feature-creep

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  • The Daily Grind: What's your favorite EQII zone?

    by 
    Jef Reahard
    Jef Reahard
    01.15.2015

    I've returned to EverQuest II. Seems like that happens every year around the time I get fed up with the rest of the industry and start yearning for a full-featured MMO. It's such a sprawling game at this point that despite my stable of max-level characters, I've probably only played through half of the zones. So I rolled a Coercer this week and took him through the 1-to-20 arc in Frostfang Sea, which was a new experience for me and an enjoyable one. What about you, EQII fans? What's your favorite zone and why? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Stick and Rudder: Star Citizen's backlash effect

    by 
    Jef Reahard
    Jef Reahard
    02.23.2014

    Can someone help me understand the Star Citizen backlash effect? I mean, seriously. If Chris Roberts and his Cloud Imperium developers announced that the game's next stretch goal was a cure for cancer, the first comment on the resulting news article would be some variation on "bullsh#@!" Followed closely by "that's not possible" and "feature creep!" My question, though, is why?

  • Stick and Rudder: 2013's essential Star Citizen stories

    by 
    Jef Reahard
    Jef Reahard
    12.29.2013

    What say we recap 2013 from a Star Citizen-focused perspective? It was a huge year for Cloud Imperium's space sim sandbox, and no, I'm not just talking about the ever-increasing crowdfund windfall.

  • More Star Citizen features mean more devs, Roberts says

    by 
    Jef Reahard
    Jef Reahard
    12.06.2013

    You don't have to look very far to find armchair developers wringing their hands over Star Citizen's supposed feature creep. Heck, some bloggers and forum denizens have even gone so far as to label the space sim sandbox vaporware in spite of its publicly available pre-alpha hangar module. Cloud Imperium founder Chris Roberts spoke with Ten Ton Hammer recently and addressed the backlash. "Feature creep doesn't mean quite the same with Star Citizen as it might in other games. In other games, it's a concern because they have a hard release date and as you add new stuff it gets to a point where other things have to be rushed or dropped," Roberts said. "We add new people to the team to cover the new features and because everything is so modular, it has minimum impact on the rest of the game."

  • Roberts debunks Star Citizen 'feature creep' theories, announces next stretch goal

    by 
    Jef Reahard
    Jef Reahard
    09.27.2013

    Star Citizen's crowdfunding total is chugging steadily past the $20 million mark. As such, Cloud Imperium boss Chris Roberts has authored a new letter from the chairman that outlines the next stretch goal and addresses a host of other interesting topics. The goal in question is realistic facial capture technology, which will officially unlock at the $22 million mark. Roberts also took the time to debunk allegations of "feature creep" regarding Star Citizen's ambitious and expanding gameplay functionality. There are two types of stretch goals, he explained. The first are goals that involve features we already have planned or have implemented, but we couldn't create content because of budgetary constraints. The first-person combat on select planets is a great example of this type of goal. We already have FPS combat as part of the game in ship-boarding, and we already have most of this already functional thanks to CryEngine, as we essentially have Crysis3 functionality out of the box. But creating all the environments and assets to fill them is a huge task, so we were planning on not doing any planetside combat initially, simply because of its cost, with the idea that we would slowly roll it out once the game is live. But with the additional funds we can now afford to create some of this content earlier rather than later. The second sort of stretch goal is typified by the facial recognition functionality, "where [the devs] identify technology and equipment that will make the game better and allow us to be more nimble and economically efficient in continually creating content," Roberts explains. In both cases, he says, "we don't commit to adding features that would hold up the game's ability to go live in a fully functional state. Also remember that this is not like a typical retail boxed product -- there is no rule that all features and content have to come online at the same time!"

  • Stick and Rudder: On Star Citizen's so-called 'feature creep'

    by 
    Jef Reahard
    Jef Reahard
    09.15.2013

    I'm going to address the allegations of "feature creep" in Star Citizen this week before misperceptions get further out of hand. If you haven't been following the sci-fi space sandbox in recent weeks, note that Chris Roberts and Cloud Imperium unveiled the title's $20 million stretch goal several days ago. Said goal is FPS combat on select lawless planets, but to hear some armchair developers tell it, Roberts is jumping the shark and gunning for PlanetSide 2 instead of simply adding some instanced bells and whistles onto what's affectionately known as the best damn space sim ever (BDSSE). If you're a Star Citizen backer or enthusiast, you already know everything I'm about to type. If you're casually lurking on the periphery of the game's fandom, though, join me after the cut for the most complete SC crash course that 1,700 words can buy.

  • Some Assembly Required: The newer-is-better fallacy

    by 
    Jef Reahard
    Jef Reahard
    09.28.2012

    There's this idea that old-school MMO players don't know what they want. I've an inkling that the folks espousing this idea have little experience with the old-school games they purport to be evolving beyond. This doesn't stop them from claiming that old-schoolers are in love with a time period instead of a game, though, which in turn intimates that old-schoolers' minds are too muddled to know exactly what they do and do not prefer. Regardless of how you feel about old vs. new, sandbox vs. themepark, or world vs. game, it's easy to see that conflating someone's personal preference with nostalgia results in a perspective that's of limited usefulness at best.