doesn’t matter how robust the server is, whether it is hardware or cloud based. What matters is the networking layer used by the game. If the layer sucks, that’s basically the end of that discussion. And that is precisely why – for over a year now – they have been touting an all new networking layer which is supposedly going to be capable of hosting 1000 client instances. Let me repeat that: 1000 client instances. For a twitch based combined arms game that’s supposed to have space and planetary combat in air/space craft, vehicles, fps. And be able to host client ships capable of carrying over 100 passengers. In a “persistent” universe. Here is what he said in an interview during the GamesCom this past August. “…thousands of players in the same area, all at the same time”
It’s all lies. And they aren’t even trying to hide the lies anymore. They just throw it all out there, knowing that some of the backers will just accept it and move on, even as the Shitizens continue to shout down any backers who question such things.
It’s all lies. And they aren’t even trying to hide the lies anymore. They just throw it all out there, knowing that some of the backers will just accept it and move on, even as the Shitizens continue to shout down any backers who question such things.
Here’s the thing; if by now at the end of year five (now going into six, but who’s counting?) they still haven’t even got that far yet into breaking the 16-24 client (note that 24 clients in Star Citizen instances, is akin to what happens with 50 clients in a Planetside session) barrier, releasing the new networking layer that’s going to be based on fairy dust and magic etc, what makes anyone think that it’s ever going to happen? It’s bad enough that right up to build 4.0 which Chris claims is coming in Q4/2017, there is now no mention of the magic networking layer; having been removed from all the recent talking points these past months.
Here’s the thing; if by now at the end of year five (now going into six, but who’s counting?) they still haven’t even got that far yet into breaking the 16-24 client (note that 24 clients in Star Citizen instances, is akin to what happens with 50 clients in a Planetside session) barrier, releasing the new networking layer that’s going to be based on fairy dust and magic etc, what makes anyone think that it’s ever going to happen? It’s bad enough that right up to build 4.0 which Chris claims is coming in Q4/2017, there is now no mention of the magic networking layer; having been removed from all the recent talking points these past months.
THE SWITCH
THE SWITCH
A few months ago, there were some insider rumblings that due to on-going challenges of building the game that Chris Roberts envisioned, an engine switch was inevitable. I had discarded that out of hand, much like I discarded the recent talk of a console port of the game because let’s face it, this far along into development, it would be pure madness to make such a switch. Not to mention the furor that it will cause with the backers who, while entrenched in Sunk Cost Fallacy, are still throwing money into a burning fire. And when you think about it, short of a custom engine built from the ground up, even with their major advancements, Unity5 would be a stretch. Not to mention the fact that it’s C# based. So only Unreal Engine 4 is actually capable of building something like Star Citizen; even with some design compromises. And it would be a major re-write either way.
A few months ago, there were some insider rumblings that due to on-going challenges of building the game that Chris Roberts envisioned, an engine switch was inevitable. I had discarded that out of hand, much like I discarded the recent talk of a console port of the game because let’s face it, this far along into development, it would be pure madness to make such a switch. Not to mention the furor that it will cause with the backers who, while entrenched in Sunk Cost Fallacy, are still throwing money into a burning fire. And when you think about it, short of a custom engine built from the ground up, even with their major advancements, Unity5 would be a stretch. Not to mention the fact that it’s C# based. So only Unreal Engine 4 is actually capable of building something like Star Citizen; even with some design compromises. And it would be a major re-write either way.
I had forgotten about the engine switch nonsense until it sparked up again earlier this year. Seeing as some people (who I don’t even know, due to sources being anon) have reportedly been fired from CIG/RSI for being sources to myself and the media (e.g. see Kotaku’s recent slew of Star Citizen research articles, or The Escapist article from last year), I tend to now pick and chose what I share publicly. And with very few people close to something like an engine switch, it would be trivial for CIG/RSI to go on a witch hunt to seek out who was leaking (the most open development ever!) information to backers and the general public.
