Regardless of my thoughts on how badly they botched this, I will be participating through Kickstarter now that it is available.
Now the question, which level to go with? I am thinking the $125 tier so I can get a physical boxed version, but does it also include a digital version?
Where did they say they were adding a box? At this point, all I see is the USB stick w/ the game loaded on it. I sent Cloud Imperium a reminder via kickstarter, asking them about a boxed version. Waiting to hear back.
edit: LOLOLOL at getting on kickstarter now.
Man it is only 5%. Some real cheapskates behind this project if that was the reason.
I think it is closer to 10% because more than kickstarter gets royalties. Don't forget Amazon owns kickstarter so there's another hand in the pot
EDIT: I agree this has been botched though, and I wonder if they lost any momentum/pledges because of it?
Anyone that's even remotely interested in the big budget space sim owes it to themselves to throw down for this kickstarter.
If this goes on to be made and to become successful, it'll serve as a turning point for a dormant genre.
If it dies at the crowd funding stage... industry execs will forever reference this as how dead and unbackable the genre is.
If you're holding back because of some website kerfuffles, in spite of the best crowd-funding pitch presentation bar none, then slap yourself in the face, look yourself in the mirror and ask yourself "Seriously?"
Anyone that's even remotely interested in the big budget space sim owes it to themselves to throw down for this kickstarter.
If this goes on to be made and to become successful, it'll serve as a turning point for a dormant genre.
If it dies at the crowd funding stage... industry execs will forever reference this as how dead and unbackable the genre is.
If you're holding back because of some website kerfuffles, in spite of the best crowd-funding pitch presentation bar none, then slap yourself in the face, look yourself in the mirror and ask yourself "Seriously?"
I really dislike it when people seriously try to imply that pledging for this kickstarter or that is some kind of moral imperative for gamers to save or revive a genre. "You owe it to yourself to spend your money on this Kickstarter even if you are not satisfied with the way it is being handled because you must save gaming!"
this is the first time something like this has come around in a very long time. And that you shouldn't let niggling issues over how they organize funding dissuade you from doing something you would gladly have done otherwise.
Depending on who is supplying the additional funding, there is a very real danger of the project veering off into another direction based on outside influence.
Anecdotally the one thing I've heard is the tax you have to pay on Kickstarter donations is close to 50%. I wonder if by doing their own in house system they were hoping to avoid that big of a penalty.
When you say 'very real', you really mean 'very plausible, but without proof whatsoever' don't you?
Of course. But these unspecified backers aren't just helping with a tiny bit of the goal. They're supplying the vast majority of the funding so their potential influence is significant. It would be nice to have more transparency.
*shrug*
If this kind of comment can stop you from pledging... it's most probable that you simply didn't give a shit enough the genre or game in the first place.
Is there any reason to suspect that they would wildly change the course of the game from what we're been shown, or only a lingering paranoia that they could?
Of course. But these unspecified backers aren't just helping with a tiny bit of the goal. They're supplying the vast majority of the funding so their potential influence is significant. It would be nice to have more transparency.
Anyone that's even remotely interested in the big budget space sim owes it to themselves to throw down for this kickstarter.
If this goes on to be made and to become successful, it'll serve as a turning point for a dormant genre.
If it dies at the crowd funding stage... industry execs will forever reference this as how dead and unbackable the genre is.
If you're holding back because of some website kerfuffles, in spite of the best crowd-funding pitch presentation bar none, then slap yourself in the face, look yourself in the mirror and ask yourself "Seriously?"
So I'm paranoid. Nice.
I think it's a reasonable concern for a game that is still a long way away, in spite of what has been shown. You obviously disagree.
Nothing I can do to stop you from making wildly incorrect assumptions I guess.
You mean common sense isn't enough to tell you that an external investor who might take 60-80% of the financial risk on the project would do so with a profit motive? And in the current environment of gaming, does it really need to be explained how that usually doesn't coincide with the gamers' best interests?
Nothing I can do to stop you from making wildly incorrect assumptions I guess.
You mean common sense isn't enough to tell you that an external investor who might take 60-80% of the financial risk on the project would do so with a profit motive? And in the current environment of gaming, does it really need to be explained how that usually doesn't coincide with the gamers' best interests?
Wow, $1 million. They'll reach their goal easily, and then some.
Yeah it's doing about 25k per day now. Though they should have waited till they met their goal to put up the Kickstarter later on.
Hi everyone!
Chris Roberts here. We have some pretty big news today.
