It would be super helpful if CIG came out with some content to actually work with. Most of the company must still be working on SQ42. I can count the total teams on my hands that have done any work this year. (edit: I not spek gud)
Turbulent is pretty critical to the development of Star Citizen. They are responsible for helping the teams be able to build the verse even faster than before. And if all of their hard work pays off... i dont think we'll be ready for the amount of growth that will happen.
That's assuming they can get the backend and tools working, the engine updated.. the overall amount of people in those critical areas is quite small compared to most other mmos for development, their team size for these critical systems is the size that already finished and well situated mmos sit at when for development phases around 1k people working on those systems is more common.
If you look at their website (may now require wayback machine) they were the ones being contracted to develop locations for star citizen (screenshots of space stations), cloth physics (screenshots of ropes and tarps draped over SC box assets), and even PES networking tech. This was when they were an independent studio which CIG had a ~20% ownership stake in. This put CIG in a vulnerable position as they depended on them for actually getting important stuff done that their other 1000 employees weren't seemingly capable of, so they had to buy them. I just hope that the CIG culture of low productivity doesn't hit Turbulent now that they're owned or progress will get even slower going forward.
Good video and it is great to have the turbulent guys on board. I like that you show a small part of all the tools we have made, something barely seen by the public. I work daily with the backend peeps, as I support two teams as producer there. The tools team in Manchester is an amazing team with the Cloud Test Launcher just being a small piece of backend tech we make (Correction, that was no MTL, that was Manchester Tools team ;) ). And the editor team makes the editor of the engine that every designer uses, awesome team sitting in Frankfurt.
Thank you for the corrections, and thank you for your work! The little things are what move the project forward send I imagine the CTL is a huge part of improving stability long term!
Who do I bribe to get them to add a parachute? My partner had an existential crisis after she punched out and took ten minutes to fall to her doom lol. I’m willing to fund someone’s “introduction project” or what ever that one coffee kiosk was for a new hire… And ofc will grease the palms that make the connection!
Development show they are evolving more into Content from Engine development. This is also evident in statements that SQ is in polishing, considering that it is using the same game engine. Now the engine side can focus more on the multiplayer/online side, while the rest of the company can continue adding locations, missions, ships, and NPC characters, in order to tell stories from the 'verse
I hope so, but I'll beleive it when I see it. Also, the engine team needs to go back and fix a lot of the stuff that's been broken over the years, like basic hit detection/falling through floors.
@@RN1441The narrative CIG seem to say without saying is that the version of the engine we see in SC is years behind at this point. It’s supposed to be a patchwork of some ancient version that functions without full meshing. I guess we will see once 4.0 launches. …right?
As always a tomato 10/10 and will be a great example of your work when it goes to the public! 5:40 A Mars lander joke would have been great NASA had lost a lander thanks to a mishap with Metreic and the other units. I am a bit afraid that the new space systems look too much like copy-paste, like all the space stations at the moment.
Nah many systems are designed to take up very little time and processing...more or less designed as timesinks. Systems like Null would probably take up about as much server space as a moon. While I don't think we will reach 100 in this lifetime I do think more space =/= more server space. A lot of it is redundant and the wider the net the fewer people in each area which would just mean servers take up larger areas as fewer people are concentrated. Right now everyone playing is in one system or soon, two.
@@Uaene 100%. I can't believe the level of delusion. So many paid bots. I personally think CIG invests more paying people to like and comment on videos related to marketing, and to downvote and condescend anyone even slightly critical, or even observative of what they're up to, than they spend on anything else. They're really banking hard on the Chinese market saving them, and it's gonna bite them hard in the butt.
I think the title of this video messed me up because either I didn’t capture the answer or I am brain dead. If the answer is merely Turbulent then… ok I guess. The video overall did not answer “how will SC deliver 100 star systems” for me. Seriously, I am still asking how will we ever live to see 100 star systems if we are “Still Stuck In Stanton” tm.
The speed at which this company is developing content and creating technology is what will contribute to getting to 100 star systems. I think that's what he is trying to say.
@@sh4wnb880 That would pass for someone who just bought the game 6 months ago. People have been saying that for 8 years now. "Just wait til the pipelines are in place," and "Soon the pieces will be in place to pump out content at full force!!" Stop drinking the CIG koolaid.
Lol don't worry, the title is just too pique interest. The point of the video is too show how the acquisition of the studio is focused on building a self sustaining team focused on expansion in systems. They took many of the teams spread across the company and consolidated them into one space to promote a more streamlined workflow. I don't believe we'll ever actually see 100 systems in the game, which I say in the video. The title is click bait, if you will. But if they are going to create all these Star systems I believe this is the key.
Another great video. One thing I think a lot of folks overlook is the long-term financial benefit to CIG with the completion of Star Citizen. Some feel that the whole thing is a scam but look for a moment at the massive potential of licensing the final engine to other gaming companies. Once the StarEngine is complete and can use Squadron 42 and the PU as a case study the future will be very bright for CIG. Not all game studios will need 100 planets, perhaps just one but if you consider a typical single-player RPG today and then imagine what a studio could do with the full StarEngine as the base for a game... Open World games take on a whole new meaning.
Yep, Star Engine and their serve meshing tech specially people will pay gold for that as live service is all the crazy on the industry. They are even advertising a traded mark logo of Star Engine with company logo at the end of each video involving the game, for me that signal that they are planing (if not already) to license the engine for other companies like Cry Engine and Unreal. God know we need competition to unreal.
Well, that would be a scam though. The kickstarter was for a game, not a commercially viable engine product for them to sell. If their real financial motive is selling the engine, then the game literally was a scam, even if it is finished an exceeds even the wildest of hopium dreams. I think SC is a perfectly viable product on its own if completed, and I recognize that an engine is necessary for that. Though I can’t help but wonder if it wouldn’t have been better to wait for UE5’s early dev builds and start from there, rather than Cryengine.
