Concept art for the 'Sabre' spacecraft. (Credit: Cloud Imperium)
Would you pay $15,000 for a bunch of virtual spaceships?
That’s not a misprint. Go to the website for the upcoming, as-yet-incomplete space simulation Star Citizen and you’ll find, among the many items available for purchase, an embarrassingly expensive suite of 66 digital spacecraft, from the massive Idris-P Frigate to the sleek F7C-S Hornet Ghost.
Or,
you can buy your spacecraft one at a time. The cheapest cost about $20;
others run several hundred. One — the Javelin — will set you back
$2,500, but you can’t get one, because they were released last December
in a limited run of 200 and sold out within minutes.
If this all sounds nuts — and it should — then you don’t know Star Citizen.
Frankly, no one really does yet, because despite raking in a
record-setting $94 million in crowdfunded cash (officially making it the
biggest crowdfunded project ever), it’s a year behind schedule.
Because of this delay and those conspicuously large price tags, Star Citizen
and its developer, Cloud Imperium Games, have drawn intense scrutiny
and become a lightning rod for a host of issues: the ethics of
crowdfunding, the limits of in-game purchases, and the trustworthiness
of the video game hype machine.
Warp factor 10
It all began three years ago, when veteran game designer Chris Roberts launched a crowdfunding campaign for Star Citizen on both Kickstarter and a proprietary site. During this initial run, he raised an impressive $6 million.
Roberts rose to fame as the developer of the Wing Commander series of space simulations that were hugely popular in the 1990s. Following the release of 2003’s Freelancer,
he switched gears and focused on a second career as a film producer.
That didn’t quite pan out, leading him to dream up a bigtime return to
games with Star Citizen, a “complete universe where any number
of adventures can take place.” Players would cruise a vast universe,
able not only to fly spaceships but also to walk around inside them and
participate, first-person-shooter style, in boarding actions and
hand-to-hand combat.
In other words, it’s the ultimate space game by one of the genre’s pioneers.
The pricey Completionist package. (Credit: Cloud Imperium)
Fans
eagerly answered Roberts’s call. Their enthusiastic participation
propelled the crowdfunding effort to its now-stratospheric numbers; a
rabid microculture has developed around the game. The game’s forums are
packed with users (the “General Chat” subforum alone has over 68,000
separate threads).flyable ships.
But
the game itself, originally estimated to release in November 2014,
remains a long way from completion. This is not, in itself, so unusual.
Games run behind schedule all the time. Some delayed games were so good
that all was immediately forgiven (see: Half-Life 2). Some weren’t (see: Duke Nukem Forever).
Still, good or bad, such games were financed in the traditional way, by
investors and publishers. Consumer money wasn’t on the line until after
release.
In the case of Star Citizen, consumer money has created what some consider a disaster in the making.
Thrusters not firing
Star Citizen’s
most persistent critic has been Derek Smart, an independent developer
who’s no stranger to controversial space-simulation projects, having
fought many an online flame war over his troubled Battlecruiser series in the 1990s.
In
recent months, Smart has played the role of gadfly, composing lengthy
screeds in which he alleges severe mismanagement and even fraudulent
behavior at Cloud Imperium. “The four year, $90m+ Star Citizen video
game project, is no longer a going concern,” Smart wrote in an October 6 blog post. “The project is FUBAR and there is no going back.”
Meanwhile, an October 5 Escapist article,
relying heavily on quotes from anonymous ex-employees, bolstered the
perception of Cloud Imperium as a dysfunctional company unable to build
the game it had promised, and of Roberts as a starry-eyed dreamer more
interested in shooting expensive cutscenes with Gary Oldman than in buckling down to release Star Citizen. The article sparked threats of legal action against the Escapist, while a parallel legal dispute blossomed between Smart and Roberts over the latter’s claim that Smart’s activities constituted stalking and defamation.
In
short, trying to sort out fact from fiction and truth from vendetta is
untangling a Gordian knot of Internet rage. But where there’s smoke,
there’s often at least a little fire, and there’s a lot of smoke here.
