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Tremorah

Member
Dec 3, 2018
4,953
All I mean to say is that they've taken $400m in funding from consumers and they're likely spending close to that in development costs. If you look at many of the most successful live service games, you're seeing something in excess of 90% extracted as profit.

People in general seem to think $400m is an insane amount of money in terms of game dev, but it's just not when you're talking about large teams... especially on the west cost of the USA.

400M and close to that on dev cost?

Thats like US military level budget spending, lol
 

Slayven

Never read a comic in his life
Moderator
Oct 25, 2017
93,142
Be crazy to put them all together like a russian nesting doll, that is how i would land on a planet. Go from capital ship, all the way down to lifepod.
 

-Hyperion-

Alt-Account
Banned
Aug 14, 2021
594
Please adjust SC numbers and account for inflation and look at the target platforms for Cyberpunk and COD.

I want to see and play a finished SC, but at this point, I'm not sure we will. You have games like COD and Battlefield that are massive in scope, targeting multiple platforms but have a much shorter and contained dev cycle. Much bigger isn't always better, especially for a new dev house.

I took a stab at it based on these numbers
www.resetera.com

Star Citizen is selling a $40,000 ship bundle.

*cough* *cough*

YearRevenueCumulative inflation amountAdjusted Revenue
2012​
$3,787,355.00​
1.21​
$4,582,699.55​
2013​
$28,366,553.00​
1.19​
$33,756,198.07​
2014​
$32,929,249.00​
1.17​
$38,527,221.33​
2015​
$35,402,020.00​
1.17​
$41,420,363.40​
2016​
$35,971,922.03​
1.16​
$41,727,429.55​
2017​
$34,913,002.17​
1.13​
$39,451,692.45​
2018​
$37,730,658.63​
1.11​
$41,881,031.08​
2019​
$47,518,472.16​
1.09​
$51,795,134.65​
2020​
$77,675,457.46​
1.07​
$83,112,739.48​
2021​
$85,890,852.74​
1.00​
$85,890,852.74​
Total:
$420,185,542.19​
$462,145,362.31​
 
Oct 25, 2017
41,368
Miami, FL
I took a stab at it based on these numbers
www.resetera.com

Star Citizen is selling a $40,000 ship bundle.

*cough* *cough*

YearRevenueCumulative inflation amountAdjusted Revenue
2012​
$3,787,355.00​
1.21​
$4,582,699.55​
2013​
$28,366,553.00​
1.19​
$33,756,198.07​
2014​
$32,929,249.00​
1.17​
$38,527,221.33​
2015​
$35,402,020.00​
1.17​
$41,420,363.40​
2016​
$35,971,922.03​
1.16​
$41,727,429.55​
2017​
$34,913,002.17​
1.13​
$39,451,692.45​
2018​
$37,730,658.63​
1.11​
$41,881,031.08​
2019​
$47,518,472.16​
1.09​
$51,795,134.65​
2020​
$77,675,457.46​
1.07​
$83,112,739.48​
2021​
$85,890,852.74​
1.00​
$85,890,852.74​
Total:
$420,185,542.19​
$462,145,362.31​
Impressive fundraising.
 
Oct 25, 2017
41,368
Miami, FL
almost your quarterly income
almost.

side note: One of my friends sent me a screenshot his Hermes receipt for his wife's christmas gift. I'll post it at some point, but it was like $400,000 between a diamond-studded Hermes purse, an overcoat, and a bracelet. 80% of it was the purse. Billionaires are interesting people.

Are these ships intended for massive clans?
No. These are ships you'll be able to earn with in game credits.

Or, that's the intention. I'm quite curious to see how in-game credit earning will ultimately translate to time spent in order to purchase any of these ships. Especially given how much they've charged for them in real world money. I imagine there would be a lot of angry buyers if these ships were relatively easy to earn over the course of a few weeks of grinding. I worry that SC has put itself into a corner by charging so much that they will feel almost obligated to make ship earning very grindy and slow to make up for these high prices of real world currency. I think issues like this are going to be come *very* spicy topics as they get closer to a real release and have to finalize these plans.

How much will the SC experience ultimately be the definition of P2W? Could destroy the game.
 

Outrun

Member
Oct 30, 2017
5,782
I took a stab at it based on these numbers
www.resetera.com

Star Citizen is selling a $40,000 ship bundle.

*cough* *cough*

YearRevenueCumulative inflation amountAdjusted Revenue
2012​
$3,787,355.00​
1.21​
$4,582,699.55​
2013​
$28,366,553.00​
1.19​
$33,756,198.07​
2014​
$32,929,249.00​
1.17​
$38,527,221.33​
2015​
$35,402,020.00​
1.17​
$41,420,363.40​
2016​
$35,971,922.03​
1.16​
$41,727,429.55​
2017​
$34,913,002.17​
1.13​
$39,451,692.45​
2018​
$37,730,658.63​
1.11​
$41,881,031.08​
2019​
$47,518,472.16​
1.09​
$51,795,134.65​
2020​
$77,675,457.46​
1.07​
$83,112,739.48​
2021​
$85,890,852.74​
1.00​
$85,890,852.74​
Total:
$420,185,542.19​
$462,145,362.31​

Wow,

This is going to crack the half a billion soon enough.
 

