I will disagree with this. I am fully expecting basically another Digital Anvil situation.
Under what circumstance do you see ANY company taking on a $160+ million (that we know of, and assuming it's true - and not including the loans and other financial liabilities the public doesn't know about) liability tied to a highly toxic community involved in a project that's an industry joke? Are you serious?
I have been around for over 30 years and seen all kinds of industry deals come and go; so believe me when I tell you this: it's never - ever - going to happen. For one thing, any such deal would mean Chris admitting that he has failed. Then he has to deal with the professional and personal legal liabilities tied to that failure, and any such deal.
No, I don't see that happening. They will continue to limp along, people will continue to leave as they have been doing, until the whole thing is no more.
And I do believe the game can be made (minus all the feature creep beyond the stretch goals) under the right leadership.
Then it won't be the "game" promised, will it? :colbert:
Plus, they simply DO NOT have the tech required to build the game they promised. And even if they did have the tech, they DO NOT have the experience team capable of pulling it off. They've had 6 years + $160 million + 500 (at some point or another) so far, and they aren't even 15% of the way there.
Did you happen to catch my live stream of UCCE from this past week? If not, you should watch it. It's rather long (6+ hours), and didn't even cover 50% of the game's features and tech; which is why I said that I am going to be covering other parts this weekend. So, if you did watch it, at which point did it occur to you that pretty much everything CIG promised with Star Citizen, aside from the fps inside station & ship (which Line Of Defense already has), is already implemented in a custom game engine that's almost 20 years old?
That's why I said they can't do it. It goes beyond having the tech. That's why all kinds of games from leading devs and publishers, fail. Look at the recent Lawbreakers fps action game as an example. Or the likes of COD:IW, MA:E. A lot goes into a game other than just the engine.
I also don't think what is obviously a cash cow can be ignored.
OK, so how do you turn a $160+ million liability into a "cash cow"? You don't own a business do you? If you did, you would know that the math will never work.
Sorry, late night posting, I missed some details in my post.
What I am saying is the dissolution of the company, where the assets would be sold off, like auctioned by court order, where a company would buy that stuff and not have any of the liabilities of CIG at all. Then the company would finish off the games to a reasonable state, finds ways to keep on monetizing the people who bought the games. Now in my opinion what ever company that buys the assets to finish the games in a reasonable state, they would want to avoid further PR drama and would most likely still give the games to the backers though they would not be obligated to since the company did not buy the liabilities but only the assets.
My knowledge of making games at this level is limited, so bear with me on this.
What are their assets right now? I'm going to assume:
- Trademarks and names
- Art assets (models, textures)
- Game levels
- Game engine
- Code
The trademarks and names are only worth something if the buyer has a desire to continue the project as is.
The art assets are worth something if the buyer is either continuing the project or is making something that could use them, which would cut down on the work. Same goes for game levels.
Game engine: they've modified an existing engine, I think? I don't even know if that's marketable, it would depend on the original engine's TOS.
Code: only worth something if they've gotten a software patent, or if they've figured out something special. Which only applies to the US.
The truth is, unless you're making Star Citizen, I think their assets are worthless. Except for the workstations, furniture, software licenses, etc., which would be auctioned off separately.