This video is a great example of just how complex this project is. It’s what I try to explain everytime I hear someone say ‘they’re useless, scammers’ etc
A nice concise overview, I'm also guessing Turbulent is still working with other companies doing business for them and not a 100% of CIG. SO that could be another source to revenue.
Oof hiring ex-Ubisoft employees. I hope they're mostly artists and engineers and not management, that company has made so many mistakes in recent years that I hope CIG is very careful about giving anyone from there any amount of influence.
100 systems would be the long term goal they are if I’m not mistaken using the first 5-10 systems as blueprints and examples for a almost automatic system that will create the rest of the systems without too much developer input other than a bunch of troubleshooting passes, if I’m not mistaken the first systems will be very slow but once these tools are done and optimized the rest of the systems should role out pretty quickly
While they´re bulding and expanding their teams, library of tools, assets and methodology to tackle these over 100 systems they´re also expanding the scope of what a single system entails. The Pyro in the tech preview channel was not the same Pyro that was originaly envisioned when they layed out the systems all those years ago. The new Pyro is way more detailed and has way more points of interesst than even current Stanton - and Pyro is supposed to be a "dead" system with not much going on. Yet there are so many unique elements to it. Gangs and factions, weapons and armor and so much more. So while they´re increasing their output they´re also raising the bar for what a Star Citizen system is. Even a small handfull of systems the scope of Stanton and Pyro will offer so much that it´s not even necessary to have the 100 systems for quite some time. We know they´re working on Nyx so it´s going to be interessting to see how fast the return times will get after we´ve finally gotten server meshing and the technology required to have multiple systems running at the same time. I personally would like them to add a high security system next so that we have a system for every security level and so that CIG can start to gather data on how to solve certain issues that may arise. Just thinking about it gets me pumped up, I can´t wait to see how far we´ll go.
@@QuotidianStupidity I would imagine that (from what I heard) systems that will be functioning in SQ42 will be amongst the first to enter SC as well. Only makes sense, since a bunch of systems are told to be part of the "free roam part" of SQ42. How many I don´t know.
Intrepid Studio (Ashes of Creation) seem to have developed a very good solution for Server Meshing. Someone wake me up when the Centauri System, Fujin City comes on line.
Oh god not Ubisoft. I have been gaming for almost 30 years and my whole life I have never seen as much incompetence and delusion as I do in Ubisoft projects.
Been a backer since 2015. We're still in 1 system. It's absolute insanity. This game is the perfect example on how a game shouldn't be made. Tired of waiting for broken patches every couple months.
Am I the only one who thinks 10-15 very well made and full star systems would be better then the 100 star systems that would not be as full or interesting.
1000% Honestly, I'd be fine with 10-15 well made, largely hand-crafted systems, and then if they want more for things like exploration, add those in with less time-intensive procedural generation.
@@shootnblankz9994 I think the intent is to focus on fewer systems initially, but create the tools and processes at the same time to make creating more at the same level of quality a lot more feasible. So we can ultimately have both
Each system has its share of particularities, having 15 or 100 will not change anything on the quality of the latter because of the scale that the game already implies. On the other hand, they will be different enough for us to consider each one of them as a region in WoW, for example.
This is CIG, not Ubisoft or Bethesda, so it's not a dilemma between a limited set of well made systems or 100 meh systems: CIG would obviously prefer 100 well-made systems. They're not gonna suddenly phone it in when they've been obsessed for over a decade.
While I am sure that eventually we will get bigger number of systems, I am more concerned about how the new systems will be brought in. Lets forget for a moment that the current situation of server meshing is quite "turbulent". Lets assume we are far ahead in time and SC is closing in to 1.0 release. My personal guess is that CIG will release SC 1.0 with 5-10 systems. Based on the current marketing strategies employed by SC, every new system after the initial release will probably be a DLC in some form. They will probably employ a certificate system of some sort which could be earned in game by grinding or bought outright by paying real money.
I think they will continue to keep selling concept ships, in some kind of early access premium program to get than exclusively and instantaneous in game for 6 months or so (or special exclusive variants with no gameplay benefit, like car manufactures make limited edition variant of cars). Or just continue their original plan of selling in-game currency in limited quantity to not wreck the in-game economy so people can skip grind and buy things (mostly ships and vehicles) in game similar to the plex system of EVE. I do not thrust much that they will not keeping selling ships since this made them so much money or push micro-transactions as much as they can without destroying the community, the potential revenue is just too great. And while Chris still has the majority of equity in the company other parties are involved. That being said the lessons of live service games of the last decade is that you don't paywall gameplay content, because this fragments the community, the more roadblocks you have to bring your friends to play with you the harder is for the game to grown and to maintain it's population. So in Star Citizen keeping new systems and location free for everyone that buy's the game would be the best financial decision.
It's never going to have 100 star systems... it's been over 10 years and doesn't even 2 yet. Creating star systems doesn't pay the bills, creating and selling ships does.
I’m wondering whether cig will implement gameplay that will establish a passive income stream. Where you can build something that will be able to churn out uec without you having to keep doing missions etc. I’m thinking this may be good for orgs or players needing to maintain the costs of their large ships and supplies as a background process.
So basically turbulent produced about 90% of the SC content we've been seeing in the past few years while the rest of the company was busy making a different game with expensive hollywood actors in mocap suits ;)
I have no idea how much they've made exactly. They've done a lot of location stuff, but flight, planet tech, AI, and PU features have still been split among the various PU and feature team.
@@justalex4214I don't get this worshipping of Turbulent. From my 3D guy point of view, they do the easy stuff, web, environment, and few small ships, and part of net backend being one remarkable contribution I know of, while the server meshing masterclass comes from the UK and the Germany. Just because kids like new shiny toys, they now get all the credit for doing some derelict villages Turbulent said will fill with gameplay... I don't see it. Looking forward for the deep dive in European studios.
