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  • aaaaaaadjsf [he/him, comrade/them]
    ·
    edit-2
    16 days ago

    For such an expensive game that's supposed to run on some crazy high spec PC, I hate to say it, but the graphics aren't even as good as I expected. Like yeah it looks very good, great even, but so do most exclusive PS4 and PS5 games, that run on consoles that cost a fraction of what a top of the line gaming PC does. This isn't some revolutionary leap in graphical fidelity. And looking at videos like this, you can't say that the physics are any better either. What's the point of spending so much money on stuff like this?

    • UlyssesT [he/him]
      hexagon
      ·
      16 days ago

      What's the point of spending so much money on stuff like this?

      Chris Roberts, the PR-decreed "code whisperer," decided that CryEngine was le epic and that such an engine, intended for small group PVP in an island-sized environment, was suitable for the Best Damn Space Sim Ever(tm) where nerd chariots meant for crews of 50 or more are promised to exist someday on servers that can manage... about 50 people at a time.

      • aaaaaaadjsf [he/him, comrade/them]
        ·
        16 days ago

        CryEngine, the engine from Crysis designed for first person shooters? I know the physics are good, but surely they must have realised that it's not really designed for this type of thing.

        Ahh yes the server meshing, it's been forever since I've heard about that. I'm going to guess that it's still not up to scratch.

        • UlyssesT [he/him]
          hexagon
          ·
          16 days ago

          but surely they must have realised that it's not really designed for this type of thing

          Chris(t) Roberts wanted it, he got it, and like his contemporary my-hero he fires people that disagree with his bad ideas.

        • space_comrade [he/him]
          ·
          edit-2
          16 days ago

          It's actually pretty impressive what they've been able to do with the engine from a purely technical perspective but yeah it's pretty baffling that's what they chose to go with, I can't imagine the development was much faster than just making a new engine from scratch considering the amount of refactoring they must have done.

    • AFineWayToDie [he/him]
      ·
      16 days ago

      What's the point of spending so much money on stuff like this?

      They are simulating an ENTIRE UNIVERSE. The janky physics are actually because they're correctly adjusting for the gravitational influence of billions of stars. Or something.

      • aaaaaaadjsf [he/him, comrade/them]
        ·
        edit-2
        16 days ago

        Is there even a need to simulate the physics of every single object? Sure it sounds super cool to do so, but Star Citizen is a videogame at the end of the day, not a Formula One simulator or Airbus A380 pilot simulator.. Even really expensive commercially available simulation games like iRacing and DCS don't simulate the physics of every single object. Doing so sounds like major feature creep, which has been the story of Star Citizen for as long as I've known about it.

        • KobaCumTribute [she/her]
          ·
          edit-2
          16 days ago

          I think those are supposed to be mobile cargo crates that can be moved around and packed onto ships? One of the things they were really hellbent on doing was physicalized cargo that had to actually go somewhere and take up space in cargo bays and that could be moved around on forklifts and shit.

          Because they fundamentally do not understand that simulationism and the actual needs of gameplay and development are a balance that needs to be struck, that making gameplay mechanics is all about smoke and mirrors to capture a feel and that in a very real sense making something "feel" realistic means shooting more for the concept of it and how we think of it than it means trying to simulate exactly what something truly is, and then finding ways to paper over all the stuff you reasonably cannot get done in time so that people don't think about them.

          Like "packing and moving physicalized cargo, in space!" is a pitch for a whole ass indie game about space trucking that dedicates all its resources and attention to doing that and making it feel good and satisfying despite the drawbacks, not for an omni-present minor aspect of a tacticool FPS simulation that will never get the sort of dedicated attention and resources it needs to not suck because it's less important than the shiny spaceships.

          • Awoo [she/her]
            ·
            16 days ago

            Kojima would disagree and think that the cargo is a great idea but then he also made Death Stranding.

            I'm not against the cargo, the toolbags making it are bad at it though.

            • KobaCumTribute [she/her]
              ·
              16 days ago

              Death Stranding made that one of its core pillars and gamified it enough to work, while also constraining the design to basically human scale. That's the sort of thing I mean, that systems like that need attention and abstraction and have to not just be a neglected afterthought tacked on to an archetype that it clashes with.

              An even more simulationist approach than that needs the sort of attention and priority that it could only get from a dedicated game that's like Hardspace: Shipbreaker but about being a space teamster/stevedore instead of a space wrecker.

              • fox [comrade/them]
                ·
                16 days ago

                Shipbreaker is an entire game purely about taking ships apart in exactly the fashion Star Citizen wants its infantry boarding to work, with running concerns about pressurization, gravity, radiation, and sensitive parts like power and fuel. It's a perfect example of that balance of gameplay and concept. I don't think star citizen could do it better even if they wanted to because it turns out that even a gamified simulation has parts that wouldnt be fun in any other context. Pop open a door with air behind it in Star Citizen with Shipbreaker gameplay? You're going flying, and in pitched space combat that means you, the player, get to spend fifteen to thirty minutes waiting for your air to run out, to be picked off by the enemy, or to be eventually scooped up by friendlies.

                • KobaCumTribute [she/her]
                  ·
                  16 days ago

                  Exactly. Going really in depth and introducing gamified elements of realism for a single system can really only be done when it's either the focal point of a game or at the very least an actually high priority pillar of a broader game's mechanics.

                  Meanwhile Star Citizen wants to have all these in depth side systems each at a level of completion that would justify an entire game, but they can't even get their actual high-priority gameplay pillars like ship movement or FPS combat or even just the game itself being playable and stable to work good enough for a game despite having been hacking away at those issues for twice as long as even other notoriously long AAA projects took. They've had an infinite money fountain keeping them afloat and they just haven't done shit with it because their leadership is so incompetent that even though they could have hired a small army of devs for every single in-depth simulationist sub-game they wanted they have instead completely failed to outdo even a shitshow like Starfield in areas like actually having mechanics and gameplay and also an actual game.

                  Like how are Chris Roberts and his lackies less competent than Todd "vapid dipshit and notorious micromanager who has to personally sign off on literally everything" Howard?