Why have we not updated the Squadron 42 roadmap?
TL;DRThe roadmap's linear chapter layout doesn't fit parallel development and risks spoilers, so the team is actively investigating new ways to show Squadron 42 progress, with no specific replacement committed.
No, the roadmap, honestly, it's one thing that I've looked at more and more recently, and other people on the team, and we were scratching our heads too, going, wait, hold on, what's going on here? The roadmap as it currently exists, starting chapters at the top, going to the bottom, and just spreading out horizontally, it doesn't make sense. There's so many things that we do; a majority of what we do crosses all chapters, right? When you talk about mechanics, when you talk about technical work and so on, when we're working on characters, whatever it might be across most disciplines, it touches all chapters. So in theory, if you were to leave it as it is, all chapters would basically be done all at the same time, right? We've got every little thing, excluding a couple little bits that are going to be very specific and very unique. So due to the nature of the development and what you push on, if we call it AAA or quadruple A or whatever it might be, it really doesn't work. I think when we first started it, it was just logical. It was like, oh, let's put all the chapters down and we're cool.
Follow a linear progression. It's easy to understand. It's not like we had an example to look at. There aren't other AAA games out there with a publicly facing development roadmap during their development. So we had to figure this out as we went. We tried for a linear presentation, but as you're saying, development runs parallel.
Yeah, and I actually scrubbed through stuff, maybe a couple of months ago, looking, okay, what other AAA games are giving the level of detail that we do? And I think some had some roadmaps, but they're just very chunky. Like, hey, we're a quarter of the way done or halfway done and so on, right? A big key thing for us, though, is we don't want to give away spoilers. It's incredibly important to me and it's incredibly important to Chris that we hold that stuff tight, because we want that experience when we get it into people's hands, that they play it and they experience it new. I'd rather not give away, although we may have already most of them, I'd rather not give away any more characters, locations. And it's actually hard when we do monthly updates and so on. A lot of stuff we get from the team that I'd prefer to publish, that is awesome progress, has so many spoilers in it. I'm like, no, can't do that. Can't do that. Nope, nope, nope. So it's a chore. However, the current format doesn't work to show the progress the way that we think is the best, or in a format that makes sense for what we're doing. With that said, we're currently in the process of investigating new ways that we can provide information. Progress is being done every single day. Awesome stuff. We have global reviews with the directors and leads and Chris Roberts every single week where we go over and see people's progress. So progress, really cool stuff, is being done. So it's up to us to find a way that we can present that to everybody publicly. And that's something that we're actively looking into. Absolutely.
Right, so it's not all doom and gloom. We recognize that the roadmap for Squadron 42 isn't as effective a tool as we were hoping in conveying the information without spoilers, mostly due to its linear nature and our parallel development, not just between all the chapters, but our parallel development between Squadron and Star Citizen. It's very hard to present that to backers in graph form and lines without the context that we can't give, because the context is all spoiler-related. But we do have a couple ideas, and we're still looking for more, about how we can be more open about Squadron 42's development, how we can convey more information on its progress.