@@rayfighter I'm not worshipping anyone, just recalling what was added into the game for the past few years and noticing that most of it came from turbulent, nothing more, nothing less.
"quickly expand on caves" great video as always tomato, but I would say they are completely missing the mark on caves atm, focusing too much on biome diversity instead of actually making their base design gameplay rich. Old caves - Huge, dozens of mining nodes, some traversal puzzles, some narrative and loot in some of them New caves - not big, maybe 6 mining nodes, some traversal puzzles that don't go anywhere interesting, no real loot The new caves essentially make FPS mining a dead activity, and if they don't make them deeper, more explorable, more risky, more rewards and eventually with vehicle accessibility for the ROC/ROC-DS for more variety of gameplay for miners, its a dead feature to me. They haven't got any interesting features, you visit them once, they are very pretty, you never come back unless its kopion farming for rep (cuz the horns are not worth it) That they haven't implemented some dynamic gameplay like inert rocks blocking grottos or paths, that you have to 'mine' out of the way, potentially needing advanced mining tools to do that to access the reward beyond the blockage is just madness to me. Unsustainable art. Very attractive art...but entirely unsustainable and that they aren't working on that sustainability from the base design says to me that caves will be a dead feature.
You're always right lol I have memorized every cave layout, and run through them very quick. Also, the aphorite and whatever gems we can find are now worthless, and I have never been into mining, so they're very dull for me. The kopions make me laugh, too. I think they look lame. I want some scary ass big huge aliens with claws and teeth and they like howl and make scary noises and stuff. Yeahhh man
Not everything should be designed like it was made by a professional art team. Pirates wouldn't design things to that level of quality and their stations wouldn't be perfectly accommodating either. Having bad design is also important.
The goal is 100 systems. I think people are confusing that with 100 systems like Stanton. If you look at the Star Map, there's nowhere near 100 systems, I think it's maybe 50 total? A lot of systems will be completely uninhabited, maybe completely unexplored.
Think the game will be back to the drawing board many more times before an actual 1.0 "no more wipe" release. Hope i'm wrong, but somehow would not be surprised if we are still talking about "what ifs" and "imagine" in another 12 years.
That's quite the small team overall when broken down into their respective areas, which means out of nearly 1000 people at least 1/3 or greater is going to be HR, accounting, and so on. That I think also provides a perspective people are missing, despite how many total employees its a far cry small overall team compared to most other major development studios which will often pull thousands of people together, everyone knows the famed d4 crediting 9k people, but 3k of that alone was just voice actors and not part of the main teams, the main teams within blizzard and their support amount to around 2-3k people total the same was for read dead 2 a game which took nearly a decade itself and its scope and scale is much smaller and its pc launch was horrendous for a good year or so and its still somewhat rough. The major issue is how many are split between the backend and creating the tools they need, it sounds like there isn't more than maybe 300 people in their respective areas possibly less.
For me personally, Im reading the writing on the walls and it seems like Montreal will just become the PU team. They keep cropping up redundant teams and Montreal has all the network expertise that pushed the game towards meshing in the first place as well as a cohesive workplace synergy that works and isn't divided by a singleplayer game which, as far as Im aware, nobody at Montreal is working on SQ42. Which is what it should be, beyond assets there is little overlap in design requirements for singleplayer vs multiplayer games. Gameplay needs to feel different, quest design needs to be different, level design needs to be different, etc. Hopefully if Montreal is away from Chris Roberts he can't starve them of staff and resources like he has the PU team moving them onto their neighboring workload, SQ42, pretty much every chance he gets. If shifting teams from Montreal to Manchester means moving someone to remote work or asking them to move? It's far less likely then just moving what office they are in or what client login they are using. Which this would allow the PU team to actually long term plan and build teams and synergies and momentum...something Chris Roberts has been tantamount to destroying in the PU teams as they continue to get shifted around and around each time I see an ISC. How are you supposed to build a product when your pipeline keeps getting gutted every other year. Hopefully, it's true, and Montreal becomes the defacto PU team with some overlap from Manchester in the assets teams (ships, guns, cosmetics, locations, etc) which can port over work for use by that team.
the last major test we are aware of was in march 2024 and was quite successful with the jump point working, and having players actually jump between pyro and Stanton though it had issues, ontop of the fact they stressed servers to the point of nearly 800 players, but even then we haven't had another major known test, of course I suspect that is because the next ones are supposed to be soon, it just depends if they can get 3.24 hangers and cargo running well enough.
@@fearstare indeed, 3.24 is a major blocker that's held them back it was supposed to be part of 3.23 and they had to pull it off 3.23 for a later3.23 .x patch that they renamed to 3.24. Put them roughly 2-3 months behind what they apparently wanted, which isn't that bad all things considered its normally much worse.
Thanks! I think a lot of folks can't read past the headline and think this video is actually about 100 systems when it's about the studio. Sometimes you gotta really simplify things for folks.
Their biggest challenge is chris roberts. he is the visionary and hes also a terrible game dev. ironically the thing that allowed this game to start development at all is whats going to be its end (crowd funding a dreamer who has never shipped a game in his life)
HA! I know you poking fun but it got me thinking....nobody complains about GTA6 taking just as long to develop or having not come out yet being it has 4 times the budget...lol...established code...established dev team...established engine...no server meshing ...ETC...
@sickbreed66 They're actually working on something similar to server meshing it seems. We'll see if they release it with GTA 6 online. Granted, they have a lot more goodwill given the games they've released, but yeah people tend to miss WHY the game has taken such a long time.
@@sickbreed66 Correct, tongue in cheek! I love the game. My system doesn't do it the credit it's due as I'm running through desktop Bootcamp at the moment. New machine on it's way.. probs ready for 4.0 release.
