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Bro, literally everything in Star Citizen is an edge case.asked by Captain Lewis Coronado

TL;DRThey agree that edge cases abound because the project is cutting-edge R&D, doing things not done before, so schedules built on past experience are always best-effort estimates.

Jake RossLead Producer

It's not wrong. Actually, let's talk about that for a second. Game development, as everyone watching and here understands, is difficult, right? We're trying new things all the time, especially for a project like ours. It's always on the cutting edge. We're always trying new things and doing these in different ways. We're swinging for the fences on a lot of stuff. So some of the stuff just hasn't been done before, or we don't necessarily have a clear path ahead of us. So we start on a path. We generally have an idea of where we're going, a trajectory, right? And things happen along the way that we just didn't expect. And it's just because, you know what, we haven't done this before. We haven't tried it before. So let's see how this goes. As those things come in, yeah, you have to assess every single thing as it comes in.

Jared HuckabyHost, Community

It's game development, not game construction.

Jake RossLead Producer

Yeah, that's a good way of putting it. A lot of this is R&D, and with that, edge cases, they tend to pop up.

Jared HuckabyHost, Community

You said a line here, I want to clarify it. You said because we haven't done this before. It's not like we haven't made games before. Everybody here has worked on another project, has shipped other games and whatnot. The weird reality, the thing that sometimes gets lost, is that if you're building something that's truly new, if you're building something that's truly different, you haven't done that before. So the way in which you tackle it will be different, ideally. The way in which you progress through it will be different. And the way in which you estimate and schedule it has got to be like, okay, your schedules have to be based on prior experience, and this is the way we made this thing, but we're not making that thing, we're actually making this thing, so we can extrapolate from this, but it's always a guesstimate. It's always your best effort using all the factors that you have.

Jake RossLead Producer

That's a good way of putting it, because I don't want to shortchange our extremely talented and experienced developers. They know what they're doing, but often what we're doing is trailblazing, where we have these super talented and smart individuals for a reason. We want to try new things and we want to break the mold and we want to do a lot of stuff differently. Trying to, anyway.

Star Citizen Live›Gamedev: Production Discussion·
Published on this date.7 Jul 2023