I so wish for this to become reality, but it is all vaporware up to now.
Holding on to my money until half a year after public release.
::emp::
I understand if you want to wait, but why half a year after release? You'll be waiting until at least the middle of 2015 if not longer. Meanwhile they'll have dogfighting out next month and I'll be playing from day 1.
I think it's going to be close to impossible for all the promises Chris Roberts made to be kept despite the huge budget.
However if they release something as good as the original wing commander games or descent freespace then I personally will be pretty happy. I seriously don't expect every single stretch goal to be met. That is way too ambitious and there's too much feature creep. That was only a marketing scheme to keep the money rolling in from clueless sheep fanboys in order to fund the base game without a AAA publisher.
If every stretch goal is met, then there will need to be significantly more additional funding outside of the community and significantly more development time too. It would also be the biggest and most detailed MMO in gaming history. That's really not realistic for an indie developer who is self publishing, and game devs cut features out of games all the time in order to deliver a functional and fun final product.
God I really hope this game doesn't turn into another Duke Nukem Forever.
Yeah, I don't think they'll be able to do everything, at least not at first. Some of the stuff they've promised they might not be able to implement until like 2016 or later. Something that far off could change a lot before then. Honestly, I'm expecting an updated Freelancer/Wing Commander with awesome graphics and better gameplay. I've heard that this project is what Chris Roberts wanted to do with Freelancer, but didn't have the bugdet, time or technology to be able to do back then.
This isn't just an small indie dev team. They've got over 100 people in house and another 100+ outsourced between various studios. They've also got CryTek writing code specifically for them. Star Citizen is using CryEngine 3, but it's going to be so heavily modded it will probably be closer to CryEngine 4 than 3, so some people have started calling it CryEngine 3.5 because of that.
They've got some good talent working there.
Some of the most in demand sci-fi artists from film and television are doing work for us on Star Citizen, people like Ryan Church (Avatar, Star Trek, Star Wars), Jim Martin (Star Trek, AI, The Matrix Reloaded), Geoffrey Mandel (Serenity/Firefly), and Justin Sweet (Avengers).
If you skip ahead to the 9 minute mark, you can see a little bit inside their design process.
[ame=http://www.youtube.com/watch?v=MnzvPA2ObWI]The Next Great Starship Episode 1.4 - YouTube[/ame]
I'm just amazed at the detail on the models, the insanely high poly count impresses me. I've spent a stupid amount of money on this game and am up to 4 ships now. So I guess I've officially drunk the kool-aide.
As far as funding goes. I don't think it's possible for them to run out money at this point. They're pulling in a steady $50-100k/day and this is still pre-Alpha. Once the dogfighting Alpha gets released there is going to be tons of gameplay videos, people streaming, etc... interest is going to explode and I wouldn't be surprised if the player base expanded 10x to about 4 million before they even hit the Beta. If they do run low on cash they can just milk the player base with a sale or limited time offering. This game has more people in pre-Alpha than a lot of games get through Beta. They've raised near $40mil with roughly 400k players, so at an average spend of roughly $100 per player, this game is raking it in hand over fist.