Forbes published an article on Star Citizen development:
Exclusive: The Saga Of 'Star Citizen,' A Video Game That Raised $300 Million—But May Never Be Ready To Play
It's a great read for those who want to learn about Chris Roberts and how the game went from a very successful kickstarter to the most expensive crowdfunded game in history. Spoiler: it's pretty negative. The SC community (mostly on reddit) is already calling the article a 'hit piece' but some of the stuff is heavy. The authors go into Roberts history of producing games and movies, his financial problems, his development style and the people he works with. The part about Sandi Gardiner, Roberts' wife and Cloud Imperium head of marketing is just terrifying.
Some quotes:
Exclusive: The Saga Of 'Star Citizen,' A Video Game That Raised $300 Million—But May Never Be Ready To Play
It's a great read for those who want to learn about Chris Roberts and how the game went from a very successful kickstarter to the most expensive crowdfunded game in history. Spoiler: it's pretty negative. The SC community (mostly on reddit) is already calling the article a 'hit piece' but some of the stuff is heavy. The authors go into Roberts history of producing games and movies, his financial problems, his development style and the people he works with. The part about Sandi Gardiner, Roberts' wife and Cloud Imperium head of marketing is just terrifying.
Some quotes:
On "this is a scam":It’s October 2018 and 2,000 video game fanatics are jammed into Austin’s Long Center for the Performing Arts to get a glimpse of Star Citizen, the sprawling online multiplayer game being made by legendary designer Chris Roberts. Most of the people here helped to pay for the game’s development—on average, $200 each, although some backers have given thousands. An epic sci-fi fantasy, Star Citizen was supposed to be finished in 2014. But after seven years of work, no one—least of all Roberts—has a clue as to when it will be done.
On transparency and development:Rough playable modes—alphas, not betas—are used to raise hopes and illustrate work being done. And Roberts has enticed gamers with a steady stream of hype, including promising a vast, playable universe with “100 star systems.” But most of the money is gone, and the game is still far from finished. At the end of 2017, for example, Roberts was down to just $14 million in the bank. He has since raised more money. Those 100 star systems? He has not completed a single one. So far he has two mostly finished planets, nine moons and an asteroid.
This is not fraud—Roberts really is working on a game—but it is incompetence and mismanagement on a galactic scale. The heedless waste is fueled by easy money raised through crowdfunding, a Wild West territory nearly free of regulators and rules. Creatives are in charge here, not profit-driven bean counters or deadline-enforcing suits.
On the development length:Up to a point, Roberts has been transparent about where the money has been going. He released years’ worth of financial statements last December. But he won’t say how much he or other top Cloud Imperium execs have made from the project. His wife and his brother both work in senior positions at the company.
“There’s no two ways about it, man. Star Citizen is nuts,” says Jesse Schell, a prominent game developer and professor at Carnegie Mellon University. “This thing is unusual in about five dimensions. . . . It is very rare to be doing game development for seven years—that’s not how it works. That’s not normal at all.”
On people spending thousands of dollars on an unreleased game:In the fall of 2012 Roberts announced his first crowdfunding campaign, which quickly raised $6.2 million. It doesn’t seem like a lot in a world where budgets for quality games can easily reach into the tens of millions, but Roberts left the impression that it would be enough. After all, Star Citizen was already “12 months into production.” It seemed like a redemption song from a man who had been out of gaming for a decade after his partnership with Microsoft had gone sour. (Today, Roberts says that initial year of development doesn’t count because “it was more proof-of-concept work.”)
Cloud Imperium has churned out new versions of ships it has already sold and allows players to trade in their old ships to help buy new ones. The company also introduced the concept of “warbonds,” selling ships at a discount if new cash is used to purchase them. Players gain elite concierge club status by spending $1,000 (High Admiral) or $10,000 (Wing Commander). High-status players get bonus items like the “arclight II laser pistol executive edition” or a digital bottle of space whiskey.
It may seem silly, but there are real victims. Ken Lord is a 39-year-old data scientist from the Denver area, who suffers from worsening multiple sclerosis. Lord first backed Star Citizen in 2013 and eventually spent $4,500 buying spaceships. Last year, Lord unsuccessfully sued Cloud Imperium for a refund. “You take something that is bad, like spending too much money on a video game, and turn it into a socially exclusive club and make it desirable—cheers to their marketing department,” he says. (Bizarrely, Lord, who claims to have “poor impulse control,” continued to buy more spaceships after his lawsuit failed.)
“It’s not my place to talk about what people spend their money on,” says Gardiner.