Star Citizen blows past $100 million in funding, launches new Alpha 2.0
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By Joel Hruska
Star Citizen fans got a major update this weekend, as
developer Cloud Imperium Games announced that a long-awaited Alpha 2.0
build was finally available. Oh, and the game — already the largest
crowd-funded title in history — has now raised over $100 million
dollars.
The new Alpha 2.0 module includes a number of features. The
alpha allows exploration of a gas giant and its three moons, with areas
for PVP combat, ruins to explore, and refueling /re-arming stations for
those who want to head into dogfighting. The new alpha also allows for
first-person combat on various Comm Arrays around the gas giant
Crusader. New EVA options and quantum travel are also available in-game
for the first time.
The trailer below showcases the new in-game exploration and
at least part of the seamless experience that Star Citizen has promised
from the beginning. Cloud Imperium’s goal is to create a title that
allows the player to fight a ground battle, climb into their ship, fly
back to a space station, travel to a distant star, and fight a pitched
space battle — all in real time, with a game engine that can handle the
shifts from local combat to multi-light-year travel.
The Star Citizen controversy
Whether or not Chris Roberts and the team at Cloud Imperium can
deliver what Star Citizen has promised remains controversial and open
for debate. Star Citizen isn’t just a free-roaming combat or space-sim
game — it promises enormous scale, a fully voice-acted story mode with
an all-star cast including Mark Hamill, Any Serkis, Gary Oldman, Gillian
Anderson, and John Rhys-Davies.
The criticisms of the game largely boil down to two issues. First,
there’s the fact that Star Citizen has raised over $100 million dollars
largely on the sale of incredibly expensive packages for ships that
aren’t even in the game yet. A full set of ships and lifetime insurance
currently sells for $18,000, but that doesn’t even get you everything
planned for the final release. While Roberts and CIG have promised that
players will be able to earn the same vessels without spending real
cash, it’s going to be extremely difficult to balance the demands of the
players who dropped five figures on your game against those of players
who paid $60 and bought a retail copy.
Long-time Wing Commander fans might see a certain similarity…
Some players have spent over $30,000 on Star Citizen to-date, and at least one game industry veteran
has called for some form of industry regulation or oversight, noting
that titles today are explicitly designed to scam users out of cash
without ever delivering on promised rewards. Regardless of where you
stand on that issue, it’s worth asking whether a game that asks
for five-digit investments from regular players can ever satisfy its
own hype machine.
The other concern is technical. According to a blog post by James Hicks
(one of the developers on Ascent: The Space Game), Cloud Imperium’s
statement that it had almost finished porting its game engine to 64-bit
space last June was cause for significant alarm. While 64-bit space is
almost certainly required for Star Citizen to function, there may be
downsides to using it. Hicks writes:
The problem is that GPUs are crap at 64bit calculations.
You either need to accept hideous performance (accept the unacceptable)
or need to be painting a 32bit picture for the GPU, a snapshot based on
the larger 64bit picture your game engine has… every frame. If this
sounds complex, that’s because it is. Deciding to go 64bit has
ramifications all down the line of your project. It complicates
absolutely everything that comes afterwards…
GPUs, and therefore game engines, have a limited draw
distance. This is called a “far clip plane.” Generally this will
stretch, at most, a few kilometers out. You can push it further, but
GPUs use even less accurate math to deal with depth, a pathetic 24bits
of information. You can stretch the information out by changing the
“near clip plane,” or how close the game engine will display things, to
go out a little further.
But in Star Citizen, you need to be able to see your
hands on the controls less than a meter in front of you and a gas giant
that could be a million kilometers away.
Hicks goes on to discuss some options for solving these
problems and brings a level-headed analysis to the table that’s often
been lacking from the conversation. Whether Star Citizen can deliver
what it promised depends in no small part on how it tries to fulfill
those promises. Simply getting the game to launch status won’t be
enough; gamers who paid huge sums of money to be treated like gods are
going to expect exactly what they paid for. The downside of allowing
people to invest $10-$30,000 in a title is that they’re going to expect
treatment commensurate with that investment. And if CIG has to choose
between its minority of five-figure investors or a larger pool of $60
players, it’s not hard to see who the equation favors.
Personally, I want Star Citizen to be a great game. I’ve
been a fan of Chris Roberts since the first Wing Commander. But I’m not
certain that anyone could deliver what Star Citizen promises, and the
funding model makes me rather uneasy.
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