I disagree. CIG showcases development, but I don’t really see it as being open. If it is “open” it’s only to the most head-nodding supportive backers. Which is fine, that’s more or less where dev tier for Infinity is at, but at least INovae (and its supporters) aren’t misrepresenting that. Of course, it also makes the relatively slow pace of updates even more frustrating, but with such a small team that’s inevitable. I don’t even think truly open development is ever going to be possible with a structure as large as CIG’s now. It’s definitely the first crowdfunding project at such a scale though, and the process has been… revealing.
On the other hand, other developers have taken a similar approach, got overfunded and promised more than they could fulfil as stretch goals, and bombed out. CIG’'s strategy so far seems to be announcing even more stuff when they’re struggling to deliver the thing they’d previously promised. It’s still working at the moment, but I don’t think they can rely on this money coming in forever, though this might be partly why they started offering pledge subscriptions, which in my mind is just effectively writing CIG a blank cheque.
I don’t think it was, but the filing suggests there’s enough smoke there that their legal team should have at least known how close to the wire they were flying
Not sure what you’re basing this on.
This community already has ten years experience of being considered vapourware, so I think the people that could have got really burnt have already long moved on. Also, members of this community have already given INovae a load of shit for missing targets and unrealistic time estimates, and it’s not like it’s being covered up, though some of that does happen on the Discord server. It’s also less of an issue because there’s really a lot less riding on Infinity.
You know how you stop messing up? Listening to criticism and learning from your mistakes. Some of the Star Citizen drama is over the top (and you guys, you know who you are, really need to pack in the “get a refund” bullshit, that’s getting old), but it’s not like development is going swimmingly well either.
If they’d pitched I:QFE in 2010 (was Kickstarter even around then?) INS might have been able to do a lot better, because that was a lot easier to sell as a “dream” in the similar vein SC was sold. A lot of it’s also down to Chris Roberts’ history in the genre too (although let’s not be too quick to point out how his company was bailed out on Freelancer by MGS when they overran their production deadlines and budgets). Probably better this way around though for INovae
He’s spent decades trying to build games of a similar scale. Some of them were interesting (Battlecruiser Millenium, for instance) but never quite good enough to tick the right boxes. I can see why he’s so interested in this project, and there’s going to be a part of him that delights in watching CIG struggle to achieve that same scale too.
*cough* offline singleplayer *cough*
They took a fair bit of flak for that debacle.
Still, I agree that as a game it was far more complete. They benefitted from having lead time developing an engine that was suitable for the game they were trying to build though, which helps. Not CR’s “take an off-the-shelf engine for cheap and wing it” approach.