Nairume

SaGa Sage
Member
Oct 25, 2017
6,940
SQ42 isn't supposed to be "massive", though. I believe only SC is supposed to be "massive". And even SC is struggling to reach the "massive" definition with only a few planets made out of the dozens planned.
Not to mention it's two games with massively overlapping resources. It's not like that 400+ million went into two entirely separate projects.
 

SilkySm00th

Member
Oct 31, 2017
4,803
I mean Whale gonna Whale, it's your hustle, fair market, it's some peoples dreams... yadda yadda... whatever..

if you spend 40k on digital space ships you're a fucking idiot.
 

Soya

Member
Oct 28, 2017
146
YearRevenueCumulative inflation amountAdjusted Revenue
2012​
$3,787,355.00​
1.21​
$4,582,699.55​
2013​
$28,366,553.00​
1.19​
$33,756,198.07​
2014​
$32,929,249.00​
1.17​
$38,527,221.33​
2015​
$35,402,020.00​
1.17​
$41,420,363.40​
2016​
$35,971,922.03​
1.16​
$41,727,429.55​
2017​
$34,913,002.17​
1.13​
$39,451,692.45​
2018​
$37,730,658.63​
1.11​
$41,881,031.08​
2019​
$47,518,472.16​
1.09​
$51,795,134.65​
2020​
$77,675,457.46​
1.07​
$83,112,739.48​
2021​
$85,890,852.74​
1.00​
$85,890,852.74​
Total:
$420,185,542.19​
$462,145,362.31​
Did something change in 2020? Why did their revenue double? Does someone know?
 

Dodgerfan74

Member
Dec 27, 2017
2,696
Good point, feature creep seems to be a serious issue.

Feature creep is maybe the most central component of the grift. Without perpetual feature creep, you'll eventually have to have a finished product that can be compared against promises and alternatives. You need to keep offering new, fantastic features that will take years to achieve to keep the grift rolling in perpetuity.
 

TooBusyLookinGud

Graphics Engineer
Verified
Oct 27, 2017
7,964
California
I took a stab at it based on these numbers
www.resetera.com

Star Citizen is selling a $40,000 ship bundle.

*cough* *cough*

YearRevenueCumulative inflation amountAdjusted Revenue
2012​
$3,787,355.00​
1.21​
$4,582,699.55​
2013​
$28,366,553.00​
1.19​
$33,756,198.07​
2014​
$32,929,249.00​
1.17​
$38,527,221.33​
2015​
$35,402,020.00​
1.17​
$41,420,363.40​
2016​
$35,971,922.03​
1.16​
$41,727,429.55​
2017​
$34,913,002.17​
1.13​
$39,451,692.45​
2018​
$37,730,658.63​
1.11​
$41,881,031.08​
2019​
$47,518,472.16​
1.09​
$51,795,134.65​
2020​
$77,675,457.46​
1.07​
$83,112,739.48​
2021​
$85,890,852.74​
1.00​
$85,890,852.74​
Total:
$420,185,542.19​
$462,145,362.31​
Insane and thanks -Hyperion-
 

Heshinsi

Member
Oct 25, 2017
16,093
If they have such a large team shouldn't the game be basically done by now?


Once again not a game developer, but I was under the impression that most large AAA games get done in a few years or so with a smaller team and a much smaller budget? Or am I way off in my estimates?

They started with like 48. They've ramped up in the last few years. They've had to build up to what they are now.
 

Bufbaf

Don't F5!
Member
Oct 25, 2017
12,661
Hamburg, Germany
I bought it now.

Not the 40k one, but the thread made me check out videos again and ask the community about things, I guess I'll give it a shot. Do we have a community thread?

oh btw, I got told the 40k offer includes _all_ ships (plus is only available for ppl already invested 1000+ and something the community asked for). Not technically better, but at least a bit more.. I don't want to say "reasonable", but you know what I mean. If that's right, OP is a bit misleading (and so are the sites reporting on it)
 

GOOCHY

Member
Oct 29, 2017
299
Feature creep is maybe the most central component of the grift. Without perpetual feature creep, you'll eventually have to have a finished product that can be compared against promises and alternatives. You need to keep offering new, fantastic features that will take years to achieve to keep the grift rolling in perpetuity.

Dead on.
 

SigSig

Member
Oct 26, 2017
4,777
at which point will they pivot to just make all ships NFTs and let random strangers develop the actual game?
 

