PLEASE list ALL the innovative tech in Star Citizen, which nobody has done before, so we can discuss them fully. It should be very interesting.
Ok. I'm not going to talk about technology as I don't know much about that but I can talk about the game and why it's so enticing. What makes it potentially so special. The features planned that, combined, nobody has done before.
Where is that game, 6 years and $155M later?
Multiplayer, realistic (enough) flight/space simulator mechanics with 6DoF, inertia, momentum etc where you are a pilot in a ship or vehicle able to get out of the seat and engage in FPS play in single, seamless maps, millions of km in size, fully traversable without loading screens of any kind including landing anywhere on PG planetary bodies of near full scale which can be fully explored with hand crafted POIs including both PVE and PVP game elements, deep skill based game mechanics for mining/repair etc which involves more than simply holding down a button, player influenced economy with real-time supply and demand market pressures all in an engine as beautiful as cryengine.
So what you are saying is that the combination of all the above, is what makes it great and innovative? Are you high? Like right now?
Lets see...
01) Multiplayer
All online games need this.
In SC it's currently rubbish; and everyone knows this
02) realistic (enough) flight/space simulator mechanics with 6DoF, inertia, momentum etc
LOL!! not even close
I should know. I have written
several flight dynamics engines over a 30 year period. Heck, this is one from an engine that was first written back in 1992, and streamlined over the years.
03) where you are a pilot in a ship or vehicle able to get out of the seat and engage in FPS play
That's already in COD:IW, ME:A, Angels Fall First, and several other games. You should go check them out. There's a bunch of them on Steam.
The only "novelty" in SC regarding this, and which has NO gameplay value, is the starting of the game in fps mode and entering a ship in that mode (in the PU only). And since CryEngine is an fps engine first and foremost, this was a no-brainer.
As much as I hate to bring this up, LoD is also takes place purely in fps mode, and does all the same things in certain areas. e.g. in a space station, you are warped to the ship in the external docking bay. On the planet, you walk up to it and enter it - like in all fps games which feature vehicle use. Even passengers can enter the back of shuttles, and remain in fps mode during the entire transit.
04) in single, seamless maps, millions of km in size, fully traversable without loading screens of any kind
Sorry, but that's not how that works. It's not a contiguous or seamless "map" or there won't be enough memory to load it. It's "demand loaded" based on your position in the "map". There are loading screens, but they are transparently handled like they are in many games such as Elite Dangerous, Infinity Battlespace, Dual Universe etc.
My legacy Battlecruiser/Universal Combat games don't have the concept of "maps" or "levels" as it's all data driven. Even so, the entire world is linked via jump anamalies.
05) including landing anywhere on PG planetary bodies of near full scale
NYI. So the veracity of those claims is specious at best.
06) which can be fully explored
NYI. So the veracity of those claims is specious at best.
07) with hand crafted POIs
NYI. So the veracity of those claims is specious at best.
08) including both PVE and PVP game elements
Arena Commander, Star Marine, PU, all have PvP elements
And some of the modules have PvE elements in the form repetitive missions and NPC swarms.
All other promised PvE and PvP elements are NYI
09) deep skill based game mechanics for mining/repair etc which involves more than simply holding down a button
NYI. So the veracity of those claims is specious at best.
10) player influenced economy with real-time supply and demand market pressures
NYI. So the veracity of those claims is specious at best.
11) all in an engine as beautiful as cryengine.
Yes. That's the only plausible check mark thus far
So the conclusion is that, it's all based on promises, and so far,
NONE of the key "elements" (aka USP) which you claim make Star Citizen special and innovative,
DO NOT EXIST.
NMS, CoD, Battlecrusier, LoD, Battlescape infinity, Dual Universe, Elite Dangerous, Angels fall first and any other game you can mention simply can't claim all of that.
See above. And those games were never claiming to do anything like Star Citizen is
attempting to do. They are all different types of games, with the only common elements being space, and in some of them, the addition of planets.
For what it's worth I've played LoD, own Angels fall first and I'm a kickstarter backer for Dual Universe and Battlescape and I'm looking forward to seeing them become cool games in time but they don't have the scope or appeal of SC.
That's the problem. You continue to make false equivalent comparisons which have no basis in this discussion. We're discussing Star Citizen and what is PROMISES to be. ALL the games above, by smaller indie teams which didn't have access to $155M, are farther along than Star Citizen, and with FAR LESS resources at their disposal.
Question back at you. Why do you think the game's fundraising has destroyed all previous records for crowd funding if it isn't the fact it's trying to be something new and special?
It's got NOTHING to do with "trying to be something new and special". That's all in your heads. This is evidenced by the fact that most of the funding comes from the existing install base. If new backers, or even 1% of all the backers were buying everything CIG was selling, they would have raised over a $1B by now. Unlike you guys, there are people who actually keep track of this stuff, and don't just pull numbers out of thin air. In fact, go look at the sales of the Nox and Cyclone for even more recent evidence of this fact.
Also ICO partners who track crowd-funding for games, just released their latest report this past Monday.
Video games declining on Kickstarter - ICO