@@MaticTheProto i can play predatory finished mobile games in which i did not invest 3000$ 10 years ago any time. And those games are actually … released.
SC will never have 100 systems. An enormous amount of dev efforts to develop and maintain 100 systems aside, SC is a niche game. It will never have as many players as mainstream WOW, Genshin, or similar. Most of those systems will simply be empty. At any given moment, even if there are thousands of people online on a single "virtual server", there literally might be 10-20 systems without a single player there.
@@sh4wnb880 we know how it works. Trust me when there is so many changes from one extreme to another it just shows that there is no target what this project should be and it only tries to get attention from different kind of players. It is simply money grab and this video proves it 100%. Its sad that cig is paying him big money for such a low level quality content.
It’s a scam . There will never be 100 systems. The feature creep will continue. The pixel ships will fund it forever. If it’s finished the money stops. The spice must flow.
@@sh4wnb880 Yep I play. But after 10 years its still got its hand out for more money to complete itself. 100 systems it promised. We have 1. Its still buggy af. Itll feature creep forever. Never finish as that means the gravy train finally stops. lol. Sounds like a scam to me.
@@silentone11111111 The 30, 50, then 100 systems and also planetary landing - etc were all stretch goals and not part of the original pitch. 100 systems stretch goal was from back when a 'system' was just going to be a skybox you loading screen into like Arena Commander or Starfield. The physicalized planets - landing on them, getting out of your ship and walking or fighting in 1st player perspective - all this came later. Once CIG decided to make a physicalized universe with planets and moons you can freely fly to or around - they didnt change and cancel the plan for 100 planets - they just went to work on the tools to build the planets and the server infrastructure to be able to handle maps the size of solar systems and MMO levels of players. You can still have the early kickstarter vision before the 'feature creep'. Just load Arena Commander and fly around the skybox
3 mins only 500 views bro fell off
What will I do!
I can't wait for this trend to stop
@@SpaceTomato gotta say just found you recently and i really enjoy your content. Very well produced :D
@Amaram7274 12 months on UA-cam and 0 subscribers...
Bro never came close to "making it" so he comments on videos trying to act cool.
It would be super helpful if CIG came out with some content to actually work with. Most of the company must still be working on SQ42. I can count the total teams on my hands that have done any work this year. (edit: I not spek gud)
The quality of these videos is just insane. THANK YOU
Glad you like them!
Turbulent is pretty critical to the development of Star Citizen. They are responsible for helping the teams be able to build the verse even faster than before. And if all of their hard work pays off... i dont think we'll be ready for the amount of growth that will happen.
Hey Hav0k thanks for your contributions!!
@FuriousImp hey I'm just glad to he a part of it! It was fun!
That's assuming they can get the backend and tools working, the engine updated.. the overall amount of people in those critical areas is quite small compared to most other mmos for development, their team size for these critical systems is the size that already finished and well situated mmos sit at when for development phases around 1k people working on those systems is more common.
I do hope the teams can ask bring it together! They've got a lot of work ahead of them.
@@yulfine1688 they don't have the technology. They should switch to Unreal tech
honestly I was shocked when I learnt how much turbulent contributed to core tech
If you look at their website (may now require wayback machine) they were the ones being contracted to develop locations for star citizen (screenshots of space stations), cloth physics (screenshots of ropes and tarps draped over SC box assets), and even PES networking tech. This was when they were an independent studio which CIG had a ~20% ownership stake in. This put CIG in a vulnerable position as they depended on them for actually getting important stuff done that their other 1000 employees weren't seemingly capable of, so they had to buy them. I just hope that the CIG culture of low productivity doesn't hit Turbulent now that they're owned or progress will get even slower going forward.
6:25 Rest in peace, Port Olisar. Forever in our hearts and memories!
Good video and it is great to have the turbulent guys on board. I like that you show a small part of all the tools we have made, something barely seen by the public. I work daily with the backend peeps, as I support two teams as producer there. The tools team in Manchester is an amazing team with the Cloud Test Launcher just being a small piece of backend tech we make (Correction, that was no MTL, that was Manchester Tools team ;) ). And the editor team makes the editor of the engine that every designer uses, awesome team sitting in Frankfurt.
Thank you for the corrections, and thank you for your work! The little things are what move the project forward send I imagine the CTL is a huge part of improving stability long term!
Who do I bribe to get them to add a parachute?
My partner had an existential crisis after she punched out and took ten minutes to fall to her doom lol. I’m willing to fund someone’s “introduction project” or what ever that one coffee kiosk was for a new hire…
And ofc will grease the palms that make the connection!
Another beautiful and informative video dude. Excellent research and script writing. Truly inspiring stuff o7
Thank you!
Nice to see you here. Two of my favourite SC content creators.
I love this kind of video. Highest quality of all SC content creators.
Yes. Tomato is just at a different level.
THank you very much. I'm glad you enjoyed :)
@@SpaceTomatoBroo you cant have a typo under a comment saying you have the best quality!
I don't usually tune in to these exclusive videos but I found this one to be really insightful. Thanks for sharing!
It's no longer exclusive now! Thank you for checking it out! ❤
Development show they are evolving more into Content from Engine development. This is also evident in statements that SQ is in polishing, considering that it is using the same game engine.
Now the engine side can focus more on the multiplayer/online side, while the rest of the company can continue adding locations, missions, ships, and NPC characters, in order to tell stories from the 'verse
I hope so, but I'll beleive it when I see it. Also, the engine team needs to go back and fix a lot of the stuff that's been broken over the years, like basic hit detection/falling through floors.
@@RN1441The narrative CIG seem to say without saying is that the version of the engine we see in SC is years behind at this point. It’s supposed to be a patchwork of some ancient version that functions without full meshing.