Pancracio17

▲ Legend ▲
Avenger
Oct 29, 2017
18,786
So... hows the game itself doing? Last I checked they were working on the most overproduced bartander AI of all time.
 

Yerffej

Prophet of Regret
Member
Oct 25, 2017
23,557
Jesus Christ. How can this thing ever live up to expectations? I mean really.
 

Alek

Games User Researcher
Verified
Oct 28, 2017
8,471
Nah. It's not at all odd to categorize released games as finished and unreleased games as unfinished. Pro tip: a game in beta is not a released game.

Protip: Don't try to come across as so condescending in the first line of you reply. No one will read the rest. I appreciate the disagreement with other users provided they're polite, but given the immediate tone of your post, I did not continue and set you to ignore.
 
Last edited:

Alek

Games User Researcher
Verified
Oct 28, 2017
8,471
400M and close to that on dev cost?

Thats like US military level budget spending, lol

In general I don't think people appreciate what live service style games are doing to the industry in terms of dev costs and whatnot. You now have studios employing 500-1000 people to work on a single game indefinitely. The costs of that are far beyond what they are for traditional single sale focused games.

Most studios don't provide data on how much their game costs to make, because 1) they usually have no incentive to and it has plenty opportunity to backfire with the games community and 2) when you start factoring in live service support, it gets quite a bit more complicated.

I think 1BN+ game development budgets will be common place within ~10 years for triple A live service titles honestly. Not to say that's the direction I want the industry to go or anything like that but given the success of many popular titles right now, that seems the likely direction we're headed. The best way to extract as much money from consumers as possible is essentially to make sure they enjoy their stay. While there are a lot of manipulative strategies that developers employ to help with engagement, it still ultimately comes down to content and marketing, both of which can be very expensive.
 
OP
OP
Coyote Starrk

Coyote Starrk

The Fallen
Oct 30, 2017
53,073
Inflaction adjusted:

Cyberpunk 2077: 316M
Call of Duty: Modern Warfare 2: 300M


It's not as much as 400, but Star Citizen is supposed to be much bigger than those two games.
So are you ever coming back to properly do the math on SC's budget via inflation or did you purposely not adjust SC's 400 million dollar budget because you knew it didn't fit the point you were trying to make?


Several people called you out on this and from what I can see you just left and never came back.
 

Mechaplum

Enlightened
Member
Oct 26, 2017
18,828
JP
I bought it now.

Not the 40k one, but the thread made me check out videos again and ask the community about things, I guess I'll give it a shot. Do we have a community thread?

oh btw, I got told the 40k offer includes _all_ ships (plus is only available for ppl already invested 1000+ and something the community asked for). Not technically better, but at least a bit more.. I don't want to say "reasonable", but you know what I mean. If that's right, OP is a bit misleading (and so are the sites reporting on it)

How is it even close to being even slightly reasonable?
 

Bufbaf

Don't F5!
Member
Oct 25, 2017
12,661
Hamburg, Germany
How is it even close to being even slightly reasonable?
Paying 40k for anything videogame related is never reasonable. Buying basically an entire fleet of limited editions of existing ships for multiple players is still "better" than the assumption it's 40k for one rando ship that's not in the game, which is what I was led to believe. Knowing the community asked for this specific deal also kinda helps.

I just don't have a better word for it than "reasonable" in comparison, is all.
 

RXM027

Member
Dec 18, 2020
1,017
How much are cars in Forza or GT?
With Forza Horizon 4 and 5, as well as Motorsport 7 when it was still available, there's a car pass that has around 40-50 cars for an MSRP of $30. You can also buy packs of cars from the pass for $7. Individual cars aren't purchasable in Horizon AFAIK, but Motorsport 7 had them for $2.

While that poster you quoted was obviously joking, it does show how much of a grift the spaceship jpeg brigade is.
 
Oct 31, 2017
8,466
SQ42 isn't supposed to be "massive", though. I believe only SC is supposed to be "massive". And even SC is struggling to reach the "massive" definition with only a few planets made out of the dozens planned.
It's few systems, not planets.
And that's a sailed ship as far as I'm concerned.
The game will NEVER achieve the original goal of having "up to a hundred systems", not with the amount of work required for each one. Not even with all the "streamlining in the creation process" they worked to achieve so far.

The good news is that arguably it doesn't really need to. One system (Stanton) is already a fairly big player arena, two more are allegedly coming soon (Pyro and whatever the other was called? Nyx something?) and I don't think it will ever need more than five or six in total to offer a LOT of playable areas and variety for every taste.
They DO need to work on improving the moment-to-moment gameplay loops, though, because currently after the initial awe the novelty wears off fast and what you are left with is broken AI (not as "dull" as much as "literally barely working" at best and "not working at all" every time a server craps itself) and repetitive computer-generated missions every time you are not strictly interacting between players.
 