Despite at least two sources claiming they were in fact switching to Lumberyard, I had forgotten about the engine switch nonsense until it sparked up again earlier this year. Seeing as some people (who I don’t even know, due to sources being anon) have reportedly been fired from CIG/RSI for being sources to myself and the media (e.g. see Kotaku’s recent slew of Star Citizen research articles, or The Escapist article from last year), I tend to now pick and chose what I share publicly. And with very few people close to something like an engine switch, it would be trivial for CIG/RSI to go on a witch hunt to seek out who was leaking (the most open development ever!) information to backers and the general public. So, my stance is that I’ll believe it when I hear more. I mean, with all their show broadcasts, no way they would keep something like that quiet, unless they are concerned about backer reaction.
So this past April, I made a comment as part of what I believed – at the time – would be madness for them to do. I said “I can’t wait to read the part where they decide to either port to Unity5 or to Lumberyard, Amazon’s version of CryEngine4. Not to mention CryEngine5 which is more advanced/modern than CryEngine4.”
In fact, this past April, I made a comment as part of what I believed – at the time – would be madness for them to even do. I said “I can’t wait to read the part where they decide to either port to Unity5 or to Lumberyard, Amazon’s version of CryEngine4. Not to mention CryEngine5 which is more advanced/modern than CryEngine4.”
With 2.6 already several months late, and still delayed this month amid lots of controversy; aside from the fact that 3.0 is the patch that was touted as coming this month, imagine my surprise when having released the buggy (just like the end-of-year 2.0 release in Dec 2015), 2.6 patch on Dec 23rd, some backers got wind of the Amazon Lumberyard engine logo in the game. All this time, such a fundamental and material change was neither mentioned in the release schedule, nor in the 2.6 patch notes.
With 2.6 already several months late, and still delayed this month amid lots of controversy; aside from the fact that 3.0 is the patch that was touted as coming this month, imagine my surprise when having released the buggy (just like the end-of-year 2.0 release in Dec 2015), 2.6 patch on Dec 23rd, some backers got wind of the Amazon Lumberyard engine logo in the game following my flurry of Tweets which confirmed they were using it. All this time, such a fundamental and material change was neither mentioned in the release schedule, nor in the 2.6 patch notes.
Yup.
Yup.
Like clockwork, the backer community was ablaze with all kinds of speculation. Just as things were about to reach fever pitch, CIG/RSI quickly pushed out a revised (you can tell because the just released 2.6 was mentioned in the “Top Stories This Week” section) newsletter mentioning it at the top. That section reads:
Like clockwork, the backer community was ablaze with all kinds of speculation. Just as things were about to reach fever pitch, CIG/RSI quickly pushed out a revised (you can tell because the just released 2.6 was mentioned in the “Top Stories This Week” section) newsletter mentioning it at the top. That section reads:
Then, obviously the media (1, 2, 3, 4, 5, 6) got wind (there was the official press release that went out shortly after) of it, and just like that, it was news; and the speculation and confusion continued to spread like wildfire. Shortly after, knowing that the newsletter was insufficient, as it didn’t address most of the questions being asked, Chris Roberts – whose last post on the game’s forums was over two years ago – posted a missive about the switch.
Then, obviously the media (1, 2, 3, 4, 5, 6) got wind (there was the official press release that went out shortly after) of it, and just like that, it was news; and the speculation and confusion continued to spread like wildfire. Shortly after, knowing that the newsletter was insufficient, as it didn’t address most of the questions being asked, Chris Roberts – whose last post on the game’s forums was over two years ago – posted a missive about the switch.
NOTE: There is speculation that he didn’t even write that, because shortly afterwards, a CIG community staff member, Zyloh, edited it, as seen in the top right part of the image.
NOTE: There is speculation that he didn’t even write that, because shortly afterwards, a CIG community staff member, Zyloh, edited it, as seen in the top right part of the image.