I guess we will see once 4.0 launches.
…right?
Great job as always buddy. Thanks for doing the hard work!
Happy to do it! Thanks for watching Griff!
Yey! Exclusive content!
Turbulent was a wise acquisition by CIG. I hope that the board continues to let them work well into the future.
As always a tomato 10/10 and will be a great example of your work when it goes to the public!
5:40 A Mars lander joke would have been great NASA had lost a lander thanks to a mishap with Metreic and the other units.
I am a bit afraid that the new space systems look too much like copy-paste, like all the space stations at the moment.
There's always the possibility they'll look very similar. The jobs, narrative, and factions will have to do some of the heavy lifting I think.
Superb video! I really enjoyed it, thank you!
Thank you 🎉
Thank you for everything you do ST!! Best SC content out here!
Thank you!
Excellent video as always Tomato. Cant wait to see what they have cooking at this years Citcon!
Thank you!
100 systems = 5,000 meshed servers + 100 years
Nah many systems are designed to take up very little time and processing...more or less designed as timesinks. Systems like Null would probably take up about as much server space as a moon.
While I don't think we will reach 100 in this lifetime I do think more space =/= more server space. A lot of it is redundant and the wider the net the fewer people in each area which would just mean servers take up larger areas as fewer people are concentrated.
Right now everyone playing is in one system or soon, two.
@@magvad6472Copium
If the past year, let alone past 10 years doesn’t show people how long this game will actually take, nothing will
@@Uaene 100%. I can't believe the level of delusion. So many paid bots. I personally think CIG invests more paying people to like and comment on videos related to marketing, and to downvote and condescend anyone even slightly critical, or even observative of what they're up to, than they spend on anything else.
They're really banking hard on the Chinese market saving them, and it's gonna bite them hard in the butt.
Lol I don't think we'll reach 100 systems fwiw
awesome video!!! Nice job! This enlight more about this team, i had no idea they were responsible for so many things!
They've done quite a bit!
I think the title of this video messed me up because either I didn’t capture the answer or I am brain dead. If the answer is merely Turbulent then… ok I guess. The video overall did not answer “how will SC deliver 100 star systems” for me. Seriously, I am still asking how will we ever live to see 100 star systems if we are “Still Stuck In Stanton” tm.
The speed at which this company is developing content and creating technology is what will contribute to getting to 100 star systems. I think that's what he is trying to say.
@@sh4wnb880 That would pass for someone who just bought the game 6 months ago.
People have been saying that for 8 years now. "Just wait til the pipelines are in place," and "Soon the pieces will be in place to pump out content at full force!!"
Stop drinking the CIG koolaid.
Lol don't worry, the title is just too pique interest. The point of the video is too show how the acquisition of the studio is focused on building a self sustaining team focused on expansion in systems.
They took many of the teams spread across the company and consolidated them into one space to promote a more streamlined workflow.
I don't believe we'll ever actually see 100 systems in the game, which I say in the video. The title is click bait, if you will. But if they are going to create all these Star systems I believe this is the key.
@@SpaceTomato "the title is just too pique interest."
Nice way of saying clickbait
@@vinip4 No shit it's clickbait.
In the comment you're replying to I said "The title is click bait". What are you reading?
Another great video. One thing I think a lot of folks overlook is the long-term financial benefit to CIG with the completion of Star Citizen. Some feel that the whole thing is a scam but look for a moment at the massive potential of licensing the final engine to other gaming companies. Once the StarEngine is complete and can use Squadron 42 and the PU as a case study the future will be very bright for CIG. Not all game studios will need 100 planets, perhaps just one but if you consider a typical single-player RPG today and then imagine what a studio could do with the full StarEngine as the base for a game... Open World games take on a whole new meaning.
Yep, Star Engine and their serve meshing tech specially people will pay gold for that as live service is all the crazy on the industry. They are even advertising a traded mark logo of Star Engine with company logo at the end of each video involving the game, for me that signal that they are planing (if not already) to license the engine for other companies like Cry Engine and Unreal. God know we need competition to unreal.
Well, that would be a scam though.
The kickstarter was for a game, not a commercially viable engine product for them to sell.
If their real financial motive is selling the engine, then the game literally was a scam, even if it is finished an exceeds even the wildest of hopium dreams.
I think SC is a perfectly viable product on its own if completed, and I recognize that an engine is necessary for that. Though I can’t help but wonder if it wouldn’t have been better to wait for UE5’s early dev builds and start from there, rather than Cryengine.
Thank you Canada🇨🇦 / Turbulent (in Montreal, QC) for rescuing CIG / StarCitizen from the black hole that otherwise would have consumed its future.
An honor to be a member! o7 Video was stellar as always 😊
Thank you for being a part of thie moondogg!
Great video, Space Tomato, thanks for all you do for the SC community! Love your work, keep it up! I will see you in the verse.
Thank you!
This video is a great example of just how complex this project is. It’s what I try to explain everytime I hear someone say ‘they’re useless, scammers’ etc
Nice video !!! Thanks man
A nice concise overview, I'm also guessing Turbulent is still working with other companies doing business for them and not a 100% of CIG. SO that could be another source to revenue.
Oof hiring ex-Ubisoft employees. I hope they're mostly artists and engineers and not management, that company has made so many mistakes in recent years that I hope CIG is very careful about giving anyone from there any amount of influence.
100 systems would be the long term goal they are if I’m not mistaken using the first 5-10 systems as blueprints and examples for a almost automatic system that will create the rest of the systems without too much developer input other than a bunch of troubleshooting passes, if I’m not mistaken the first systems will be very slow but once these tools are done and optimized the rest of the systems should role out pretty quickly
Great vid
Thank you T! Good too see you
While they´re bulding and expanding their teams, library of tools, assets and methodology to tackle these over 100 systems they´re also expanding the scope of what a single system entails.