First we hit $1M this morning! Congratulations and thanks to everyone for achieving this goal. Its amazing what we accomplished in just over seven days.
But thats not all!
I am serious about listening to the opinion of this community, so when we asked whether you wanted a Kickstarter option on Facebook and had over 1000 affirmative responses we realized that we needed to provide that choice.
Im a big fan of Kickstarter and have backed quite a few projects on it including the Oculus Rift and I think the core gaming community owes them a huge debt of gratitude for providing a mechanism to get games funded in genres that the modern day publishers arent interested in anymore.
Not using Kickstarter was never about saving 5%, as in the greater scheme that is a very reasonable fee for the service they provide. It was about making the experience frictionless for the existing 30,000 RSI members at the time of launch. I wanted a seamless experience in the fiction of the Star Citizen world where you could interact on the forums, check out development posts and back the project all from the same site and with the same login details.
But thats only good if the RSI site can handle both the community features and the strain of thousands of people wanting to pledge. As you already know, we famously failed in that task upon launch. As of today we have got things mostly under control. We are working 24/7 in order to get all the intended functionality up, link back up orders to RSI memberships, provide an upgrade option, improve the community experience by moving to a more full featured forum system and speeding up the performance of the site. But doing all this always creates a risk that the site may go down briefly if one of our upgrades breaks the complicated beast that is a community site intertwined with a crowd funding platform.
The kind folks at Kickstarter have generously offered to help out. Not only are they happy for us to have a Star Citizen campaign but they are fine running in parallel with the crowd funding platform on this site. This is great news, as it allows us to provide all the Space Sim fans out there multiple options to back Star Citizen. Nervous about pledging in a custom solution on a site that has had some hick-ups? Use Kickstarter! If you cant as you dont have an Amazon account and dont want to open one, use the RSI site, where we take Paypal and credit cards. Its all about user choice and in this adding Kickstarter is a very good thing.
For fun, weve created a small Kickstarter pledge for existing backers. Its called the Kickstarter and its an Electro Skin Hull Enhancement module. This is an upgrade package that players will be able to buy in game that allows ship owners to switch their hull appearance at a flick of a switch. The idea is that we will make skins available and allow players to make their own (within rules) once the game fully goes live. So for the $5 Kickstarter pledge we will add it to your current ship package, along with a custom skin that will tell the world that you backed twice! We added it to Kickstarter to allow fans to show their support in both places without breaking the bank.
Of course if youve already backed there is no obligation to do this. We are already eternally grateful to the existing backers for believing in the vision and helping us get half way to our goal after only 7 days!
The Kickstarter number will be combined with the RSI counter when we hit our minimum and stretch goals, so a pledge in either place counts towards our goal of reaching $2mill or more. We will link all Kickstarter pledges to their RSI account in the same way we intend to do with all the members that used the backed up site when our main one was down. We will have to get the data from Kickstarter so be patient as it wont be instant, but we promise we will link everything up and nothing will get lost!
So if youve been holding back because you prefer Kickstarter or if you just want to show your support again please go to http://www.kickstarter.com/projects/cig/star-citizen
In addition to offering you more choices, were focused on getting back to the business of immersing you in this universe, so weve started a new section up called Spectrum Dispatches that will be in game fiction news from whats happening in the Star Citizen universe along with a couple of serialized story threads. We want to involve you in this universe from day one and not just wait until we release the multiplayer alpha!
Finally we have you heard you loud and clear about the ships. We will be releasing details on the various ships on over the coming days, and you should know that Conceptual Artist superstars Ryan Church and Jim Martin are hard at work visualizing them, which we will share when ready (this wont be in the next few days though it takes time to do things right!)
I hope you liked my mega update!
Lets show the world that Space Sims are back!
Chris Roberts
Source: http://www.robertsspaceindustries.com/a-letter-from-chris-roberts/
The pitch video described my game of the forever/dream game since the 90s. They had my money instantly. But I'm sorry if I don't think this has been utterly smooth sailing. You overly defensive people need to chill and maybe consider they could have done things better from the get-go. We all want the same thing!
Yeah it's doing about 25k per day now. Though they should have waited till they met their goal to put up the Kickstarter later on.
It's going up by way more than 25k each day. It's currently at 1,070,000 and it hasn't even been 24hrs since it hit 1,000,000. The day before it went up 80k.
I'm glad to see things are getting straightened out, they had the most promising crowd-sourcing start yet (live presentation hosted by Gamespot, front page of Reddit etc) but damn they squandered all the press. I expect it to get around 2.5 million all up, but they could have easily beaten Project Eternity had they planned better.