Bufbaf

Don't F5!
Member
Oct 25, 2017
12,661
Hamburg, Germany
It's few systems, not planets.
And that's a sailed ship as far as I'm concerned.
The game will NEVER achieve the original goal of having "up to a hundred systems", not with the amount of work required for each one. Not even with all the "streamlining in the creation process" they worked to achieve so far.

The good news is that arguably it doesn't really need to. One system (Stanton) is already a fairly big player arena, two more are allegedly coming soon (Pyro and whatever the other was called? Nyx something?) and I don't think it will ever need more than five or six in total to offer a LOT of playable areas and variety for every taste.
They DO need to work on improving the moment-to-moment gameplay loops, though, because currently after the initial awe the novelty wears off fast and what you are left with is broken AI (not as "dull" as much as "literally barely working" at best and "not working at all" every time a server craps itself) and repetitive computer-generated missions every time you are not strictly interacting between players.
Yeah, watched a bunch of stuff recently, and it's staggering what they did with the amount of systems they have. Individual, completely working and individual stations on planets, with physical trams and hangars and shops and whatnot, believable biomes on each planet, gas giants, dying stars, completely walkable space stations and whatnot. Funnily enough, this thread lead me down the path of just dipping in for a ship and wanting to try this out, there's _so_ many videos out there in the vein of "I used to play Elite Dangerous but omg you guys should look at SC".

What seems to be a big void for me is the whole exploring part, which I loved in Elite. Given the "small" amount of space, it's of course pretty much completely charted, so there's no deep space surprises or even machine created outer space systems. I really hope they're doing something on that front later on. But the rumors of CIG doing absolutely nothing but selling ships seems to be wildly exaggerated and simply untrue.

I will report how this story unfolds, I'm wildly curious now :D

Edit
Say what you will, but you can't tell me you're not watching this video thinking how this is really cool

 
Last edited:
Oct 31, 2017
8,466
But the rumors of CIG doing absolutely nothing but selling ships seems to be wildly exaggerated and simply untrue.
On one hand I think they deserve most of the shit they are getting for their messy production line, endless feature creep, constant failure to deliver on schedule and the shady way they are clearly trying to pander to whales with their periodic "fund raising" schemes.

On the other hand, it's more than a bit annoying how it's basically impossible to have any balanced conversation about what the game does well (and what it does not, of course) and how much is there to experience even at the most humble "entry level package" (and there's an argument to be made about how you should NEVER need any more than that to experience the game, actually) because any talk about it is POISONED at the source by an avalanche of smug drive-by hot takes about it being "just a scam", vague hearsay with no direct experience, the not so subtle attempt to dismiss anyone with a more nuanced opinion as "part of a cult" (fuck off, honestly) etc.
 

Scottoest

Member
Feb 4, 2020
11,356
I really hope they're doing something on that front later on. But the rumors of CIG doing absolutely nothing but selling ships seems to be wildly exaggerated and simply untrue.

This was never a rumour, because they have an alpha that you can go and walk around in right now, which is clearly more than "absolutely nothing but selling ships". And if they literally had NOTHING but ship JPEGs to show for it after 10 years and $400 million dollars, the money would've dried up years ago.

What Roberts has become a Jedi Master at, is selling the future that is always just over the horizon and then that future never arriving. Releasing bits and pieces of incomplete and broken game loops and a steady stream of art assets - JUST enough to keep people with sunk cost believing that everything is gonna be just fine.

I'm an extremely early backer of Star Citizen who used to excitedly show my friends the latest CitizenCon "demo" and declare that this game was gonna take over my life. But a lot of us have realized this project is a poorly managed boondoggle at best, and a scam at worst. The dream is the product now.
 
Oct 25, 2017
41,368
Miami, FL
It's few systems, not planets.
And that's a sailed ship as far as I'm concerned.
The game will NEVER achieve the original goal of having "up to a hundred systems", not with the amount of work required for each one. Not even with all the "streamlining in the creation process" they worked to achieve so far.

The good news is that arguably it doesn't really need to. One system (Stanton) is already a fairly big player arena, two more are allegedly coming soon (Pyro and whatever the other was called? Nyx something?) and I don't think it will ever need more than five or six in total to offer a LOT of playable areas and variety for every taste.
They DO need to work on improving the moment-to-moment gameplay loops, though, because currently after the initial awe the novelty wears off fast and what you are left with is broken AI (not as "dull" as much as "literally barely working" at best and "not working at all" every time a server craps itself) and repetitive computer-generated missions every time you are not strictly interacting between players.
It's been so long I've forgotten what the scope originally was. So it was supposed to be dozens (and up to 100) systems (thus, several nice and land-able planets per system)?

At this point, I'll be impressed if we get 10 planets that are fully fleshed out total. Not per system. Total, all systems combined.