mazty
Member
Just wondering here, but Mazty, do you even have working experience for game companies let alone a degree in at least the Computer Science field? If not, i'd just stop making excuses and defending. Because while you are claiming Seeka has no clue what he's talking about, if you have neither the credentials or experience, then it's also clear you don't know either and have no argumentative position against him besides opinion vs opinion. Which is pretty clear so far in this "no i'm right, you're wrong" thread.
I don't have experience working for game companies, but have experience on large to very large IT projects as a (qualified) project manager - a computer science degree is irrelevant as I'm not a dev.
Also project management is an established field of expertise; it isn't nearly as subjective as you're trying to make out which is what annoys me about all these Star Citizen article. People seem to think their armchair expertise counts when it's nothing but ignorance.
1 - CryEngine is terrible for absolutely everything except screenshots and cutscenes. It's an engine made to be licensed, hence it's not really optimized for anything in particular.
2 - The end result won't be as good as it could be with an in house engine, i made no remarks regarding the quality of the game in general. They have $120m in funding, maybe they shouldn't take shortcuts which impact the quality of the game even though they can afford to do a better job, having to learn how to work with a new engine would've been worth it and programmers need to adapt to new environments all the time anyways, considering that you are totally fine with them spending years on developing gimmicks i'm surprised that asking for a solid basis is just too expensive and takes too long.
3- Oh yea, completely unplayable, the game would basically not exist without the gimmick of being able to walk around the ship, that needs to be there on launch, absolutely essential.
Engines and programming projects in general are made modular, when you put in a placeholder solution with a more advanced solution already in mind it's unlikely to be struggle to swap them out later. If implementing turns out to be problematic, it wouldn't interfere with players being able to play the game until they figure it out, hence it's not much of a hassle. There's far less pressure to deliver when you already have a working solution in place.
4 - I can presume that replacing a working system later down the road with a different one is going to have less of an impact on the progress of the project than getting hung up on the advanced solution first, which considering that the game is crowdfunded and hence has players waiting on results would've been a smart decision. With the scope of the project expanding they also got considerably more funding, which if planned correctly would've meant that the release date would've remained roughly the same with added content based on how much more the far larger workforce can handle and then increased post launch support. Just because ambitious projects are expected to have delays doesn't mean that the way they handled the project so far is flawless.
5 - Where's the connection between working on large projects and thinking assumptions are facts? That's just an ad hominem argument to discredit me. Where am i even assuming that assumptions are facts except for the instances where you conveniently overinterpret what i say?
1) And you know CryEngine is terrible because..? Or more armchair expertise and assumptions?
2) How the hell can you say that? That's 100% guesswork on your part based on nothing at all. "Programmers need to adapt to new environments all the time anyways". Oh yes, because I remember that one time when I told all the Java programmers that today they were now writing in C#. No, that's categorically, unarguably bullsh*t.
3) So can you explain how ship-boarding would work if you couldn't walk around the ship? Or moving from one console to another? Yes, it needs to be there as it's foundational for a lot of the gameplay. And SC has been made in modules...Look at Arena Commander, Star Marine etc...Why are you so critical of a game you clearly know very little about?
4) No, you can't presume that at all. That's an assumption based on nothing other than it suits your argument. And no, that's not how project works - you can't just change the scope and expect a larger budget to offset it depending on skillsets needed and technical requirements. It's amazing how you're stating how projects can be ran yet have no experience at running any.
5) You're entire post is based on guesswork and presumptions. A is quicker than B, X is easier than Y, because you say so. That's not how project management works. Unless you can actually qualify any of your statements (and you won't be able to), you're just being an armchair expert as to how CIG should operate. How they have ran SC so far isn't flawless, but it's nothing that would make anyone with industry experience raise an eyebrow. Now if we go and look at the stories that have come out about CCP Games, that does give people reasons to be genuinely concerned.
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