The Pyro in the tech preview channel was not the same Pyro that was originaly envisioned when they layed out the systems all those years ago.
The new Pyro is way more detailed and has way more points of interesst than even current Stanton - and Pyro is supposed to be a "dead" system with not much going on.
Yet there are so many unique elements to it. Gangs and factions, weapons and armor and so much more.
So while they´re increasing their output they´re also raising the bar for what a Star Citizen system is.
Even a small handfull of systems the scope of Stanton and Pyro will offer so much that it´s not even necessary to have the 100 systems for quite some time.
We know they´re working on Nyx so it´s going to be interessting to see how fast the return times will get after we´ve finally gotten server meshing and the technology required to have multiple systems running at the same time.
I personally would like them to add a high security system next so that we have a system for every security level and so that CIG can start to gather data on how to solve certain issues that may arise.
Just thinking about it gets me pumped up, I can´t wait to see how far we´ll go.
I would imagine Odin and Vega will be added soon after SQ42 also
In Pyro System reside gangs, pirates, outcasts and colonists in the form of former miners, poor miner families.
@@QuotidianStupidity I would imagine that (from what I heard) systems that will be functioning in SQ42 will be amongst the first to enter SC as well.
Only makes sense, since a bunch of systems are told to be part of the "free roam part" of SQ42. How many I don´t know.
Give us 100 star systems and populate 1 out of 10 star systems with a developed planet, leave the rest colonizable by players.
Intrepid Studio (Ashes of Creation) seem to have developed a very good solution for Server Meshing. Someone wake me up when the Centauri System, Fujin City comes on line.
Oh god not Ubisoft.
I have been gaming for almost 30 years and my whole life I have never seen as much incompetence and delusion as I do in Ubisoft projects.
Been a backer since 2015. We're still in 1 system. It's absolute insanity. This game is the perfect example on how a game shouldn't be made. Tired of waiting for broken patches every couple months.
Am I the only one who thinks 10-15 very well made and full star systems would be better then the 100 star systems that would not be as full or interesting.
1000% Honestly, I'd be fine with 10-15 well made, largely hand-crafted systems, and then if they want more for things like exploration, add those in with less time-intensive procedural generation.
@@shootnblankz9994 we were promised both, so why settle for less...
@@shootnblankz9994 I think the intent is to focus on fewer systems initially, but create the tools and processes at the same time to make creating more at the same level of quality a lot more feasible. So we can ultimately have both
Each system has its share of particularities, having 15 or 100 will not change anything on the quality of the latter because of the scale that the game already implies. On the other hand, they will be different enough for us to consider each one of them as a region in WoW, for example.
This is CIG, not Ubisoft or Bethesda, so it's not a dilemma between a limited set of well made systems or 100 meh systems: CIG would obviously prefer 100 well-made systems. They're not gonna suddenly phone it in when they've been obsessed for over a decade.
While I am sure that eventually we will get bigger number of systems, I am more concerned about how the new systems will be brought in. Lets forget for a moment that the current situation of server meshing is quite "turbulent". Lets assume we are far ahead in time and SC is closing in to 1.0 release. My personal guess is that CIG will release SC 1.0 with 5-10 systems.
Based on the current marketing strategies employed by SC, every new system after the initial release will probably be a DLC in some form. They will probably employ a certificate system of some sort which could be earned in game by grinding or bought outright by paying real money.
I think they will continue to keep selling concept ships, in some kind of early access premium program to get than exclusively and instantaneous in game for 6 months or so (or special exclusive variants with no gameplay benefit, like car manufactures make limited edition variant of cars). Or just continue their original plan of selling in-game currency in limited quantity to not wreck the in-game economy so people can skip grind and buy things (mostly ships and vehicles) in game similar to the plex system of EVE.
I do not thrust much that they will not keeping selling ships since this made them so much money or push micro-transactions as much as they can without destroying the community, the potential revenue is just too great. And while Chris still has the majority of equity in the company other parties are involved. That being said the lessons of live service games of the last decade is that you don't paywall gameplay content, because this fragments the community, the more roadblocks you have to bring your friends to play with you the harder is for the game to grown and to maintain it's population. So in Star Citizen keeping new systems and location free for everyone that buy's the game would be the best financial decision.
Thx for Video Space T keep them coming
I love this content from you
Great video ty man
It's never going to have 100 star systems... it's been over 10 years and doesn't even 2 yet. Creating star systems doesn't pay the bills, creating and selling ships does.
I’m wondering whether cig will implement gameplay that will establish a passive income stream. Where you can build something that will be able to churn out uec without you having to keep doing missions etc. I’m thinking this may be good for orgs or players needing to maintain the costs of their large ships and supplies as a background process.
Seeing the talents coming out of Montreal with everything turbulent does is awesome! Makes me a proud Quebecer!
They're doing work!
Love me a good tomato talk
So... Turbulent should bought CIG? =)
Great video. Thanks!
Awesome content and topics!
So basically turbulent produced about 90% of the SC content we've been seeing in the past few years while the rest of the company was busy making a different game with expensive hollywood actors in mocap suits ;)
I have no idea how much they've made exactly. They've done a lot of location stuff, but flight, planet tech, AI, and PU features have still been split among the various PU and feature team.
@@SpaceTomato true, so let me rephrase: they've made most of the content that is immediately visible to us as players.
@@justalex4214everything for SQ42 is going into the PU, so... you're still wrong
@@justalex4214I don't get this worshipping of Turbulent. From my 3D guy point of view, they do the easy stuff, web, environment, and few small ships, and part of net backend being one remarkable contribution I know of, while the server meshing masterclass comes from the UK and the Germany.
Just because kids like new shiny toys, they now get all the credit for doing some derelict villages Turbulent said will fill with gameplay... I don't see it.
