Over 10 Years After It Was Announced, Star Citizen’s Single-Player Squadron 42 Is ‘Feature Complete’ - IGN::Star Citizen developer Cloud Imperium Games has said Squadron 42, the single-player portion of its controversial space sim, is finally “feature complete”, over a decade after it was announced.

    • @MeaanBeaan
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      91 year ago

      Mostly agree with you here but I do have a minor correction. Cyberpunk was announced in 2013 but it didn’t actually start development until sometime in 2016 after cdpr release The Witcher 3: Blood and Wine DLC.

      Meaning cyberpunk only took roughly 4-5 years of development time before being released. Though it arguably needed much more time than that.

    • Echo Dot
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      81 year ago

      Gamedev has just spiraled a bit out of control and takes ridiculous amounts of time these days.

      Yes but also does an enormous amount of waste at the moment. Sorry it now takes years to make a good game but it doesn’t take a decade. Unless you’re seriously doing something wrong or it’s an entirely simulated universe with sepient life and everything.

        • Echo Dot
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          1 year ago

          The time between games is not the development time.

          GTA III was only in development for one year. It wasn’t in development for 2 years. Same with GTA IV. Rockstar do other things between releasing GTA games. In between developing GTA V and GTA VI Rockstar made two Red Dead Redemption games plus DLC for GTA V, you don’t think they were working on GTA VI at the same time do you?

          Also they did an engine update in there as well so they couldn’t have been working on GTA VI until that was done. The absolute earliest date for the beginning development of VI is 5 - 6 years ago, and that’s not to say that was the start date.

    • @dylanTheDeveloper
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      1 year ago

      Games have gotten more complex and so have the teams to make them.

      It use to be a few developers juggling multiple rolls to entire departments that only specialise in one thing.

      To get all those different professions together to build a game is really hard because of communication. The best people are the ones who can do a bit of everything but large companies don’t want that, they want specialists who do one thing.

      You can program? You can also create 3D assets? Your good at audio? Well tough you have to pick one and you’ll probably never interact outside your team.

      And this leads to lots of fantastic ideas and creativity being lost not to mention bugs and other issues popping up.