“My hope and goal is that, because I share the process and fans see it happening, that when we have to make choices like that, we have different information than we did at the start of the process. People are like, ‘OK, I get it. I mean, it sucks and I wish I had it now, but this is better for the final game. Plus, I’ve already got stuff and I’m seeing what you’re doing and delivering. I’m getting new content.’”
He noted, then, that the current Star Citizen/Squadron 42 release schedule is very tentative, and already some pieces are getting jostled by (so far) minor patches of turbulence. The dogfighting module, for instance, will launch at the end of 2013 no matter what, but it might not include multiplayer until early next year. Reason being, RSI has the option of either running CryEngine’s stock multiplayer code or implementing Star Citizen’s full MMO-ready backend. At the moment, Roberts is leaning toward the latter, as it’ll allow stress testing pretty much from the get-go. So long, launch day server troubles – at least, in theory.
“That’s the decision that, if you go for the proper system, it’s much better for the game long-term,” he said. “But that means people aren’t playing multiplayer dogfights by Christmas. They’ll be able to play against AI or fly their ships around, but I think that may be the choice that I make. It’s better for the final game.”
“But it’s hard. You have to manage a lot of expectations. When we pushed back the Hornet [ship] commercial, we had a lot of upset reactions. People were like, ‘How could they? They lied to us.’ But then the commercial came out, it was fine, and many of the complaints went away. So it’s about managing from the complaints to the point where they get something good. Delivering something good is the all-important thing.”