Looking forward for the deep dive in European studios.
@@rayfighter I'm not worshipping anyone, just recalling what was added into the game for the past few years and noticing that most of it came from turbulent, nothing more, nothing less.
Goat of insight and analysis. o7
Good work
Where's TESSA!?!? I miss her voice calling out to me from the void...
I just hope i get to play the game fully before i die, and im 30 lol
great vid
and shout out to terbulant, thank god they are on the team
If they perfect this tech and this studio has a good workflow, do you think its possible that CIG will go for more than 100 stars systems in the game?
I mean the servers are literally unplayable right now.
Ubisooooft!! That's the size of teams that will complete the game! 👍
"quickly expand on caves"
great video as always tomato, but I would say they are completely missing the mark on caves atm, focusing too much on biome diversity instead of actually making their base design gameplay rich.
Old caves - Huge, dozens of mining nodes, some traversal puzzles, some narrative and loot in some of them
New caves - not big, maybe 6 mining nodes, some traversal puzzles that don't go anywhere interesting, no real loot
The new caves essentially make FPS mining a dead activity, and if they don't make them deeper, more explorable, more risky, more rewards and eventually with vehicle accessibility for the ROC/ROC-DS for more variety of gameplay for miners, its a dead feature to me.
They haven't got any interesting features, you visit them once, they are very pretty, you never come back unless its kopion farming for rep (cuz the horns are not worth it)
That they haven't implemented some dynamic gameplay like inert rocks blocking grottos or paths, that you have to 'mine' out of the way, potentially needing advanced mining tools to do that to access the reward beyond the blockage is just madness to me. Unsustainable art. Very attractive art...but entirely unsustainable and that they aren't working on that sustainability from the base design says to me that caves will be a dead feature.
You're always right lol
I have memorized every cave layout, and run through them very quick. Also, the aphorite and whatever gems we can find are now worthless, and I have never been into mining, so they're very dull for me.
The kopions make me laugh, too. I think they look lame. I want some scary ass big huge aliens with claws and teeth and they like howl and make scary noises and stuff. Yeahhh man
Don't they have a lot of the systems either finished or have teams working on them. I heard that a while ago.
TOOLS, 14 years later........................................................................
100 systems was just a marketing lie
Not everything should be designed like it was made by a professional art team.
Pirates wouldn't design things to that level of quality and their stations wouldn't be perfectly accommodating either.
Having bad design is also important.
Fantastic.
9 hours 9,000 views Bros catching on
The goal is 100 systems. I think people are confusing that with 100 systems like Stanton. If you look at the Star Map, there's nowhere near 100 systems, I think it's maybe 50 total? A lot of systems will be completely uninhabited, maybe completely unexplored.
How long was this video in the makeling? 😅
I just want to say I appreciate that this is unlisted so that I have the option to watch it on UA-cam rather than Patreon.
Think the game will be back to the drawing board many more times before an actual 1.0 "no more wipe" release. Hope i'm wrong, but somehow would not be surprised if we are still talking about "what ifs" and "imagine" in another 12 years.
That's quite the small team overall when broken down into their respective areas, which means out of nearly 1000 people at least 1/3 or greater is going to be HR, accounting, and so on.
That I think also provides a perspective people are missing, despite how many total employees its a far cry small overall team compared to most other major development studios which will often pull thousands of people together, everyone knows the famed d4 crediting 9k people, but 3k of that alone was just voice actors and not part of the main teams, the main teams within blizzard and their support amount to around 2-3k people total the same was for read dead 2 a game which took nearly a decade itself and its scope and scale is much smaller and its pc launch was horrendous for a good year or so and its still somewhat rough.
The major issue is how many are split between the backend and creating the tools they need, it sounds like there isn't more than maybe 300 people in their respective areas possibly less.
curious, the jointomato link only takes me to the RSI homepage. :/
If you're already logged in it'll do that!
@SpaceTomato I feel so ridiculous! I was confused about what this was. My mind is in a million places sorry.
@@Stakar0gord I had the same train of thought! Mrs. Tomato informed me.
1:03 where did this footage come from? SQ42?
Yes, the System Odin and System Vega are featured in SQ42. These will be added to SC but not before SQ42 is released to not spoil themselves.
We need actual gameplay, and not more locations. I want fun stuff to do Tomat!
As long as they have nothing to do with the game companies in Montreal ruing games for the entire human race. Then things are fantastic. Great work
For me personally, Im reading the writing on the walls and it seems like Montreal will just become the PU team.
They keep cropping up redundant teams and Montreal has all the network expertise that pushed the game towards meshing in the first place as well as a cohesive workplace synergy that works and isn't divided by a singleplayer game which, as far as Im aware, nobody at Montreal is working on SQ42. Which is what it should be, beyond assets there is little overlap in design requirements for singleplayer vs multiplayer games. Gameplay needs to feel different, quest design needs to be different, level design needs to be different, etc.
Hopefully if Montreal is away from Chris Roberts he can't starve them of staff and resources like he has the PU team moving them onto their neighboring workload, SQ42, pretty much every chance he gets. If shifting teams from Montreal to Manchester means moving someone to remote work or asking them to move? It's far less likely then just moving what office they are in or what client login they are using. Which this would allow the PU team to actually long term plan and build teams and synergies and momentum...something Chris Roberts has been tantamount to destroying in the PU teams as they continue to get shifted around and around each time I see an ISC. How are you supposed to build a product when your pipeline keeps getting gutted every other year.
Hopefully, it's true, and Montreal becomes the defacto PU team with some overlap from Manchester in the assets teams (ships, guns, cosmetics, locations, etc) which can port over work for use by that team.
...did you just use an event that killed 270 people as a joke?
Brumadinho isn't a punchline for a UA-cam video, mate. That was mortifyingly tone deaf.
