Where is the Squadron 42 roadmap?
TL;DRChris Roberts says there is no Squadron 42 roadmap yet because production isn't comfortable sharing plans that may change, though it is in progress and will be shared once they feel confident.
Okay, so, well, we're working on it. Production at the moment does not feel comfortable sharing what we have. I'm not going to surprise anyone and say Squadron 42 isn't this year. But we still have some aspects to work on. The biggest issue we have with the Squadron roadmap, besides the fact that we've got to figure out some ways not to sort of give things away... but that's solvable. The biggest issue is, when we have the quarterly roadmap on Star Citizen, from the beginning we're like, okay, well, if this feature doesn't make this, then it'll go to the next quarter. And it's sort of this revolving thing. So it's not quite the same as, bam, here's the final schedule and roadmap for it, with the release at the end. And so, yeah, on the production side, without feeling like every single thing's buttoned down... trust me, I'm on their case too. They're very reluctant to release something that may change because they feel like they're going to get totally pilloried for it. And I know I've been criticized for promising stuff. So essentially it is something that's a work in progress. We've also had to adapt to the new Agile process, which is very different than the old kind of waterfall scheduling process. And we're using a new thing called Portfolio, which is part of the JIRA thing, which is sort of a long-term planning and scheduling thing. We're trying to roll that out for Squadron and the live stuff, which helps give you sort of the longer term visibility, because the Agile development process is quite good for shorter term iterative stuff like we do with these quarterly releases. It works very well for that. But if you're doing a longer term thing that has a whole bunch more interdependencies and features, and there's a vast amount... Squadron as a game is insanely big and ambitious and has a level of fidelity and content that probably, if we started a while ago, I would have said maybe we shouldn't have done this much, but this is what we've kind of committed to. And so, yeah, that's really the reason. It's not necessarily that we're like, oh, we've got it, but we're not going to share it with you. It's more just that, from a confidence standpoint, no one wants to put something out there that they feel like will change again and they'll get criticized, because all our production people get very sensitive when they read all the things about how we can't manage our way out of a wet paper bag and all this stuff. Even though they've worked at, whatever, Blizzard or Rockstar or Activision or EA... whatever big project you've played, we've got people here that have worked on all those at pretty senior levels. But it's just the nature of the beast. I thought it was quite interesting at E3, Cyberpunk 2077. They sort of came out of hiding after all these years and everyone was really excited, and the journalists got to see it behind the scenes and were excited by what they saw, but that thing has been around for as long or longer than us. And it sort of went dark, and the head of CD Projekt Red was talking about how they stopped here, they refactored this, they redid this, they iterated, they did that. That is game development. It's also game development when you're reaching really high and you want a very high quality bar and you're not sort of locked into, oh, we've got to release for the Christmas quarter because that's what our shareholders need. And it is part of the process to make something really good. And you can see it in Red Dead Redemption 2, which was going to come out, and now it's going to be later because they need a bit more time. Rockstar does this a lot. Blizzard does it a lot. We want to make a great game. So it takes time, and that is kind of one of the reasons why we haven't shared the roadmap yet, because some aspects are very confident and some aspects are still up in the air; they need a little better breakdown and planning on some of the longer term stuff. Because again, like I said, the Agile process is very good for the short term planning. But when you're asking someone to sort of plan something that's six months out, that becomes more difficult. And then people tend to be like, well, I don't know what my tasks are. And then if you plan it properly, you're literally taking your whole team and they're doing a proper breakdown, and they're doing that for days, versus creating things or fixing bugs. So then you have this other issue: do you take some of your team away from what they're delivering right now to do the planning, to get you a proper thing for later on, or do they fix that bug so we can get 3.2 out there? So it never happens as quickly as you want. So it is in process. When there is something that production feels comfortable with, Erin feels comfortable with, then we will share it. I'm over being blamed for being optimistic and over-promising, and people feeling like I lied to them, because that's totally not my intention. I am an optimist by nature. You can't be a game designer trying to do things at this level without being totally optimistic, because otherwise you wouldn't start the journey. And I would say that most creators tend to be optimists. You generally won't find a pessimist that's a creative type, because you have to be kind of optimistic to do that. So I'm not the best person estimating my time or other people's time, because I always feel like I could do it quicker than it ultimately would be. So there you go. So I have solved myself with that, and let the other people who are maybe a bit more realistic or pessimistic do that.