With talk about an Amazon “partnership” (the term used by Chris Roberts) running rampant, Kotaku-UK were the only outlet that bothered to even seek clarification on what this actually meant. This is their update:
With talk about an Amazon “partnership” (the term used by Chris Roberts) running rampant, Kotaku-UK were the only outlet that bothered to even seek clarification on what this actually meant. This is their update:
“Updated: I’ve had a response from CIG director of communications, David Swofford, to say that the relationship between CIG and Amazon is that of them being a regular licensee of Amazon’s technology. The reason for the announcement today was that it was turned on with the release of 2.6. He also confirmed that all the work CIG had done to expand the CryEngine has been transitioned to the new engine.“
“Updated: I’ve had a response from CIG director of communications, David Swofford, to say that the relationship between CIG and Amazon is that of them being a regular licensee of Amazon’s technology. The reason for the announcement today was that it was turned on with the release of 2.6. He also confirmed that all the work CIG had done to expand the CryEngine has been transitioned to the new engine.“
Shortly after, another publication received a statement from Erin Roberts, brother of Chris Roberts and head of the Foundry 42 studio in the UK:
Shortly after, another publication received a statement from Erin Roberts, brother of Chris Roberts and head of the Foundry 42 studio in the UK:
“Thanks for getting in touch. As you’ve (correctly) surmised, any suggestions that the engine switch would have a major impact on our development couldn’t be further from reality. Lumberyard is completely based on Cryengine, yet with a lot of improvements. As a consequence, we do not have to change the fundamental core engine at all which is why this change has had absolutely no effect on our development of Star Citizen.
“Thanks for getting in touch. As you’ve (correctly) surmised, any suggestions that the engine switch would have a major impact on our development couldn’t be further from reality. Lumberyard is completely based on Cryengine, yet with a lot of improvements. As a consequence, we do not have to change the fundamental core engine at all which is why this change has had absolutely no effect on our development of Star Citizen.
The advantage of Lumberyard is that we get great ongoing support on the cloud / networking side from Amazon as well as great tools support while continuing uninterrupted development on what we have built up over the last 4 years. As we’ve tried to explain many times before, we have pretty much rewritten 50% of what we licensed 4 years ago now, even in core systems from Cryengine. What is great is that everything we have reworked, also now seamlessly integrates into Lumberyard, and the engine switch has not required any extra engineering time. We are actually very lucky that this opportunity presented itself to work with a powerful and committed company like Amazon that is investing heavily in its tech. This collaboration will effectively allow us to do more for our community going forward without costing us really anything in terms of engineering time or otherwise, so it is a win-win situation and good news all around.“
The advantage of Lumberyard is that we get great ongoing support on the cloud / networking side from Amazon as well as great tools support while continuing uninterrupted development on what we have built up over the last 4 years. As we’ve tried to explain many times before, we have pretty much rewritten 50% of what we licensed 4 years ago now, even in core systems from Cryengine. What is great is that everything we have reworked, also now seamlessly integrates into Lumberyard, and the engine switch has not required any extra engineering time. We are actually very lucky that this opportunity presented itself to work with a powerful and committed company like Amazon that is investing heavily in its tech. This collaboration will effectively allow us to do more for our community going forward without costing us really anything in terms of engineering time or otherwise, so it is a win-win situation and good news all around.“
And in typical CIG/RSI fashion for revisionist history, burying dissent etc, a forum thread in which backers were speculating about switching to Lumberyard earlier this year, was deleted shortly after the news broke. Of course Goons saw that one coming and were able to archive the thread before it was deleted and merged into another thread in a bid to bury it. And sure enough, the Shillizens and Shitizens promptly proceeded to start altering the votes in order to skew the results in which 70% had previously voted no.
And in typical CIG/RSI fashion for revisionist history, burying dissent etc, a forum thread in which backers were speculating about switching to Lumberyard earlier this year, was deleted shortly after the news broke. Of course Goons saw that one coming and were able to archive the thread before it was deleted and merged into another thread in a bid to bury it. And sure enough, the Shillizens and Shitizens promptly proceeded to start altering the votes in order to skew the results in which 70% had previously voted no.
THE OBFUSCATION
THE OBFUSCATION
Below is my blunt synopsis of what has now been written by Chris Roberts who, since the very start, has a storied history of blatantly lying to the very backers who, to date have given him all this money, while not having a game they paid for.
Below is my blunt synopsis of what has now been written by Chris Roberts who, since the very start, has a storied history of blatantly lying to the very backers who, to date have given him all this money, while not having a game they paid for.
Amazon’s Lumberyard game engine, which was released free in Feb 2016, like the CIG/RSI Star Engine, is a custom engine built on top of CryEngine 3.x for which they acquired (1, 2, 3, 4) a license back in early 2015. What is still not clear is whether or not the license was for all versions of the CryEngine. According to public and anon sources, what Amazon has is 99% CryEngine, but with
Amazon’s Lumberyard game engine, which was released free in Feb 2016, like the CIG/RSI St