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I think the problem was/is feature creep. I've been following the game since the original pitch, but never bought into it. The original pitch changed incredibly quickly due to how much money they got, and it seemed like that changing scope never really slowed down. Every time I would check in on it, it would seem like they were promising large new features every 6 months, or in some cases what seemed like entire games (their online multiplayer FPS).



The best example I can think of to illustrate feature creep was the face expression tracking. I read they were working on something where your webcam could see your face and map the expressions onto your character in game. The fact that that went so far to be publicly known illustrates some kind of organizational disfunction.

https://www.vice.com/en/article/pa959z/star-citizen-says-its...


>I think the problem was/is feature creep. I've been following the game since the original pitch, but never bought into it.

I feel that comes into the waterfall vs agile. Even with extreme levels of feature creep, it would have delivered already.

> The original pitch changed incredibly quickly due to how much money they got, and it seemed like that changing scope never really slowed down. Every time I would check in on it, it would seem like they were promising large new features every 6 months, or in some cases what seemed like entire games (their online multiplayer FPS).

When I consider Ludum Dare, people make working basic video games in a weekend. You can tack on features later, improve things here and there. You might have technical debt that needs repairing as you go but being 8 years past the deadline this can't explain it. It's too much time.

If I was alone and started building star citizen back in 2010. I would have delivered something...


> If I was alone and started building star citizen back in 2010. I would have delivered something...

But how many Lambos could you buy on the money from your 'something'?

/s




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