It seems like there were a lot of things thrown into this patch. Was it too much? Should we have done smaller patches?
TL;DRRichard Tyrer says he chose to put many Squadron 42 features into the patch at once so they wouldn't take a year to arrive, letting the team move on to Star Citizen-specific features, and he stands by that decision.
I think from my perspective, and ultimately I was responsible for this, so this helps: go big or go home. I didn't want the transition of features from Squadron 42 into Star Citizen to take like 12 months. Because what it would have done is, first off, people have seen these features for a long time. And if we're spending six, eight, nine, twelve months getting them over into the game, I think it would have detracted away from all of the features that we want to add to Star Citizen. So I wanted to make sure, and I wanted to push the team, to deliver the features into Star Citizen in a good manner, so that we could then transition on to the features that are more specific to Star Citizen, like cargo, like resource network, like base building, the features that are not going to be in Squadron. So I wanted to make sure that we tried our best to have that be the shortest period of time possible. There's the old adage: if you've got four weeks, you'll take four weeks. And I wanted to make sure that we tried to get it in in as good a manner as possible so that we can start moving Star Citizen forward. And ultimately, that was my decision. I stand by that decision. That's the reason.
I think Tyler made a post on Spectrum yesterday about what our expectations of 2024 are, what we want to hit. We want 2024 to be a watershed year in the development of Star Citizen, with some pretty big milestones this year. So a big part of pursuing that goal is you've got to get all this Squadron stuff in there now, get it out of the way so you can start on the new stuff.
Absolutely. I needed to get that stuff done so that I can move on to the things that we want to add to the game this year that I think will start to define Star Citizen as a massively multiplayer online game.
I often say there's very little difference between the people who make Star Citizen and the people who play Star Citizen. I think sometimes we're just as anxious to get to the next thing, to get these features in, as our players are to play them.
Absolutely. When I look at Star Citizen itself, it's a concatenation of a lot of features and a lot of content. I want it to be a cohesive experience that is all tied together, and I want to get there as soon as possible. I want somebody to be able to play the game and understand all the things that they have available to them, and I want that to be a good onboarding experience, and then to have thousands of hours of gameplay and content for people to be able to play. Now don't get me wrong, we have a lot of gameplay already in the game, but it's in isolated pockets. It's like, if you want to just be a miner, great. You can go and do mining. You can do that loop. But I want the connections. I want the interwebbing. That's the difference between features and content and a game. And I want to push towards that as quickly as possible.