![]() “So there’ll be a lot more publishing resources, a lot more games masters, more player support. “I think by that time we’ll be operating a very large MMORPG,” says Carl Jones, COO of Cloud Imperium Games. However, the news last November that CIG’s main development studio in Cheshire would be moving to Manchester’s Enterprise City, site of the Old Granada Studios, with a view to expanding operations to 1000 staff within five years, seemed to suggest that while we may never know where Star Citizen will end up or what state it will be in when it gets there, we can at least put an ETA to when that that might be: Five years from now, if our maths is correct, is the year 2027. It is the most extreme example of an early access title, which has allowed CIG to stick to its own trajectory, even if a course correction has often been necessary and a final destination seems forever distant. ![]() ![]() The appeal for its 3.4 million backers is that Star Citizen exists – albeit in alpha form – outside of many of the norms of modern game development. Coming from the creator of the most expensively-produced games of the 1990s, that perhaps is no surprise, but what continues to baffle detractors is how without any release date in sight, CIG continues to gather financial support, a significant amount of which comes from the sale of in-game ships that are either unrealised or unfinished. By most estimations that makes Star Citizen the most successful game to have never been released. O n October 10th it will be a decade since the Crowd Imperium Games founder, Chris Roberts, announced Star Citizen at GDC, since which time CIG has continued to amass an ever deepening warchest of crowdfunding credits, currently standing at £318m ($422m).
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