As time goes by, it gets easier and faster to make star systems.. Remember how long it took just for them to give us the first 3 moons of Crusader?
I feel like we should wait till we get more sisters before making that judgment. Stanton isn't currently finished.
Ubisoft was involved in development? This explains a lot. 😂
on my Great leader Montoya
Probably best to keep it quiet SC acquired Ubisoft employees. Those are not good tails to ride these days.
Keenan’s French pronunciation destroys! Did you people hear that?
Bruh did u just used a clip of Brumadinho Dam collapsing and killing over 200 ppl? Lol that’s not what “opening the flood gates” mean
Too soon...?
when is server meshing?
In testing from what I know
the last major test we are aware of was in march 2024 and was quite successful with the jump point working, and having players actually jump between pyro and Stanton though it had issues, ontop of the fact they stressed servers to the point of nearly 800 players, but even then we haven't had another major known test, of course I suspect that is because the next ones are supposed to be soon, it just depends if they can get 3.24 hangers and cargo running well enough.
@@SpaceTomato They will get there soon! Let's all root for them :)
@@yulfine1688 Thx for the answer :)
@@fearstare indeed, 3.24 is a major blocker that's held them back it was supposed to be part of 3.23 and they had to pull it off 3.23 for a later3.23 .x patch that they renamed to 3.24.
Put them roughly 2-3 months behind what they apparently wanted, which isn't that bad all things considered its normally much worse.
procedural generation must be used.
8:08 for the "100 stars system" part.
Thanks! I think a lot of folks can't read past the headline and think this video is actually about 100 systems when it's about the studio. Sometimes you gotta really simplify things for folks.
give the tools to the community for free
They can't even manage a SINGLE system properly...
Former Ubisoft, yikes. Considering how bad Ubisoft products have been, hoping they were not part of the crap parts. Sad how far Ubi has fallen.
Their biggest challenge is chris roberts. he is the visionary and hes also a terrible game dev. ironically the thing that allowed this game to start development at all is whats going to be its end (crowd funding a dreamer who has never shipped a game in his life)
This will all be lovely when they get to beta in 2065. Good programmers can’t overcome uncoordinated leadership. :😂
Holy crap if we are still going in 40 years this game will be incredible. Rockstar only wishes!
12 months for a small ship is not sustainable.
Not when you consider how much bigger the biggest ships will be
Thirty-seven years to beta launch.
HA! I know you poking fun but it got me thinking....nobody complains about GTA6 taking just as long to develop or having not come out yet being it has 4 times the budget...lol...established code...established dev team...established engine...no server meshing ...ETC...
@sickbreed66 They're actually working on something similar to server meshing it seems. We'll see if they release it with GTA 6 online.
Granted, they have a lot more goodwill given the games they've released, but yeah people tend to miss WHY the game has taken such a long time.
@@sickbreed66 Correct, tongue in cheek! I love the game. My system doesn't do it the credit it's due as I'm running through desktop Bootcamp at the moment. New machine on it's way.. probs ready for 4.0 release.
This is not a game yet. Its a business model.
I am 12 and this is deep
@@MaticTheProto really hope that you come out of that deep hole in that case.
@@varukenprime445 wait until you hear about mobile games
@@varukenprime445 or games like war thunder
@@MaticTheProto i can play predatory finished mobile games in which i did not invest 3000$ 10 years ago any time. And those games are actually … released.
SC will never have 100 systems.
An enormous amount of dev efforts to develop and maintain 100 systems aside, SC is a niche game. It will never have as many players as mainstream WOW, Genshin, or similar.
Most of those systems will simply be empty. At any given moment, even if there are thousands of people online on a single "virtual server", there literally might be 10-20 systems without a single player there.
how much cig pay you to make these fake hope video?
So negative man. Have you even played?
@@sh4wnb880 we know how it works. Trust me when there is so many changes from one extreme to another it just shows that there is no target what this project should be and it only tries to get attention from different kind of players. It is simply money grab and this video proves it 100%. Its sad that cig is paying him big money for such a low level quality content.
@@user-if4sv4fn1q again I ask, have you played?
How much Raid Shadow Legends pay you to take time out of your day to hate on a video game?
It’s a scam . There will never be 100 systems. The feature creep will continue. The pixel ships will fund it forever. If it’s finished the money stops. The spice must flow.
@@silentone11111111 have you played lately? This game has progressed way beyond it being a "scam"
@@sh4wnb880 Yep I play. But after 10 years its still got its hand out for more money to complete itself. 100 systems it promised. We have 1. Its still buggy af. Itll feature creep forever. Never finish as that means the gravy train finally stops. lol. Sounds like a scam to me.
@@silentone11111111 The 30, 50, then 100 systems and also planetary landing - etc were all stretch goals and not part of the original pitch. 100 systems stretch goal was from back when a 'system' was just going to be a skybox you loading screen into like Arena Commander or Starfield. The physicalized planets - landing on them, getting out of your ship and walking or fighting in 1st player perspective - all this came later.
Once CIG decided to make a physicalized universe with planets and moons you can freely fly to or around - they didnt change and cancel the plan for 100 planets - they just went to work on the tools to build the planets and the server infrastructure to be able to handle maps the size of solar systems and MMO levels of players.
You can still have the early kickstarter vision before the 'feature creep'. Just load Arena Commander and fly around the skybox
@@hawkzulu5671 Lotta words to say "they scammed on the 100 systems bit"
@@vinip4 If you still want 100 skyboxes play arena commander or starfield
lol these comments and 7months old is a lil old sorry, too much happens changes in 7 months
I make these videos specifcially so they aren't time sensitive. This has nothing to do with current development, it's about a studio acquisition.
its an old exlusive video, and i need to say its till a decent update :)
Tomtao drobt a new exluvie video just today!
All a scam
You're a scam