1,070k + 138k Kickstarter pledges
I find it funny that substantively the game deserves that money (imo), but does not achieve it due to issues of image and logistical crap. Just shows you how much success hinges on things which have nothing to do with content really.
I'm assuming that a USB copy plus a hardcover book, cd, map, etc would come in a box. As with other things, this project is rather vague.
We're looking at boxes now. I am REALLY hoping they work out... a game this big NEEDS a box...
Do not assume that. I received a response from them via kickstarter:
Boxes are still in the works, so I'm holding out for the mean time.
Of course they are still in the works, game won't go gold for over two years...
There are plenty of games that have yet to ship, that list or have listed physical copies with boxes. I'm not saying "SHOW ME THE FINAL BOX DESIGN OR I WON'T PLEDGE!", I'm saying "I'd like a reward tier that offers a Physical Box. Please make it so!"
And they're receptive to that. So I'm holding out on giving Cloud Imperium money until I know what reward tiers will have a Physical Box, or if they aren't going to do a box.
I'm surprised and glad they went the kickstarter route in the end. Their reasons to not do so at the beginning were sound. They wanted all the monies raised to go to the game and not to a middle man company. Their infrastructure was not up to shape though, and so I'm glad they did that reevaluation and decided to make an additional KS campaign to alleviate their direct campaign a bit more. They were a bit naive though to think that they could handle this internally or it was just a case of trying to bite more than you can chew. I'm sure they will add any extra stretch goal rewards they put on Kickstarter to people that made the pledge through their site. That should be a given and hope they don't do anymore misteps from now on.
Hi all,
I just wanted to introduce myself. Im the designer/coder for the Star Citizen HUD and additional 2D elements. While a good deal of my work wasnt integrated in time for the live demo, that was largely because what weve been doing has pushed the limits of Scaleform and CryENGINE and is radically different from the standard game HUD formula thats prevailed for the last decade. Taking inspiration from previous Chris Roberts ship controls, nothing in our work is similar to the templates youve seen in more recent games; its been engineered from the ground up to deliver an unparalleled degree of control and detail to the pilot. Chris is an inspiring guy to work for, and Im honored to have been picked for the job. We arent cutting any corners. All the elements of the HUD systems weve developed are based on procedural algorithms and can be customized to different ships and styles to a huge degree of depth and flexibility, keeping the scope of the universe in mind. My task is to pack as much useful information as possible into tight, clear displays, to give pilots those crucial visual cues that can mean the difference between life and death in a dogfight. The HUD will be your friend, and learning to read it reflexively will shave crucial milliseconds off your reaction time. Sometimes it feels more like Im developing an avionics package for the military than for a game!
For my qualifications, I have 15 years in Flash/Flex development, including dozens of casual games and a custom gaming platform for a Bitcoin site I operate. Im very much a DIY, self-employed developer, and this is my first team effort in over ten years. But this is a game Im dying to play, and I couldnt say no Ive been a fan of Chriss work since I was a kid playing Wing Commander, and its a dream job for me to work with the team hes assembled.
There are lots of reasons to pledge to this project, but one of the best (in my view) is that the authenticity of the flying/fighting experience is going to be unparalleled. I can confirm that all the pieces are in place to ensure that it will be and as for the avionics, I think this HUD will be the gold standard in AAA games for the next decade or longer.
I hope to hear your feedback as we go along, and thank you all for showing your support and helping to building this awesome game!
Im looking forward to showing off the design, and Ill see if we cant get a sneak peek in here pretty soon! You can catch a tiny bit of it in the Immersion video at http://www.youtube.com/watch?v=VVua4SsaGqU&feature=relmfu which shows some of the earliest integrations of marks, radar and ship displays when you climb into the cockpit. Although this is just the tip of the iceberg, youll notice the screen displays there look quite a bit different from anything in the other videos. What youre seeing (for HUD-skeptics) are functional components with a lot of data layers and controls built in, but they arent engaged yet in that video.
Mea culpa, by the way. I was trying to do something that hadnt been done before, which was part of the reason we missed our integration target, which is most of the reason why the targeting reticles and gun pips werent in for the live demo (which is why Chris missed the enemy ship and why some people seem to doubt the HUD exists). But I promise the end result is well worth it; youve never seen this stuff in a HUD before, because we had to rewrite parts of the CryENGINE/Scaleform integration code and roll a whole bunch of new graphics methods just to make it work.
Ill shut up now before I say too much, and leave it to Chris to make the big announcements