Stay on target
Yet in the midst of all this, Cloud Imperium has carried on, projecting confidence that Star Citizen
will eventually release and be every bit as good as Roberts claims. A
few weeks ago, the developers showcased new gameplay footage and
cutscenes before cheering fans at CitizenCon 2015 (yes, the unreleased game already has its own convention) in Manchester, England.
Far from being embarrassed about Star Citizen’s
overreaching ambition, Roberts insists it’s the project’s strength. “I
don’t want to build a game. I want to build a universe,” he says, perhaps deliberately echoing the famous tag line of Origin Systems, where he began his career: “We create worlds.”
For now, the only part of the game that’s playable is Arena Commander,
a dogfighting simulation that allows backers to pilot some of the
game’s many spacecraft in small-scale multiplayer battles and races.
Other segments — including a story-based campaign called Squadron 42 and the vaunted “Persistent Universe,”
which is supposed to tie everything together — have not been given
release dates. Meanwhile, other space sims like David Braben’s Elite Dangerous and Hello Games’ equally ambitious No Man’s Sky have either launched already or are cleared for takeoff.
Other people’s money
None
of this would matter at all had Roberts not opted to largely fund his
vision through crowdfunding, which has in large part been a boon to
gaming.
Just ask the makers of smaller, niche games like Pillars of Eternity or Wasteland,
which have traded on the nostalgia older gamers have for the hits of
their youth. It’s a way for once-defunct genres to get a second chance
without jumping through corporate hoops. Crowdfunding is a form of
communication, a way for potential customers to tell developers, ahead
of time, that they would not only pine on message boards for their
product, but would put up hard-earned cash to make it a reality.
The Javelin, Star Citizen's $2500 spaceship. (Credit: Cloud Imperium)
But
when the crowdfunded tally gets as high as $94 million, the game is no
longer the plucky underdog — it’s the 800-pound gorilla. And a company
with a 200-strong development team, as Cloud Imperium now is, burns
through a lot of cash each month. Though the Star Citizen website’s Terms of Service page
claims refunds will be forthcoming to any who request them if the game
hasn’t launched within 18 months of its estimated release date, it’s
reasonable to wonder whether there would be enough money to reimburse
everyone should the majority ask for their money back.
And
it’s hard not to be put off by those outrageous price tags for virtual
goods. The price for a traditional video game usually falls somewhere
between $20 and $60, depending on the genre, the platform, the
publisher, and how long ago it was released. To charge hundreds, even
thousands, for a tiny slice of a game, savors of exploitation.
Yet
this is an increasingly common practice. Many contemporary games offer
$100-plus packages of virtual coins and depend on “whales,” who, like
serious gamblers, are willing to pay money far out of proportion to any
conventional estimation of the value they’re getting.
To play devil’s advocate, is Star Citizen’s
Javelin spacecraft any more useless than a $2,000 decorative rug? Is
this just a matter of antivirtual chauvinism? At least in Star Citizen’s
case, the whales are getting complex, handcrafted digital objects for
their money — or will be when (if?) the game actually launches.
Structural integrity critical
Questions of mismanagement aside, Roberts and his team sincerely want to make this game. Star Citizen
was clearly not designed as a long con, and the project was not
launched with malice aforethought. Nobody started out trying to bilk
anyone out of their money.
But
it’s nonetheless troubling that Cloud Imperium seems, for the moment,
more efficient at generating revenue than it is at producing the game it
was founded to produce. With questionable free-to-play models and
in-app purchases generating considerable controversy in recent years, Star Citizen
putting the money cart before the horse obviously strikes a nerve. Is a
game company about making money or making games? Ostensibly both, but
the order in which those occur is pretty important.
So is the plight of Star Citizen.
If the game turns out to be the fiasco its detractors already claim it
is, it will send serious ripples across the game industry and
crowdfunding in general. The pressure’s on, for sure, and only time will
tell if Cloud Imperium can keep it together and deliver on its heady
promises — and hefty bank account.
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