yeah "shipping" was the problem with having a goat with a game......
It's a shame too, because that would have gone down as the greatest Collector's/Deluxe Edition ever released in gaming history.
Awesome of you to post this here as this is one of the first times they have gone to great lengths to gather the most informative video clips and interesting QA bits into one easy to browse article. Prior to now, I believe one of the reasons the many uninformed observers of this project have the misguided impression that not much has been shown of actual development, when in reality this single monthly report is only a fraction of what has already been shown in equal or greater detail, if only you had the patience to dig for it.
I want something playable as much as the next guy but what I really want is the whole thing, and if it benefits by having to wait a bit for a taste I am fine with that as I still believe they are putting all that money to good use, so when I feel impatient I simply step back and think "They have enough money to take their time and do it right" Sure they COULD give us things to mess around with but I would prefer they don't let it impact the overall progress of the game. And on the graphics note, I have no doubt that the PC hardware required to produce those visuals will be commonplace by the time it is necessary to fully enjoy everything star citizen has to offer.
I would also like to note that I read this site a fair bit and perhaps the folks in charge should take note that this single news post has generated more comments than any other on this site in months. You have a very real opportunity to perform a true journalistic service to your readers in that this game is gaining more attention every day but most sites lazily report on every million it makes with simple rehashes of the announcement RSI makes for each stretch goal.
However, there is a vast wealth of information, artwork, and development footage that most of the backers likely have yet to even see just because it is buried in archives of live streams, wingman's hangar episodes, and developer QA sessions on the forums in their many 'Ask team member X' threads. If someone were to organize some of the more obscurely located information into handy weekly posts to catch people up that can't themselves sift through hundreds of hours of videos and thousands of forum pages.
Edit: Just realized I was likely replying to "one of the folks in charge" I would be happy to point you to some of the more meaty and yet harder to find gems of footage and information if you would like some examples.
If you could that would be fantastic (email me at [email protected]). I've been wanting to do something that collates all the best bits of Star Citizen for a while but with each passing week the material's to work through gets bigger and bigger.
"I mean that the dogfighting release has already missed its deadline and we're not seeing much in-game footage, instead we're seeing pre-rendered trailers"
you obviously have no idea what you are talking about. The DFM has a very good reason why it was pushed back
Here is CR explaining why:https://robertsspaceindustries.com/comm-link/transmission/13432-Letter-From-The-Chairman-On-Dogfighting
As for the absurd statement about pre-rendered commercials/trailers, all you would have had to do is literally thirty seconds of research on the matter
"It’s rendered 100% in-engine in real time at 4k resolution. We scale everything for the super high resolutions that will be the basis of tomorrow’s gaming experience; our assets are designed with high polycounts instead of having details baked into their textures. That’s a big part of why NVIDIA and AMD have been demoing Star Citizen at 4k!"
These the the words straight from CR
I have to admit it is hard to scrape together the vast scattered bits of progress they have shown. But what is there denotes a game being done right: Modular development allows them to work on many parts of the game from the ground up simultaneously. And most games have a lot of detailed environment footage to show off pre-release, as a lot of those assets are integral to further development of other aspects of the game.
Star Citizen takes place mostly in space, and is far more reliant on a robust technical backend for all the damage models, ship systems, etc. before anything really meaningful in terms of gameplay can be shown without wasting unreasonable amounts of time and money on essentially "throwaway development".
A good example being the dogfighting module delay. Originally it was anticipated that they would as you said need something more substantial for people to get their hands on to keep the backers coming in. And that was just to get the money to prove to bigger investment type backers that the genre still had a place in the market.
As the past year has shown, not only did they not need to push out the dogfighting module to finish their original goal of 6 million, they have since nearly doubled the total amount originally projected to finish the game and add the salvage mechanic profession with no large scale investment, let alone publisher involvement.
Finally for the best look at how far along things are coming across the board check out Wingman's Hangar Ep. 57 for lots of new footage and artwork as well as some really awesome interviews with the team behind the Squadron 42 campaign.