Star Citizen Employees Speak Out on Project Woes - Crash and Burn ?

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The Escapist has posted an article with insider information from nine former employees of Star Citizen, alleging a hostile work environment, the company has burned through $82 Million of their $90 Million in crowdfunded revenue.



According to several former employees and industry veterans, the reason Star Citizen is so popular is because it's never been done. And, they continue, the reason it has never been done is because it can't be done - at least, not with $90 million. 

"$90 million for what he's pitching, even with a competent leadership, you couldn't do," CS1 wrote. "The thing you have to remember about Chris Roberts is that, before this, he hadn't made a game in 12 years. He has no concept of what can and can't be done today with that amount of money, or for a game like this. Chris Roberts hadn't made a game in 12 years, and he was actively ignoring the input of people who have been in and a part of the industry that entire time." 

To this, Roberts says: "How do you or they know this? Which employees said this and what makes them qualified to make that judgement? I know it's what Derek Smart loves to say but he couldn't make a good game with $200m so I don't think his opinion matters. Outside of that, no employee beyond me and a few other key people who are leading Star Citizen would have the appropriate information and overview to make any judgement about the cost of the total project. Secondly, the company uses additional sources of funding such as tax incentives, marketing and product partnerships, but we do not discuss these issues in public for obvious reasons. We always keep a healthy cash reserve and operate our business prudently based on the incoming revenue. It should tell you something that we are actually increasing our global headcount not decreasing it." 

Over concerns that he is not responding to advice from workers, Roberts writes "I have a very strong vision for Star Citizen, which is why I believe we have been backed to the level we have. I have no doubt what we can achieve. Now that most of the base technology is in place we will be able to get with the Large World and MultiCrew milestone a game experience that will allow you to seamlessly go from foot, to boarding a fully realized spaceship with your friends, take off, fly thousands or millions of km in space, exit your ship in EVA and explore derelict space stations or wrecks, engage in FPS combat, return to your ship, engage in space combat and return to your home base to share the tales of your adventures with your other friends. All with no leading screens, all at AAA first person fidelity that you can't even get on a next gen console. This is the core of the Squadron 42 and Star Citizen experience that we will continue to iterate on and add content to, but even the first release will be more "game" than most commercially released space games. In terms of not listening to the advice of people that have worked in the industry that is not true. I have a very strong executive management and design team with huge experience in AAA titles that all contribute to the decision making of the company. I listen to everyone - from our top level all the way through to our QA testers and community giving feedback on gameplay and features. I care and want to build the best game possible. Now that doesn't mean I agree with everyone's opinions and feedback as a project director I owe it to the community to stay true to my vision and pick the things that I think will make the game better which can occasionally lead to people feeling disgruntled, which I suspect is the root of this "concern"." 

The popular consensus among most of the people who reached out is that Chris Roberts is not intentionally a con man. "He doesn't set out in the morning to screw anybody over. He's just incredibly arrogant," CS2 stated.

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