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You mentioned what we put on the roadmap versus what actually comes out, because there are some changes, even with all the caveats at the top. You also mentioned an aggressive plan.

TL;DRRoadmap plans are aggressive and depend on expected hiring, so features slip when resources are reassigned or hires don't arrive, and the team changes direction based on community feedback and what's fun.

Erin RobertsChief Development Officer

We do plan very aggressively, and a lot of times some features... The biggest part of that is it comes down to: when we make a plan at the beginning of the year, we also include when we believe we're going to get new headcount on and when we can build teams to make that plan work. And so we basically create this roadmap and say, okay, well, right now we have these resources. And then, of course, you have to take into account... you think, well, I think we can manage this. But then, of course, we're trying to deliver, and then it takes some people off to fix bugs and so forth, and so you don't actually get some work. But on top of that, if we don't hire the people we need to create the features we thought we could later on, then obviously that feature's not going to be worked on. And so that's when I say aggressive: yes, we try and be sensible about, okay, how long will this feature take, and does it feel like there's some period of time. But if resources get reassigned because of something that becomes more important, or we just don't hire the resources we thought we were going to, then those features will get pushed back or drop out. And then sometimes, as I said, we'll just look at where we are. And I think that's one thing I'm actually really proud of in Cloud Imperium: we actually don't just march relentlessly in one direction. We go back, we look at the feedback we get from the community. We look at what's fun, what's working. The whole team really spends a lot of time checking out all the cool videos, looking at what people are really enjoying doing. And then we reassess, and we sit down, and we like to be really agile about this and say, okay, no, actually we're going to change direction here, because doing this and this and this is going to get us to a situation where people are really enjoying the game a lot quicker than if we just carried on. What you would sometimes do in a traditional thing is you try and get a bunch of features in and then you try and pull it all together. Then you'd really spend some time trying to polish it and just fix stuff and so forth.

Jared HuckabyHost, Community

I think that ability to reevaluate our progress every quarter, every half year, every year is one of the hallmarks of Star Citizen's development. Famously, when the PU development first started, we were pursuing the Terra system, for instance. And then we realized that the Stanton system would actually give us the vertical slice for everything we need in Star Citizen. So when we had that realization, a lot of people might have been too timid to switch gears at that point, but not us. We switched gears, and the results have yielded themselves.

Erin RobertsChief Development Officer

We make the right decisions for this kind of stuff. Is it painful sometimes? Because no one likes letting people down. But then I do feel like, because of what we're doing, we actually are going to get to where everybody wants to be much faster, because we're at our end goal of having this incredible experience in this huge persistent universe, as well as actually really helping Squadron really become an amazing game.

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Published on this date.8 Feb 2019