Whats your minimum Viable?

Rystar

Posts: 11

Posted:
Posted: -
So I watched the 10 for the chairman where Roberts said they were aiming to push the minimum viable product and then build from there or some such.

My question is, what is your minimum viable? What do you hope to see in the game before it goes gold?

For me, it would be Hopefully all my ships =) and then each of the possible roles. Shipping, Combat, Exploration, and Mining all viable as the only role you are wanting to play. Enough content for each so that you don't feel that you have to touch the others. Some of the major bugs fixed. Though, I expect bugs in all games. Played too many MMO's on release to think otherwise. And finally for me? A NPC slider or greater punishment to griefers. Seen too much grief already in just the 2.4alpha. Oh, and the ability to lock my ship! =P

Other then that I like the way its headed. Speed bumps and all.

Apologies if someone has already posted something like this. Been gone awhile and did not see anything like this on the forums.
  • Stadulator

    Posts: 10748

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    Posted:
    Didn't this go down a few weeks ago? There were a few threads on it then.
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  • Rystar

    Posts: 11

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    Posted:
    I have been gone awhile. Military and all that. Was just wondering what other people thought. This can be deleted if its a dead horse.
  • Arunsun

    Posts: 4130

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    Edited: by Arunsun
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    [hide]

    Didn't this go down a few weeks ago? There were a few threads on it then.

    Yes it did, and If I remember correctly it was locked after 5 pages for the OP post being nothing more than an excessively long winded "why isnt the game done yet" rant

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  • Starlin

    Posts: 11241

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    Edited: by Starlin
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    [hide]

    I have been gone awhile. Military and all that. Was just wondering what other people thought. This can be deleted if its a dead horse.

    When someone brings this up, I cite the Elite:Dangerous release paradox. Here is the problem..... if you release only a minimum viable game, it will undoubtedly take so much crap from the user base, that it inherently dooms the future of the game. This is because most gamers have Content dependency syndrome.... as in their only measurement of value is seen in the amount of NEW content the game has at any given point. Because they can consume content faster then it can be created, there will always be a negative bias in opinion as soon as you're last content release has run its course. And if you charge for that extra content in a multilplayer environment... prepare to have your entire business model screwed through player segregation.

    There are still some die hard E:D fan boys, but their support is wavering just as rapidly as SC's when it comes to impatient consumers who don't understand how game development works. But the mistake E:D made was admission that "its good enough to sell".... but there is a HUGE difference between Early access buyers and Release buyers in how you can handle them.

    Basically one of the biggest jokes in the industry is how AAA Publishers chop up finished games to sell as DLC over the course of 6 months. It takes Frontier 2-3 months to develop a given feature for their expansions... and so far, they barely add anything to the game.


    This is why I support the idea of front loading the feature development, because it has a better chance of surviving the 3 month burn out of MMOs if it has as many activities as possible during its public release. A long development cycle will be bitched about regardless.... but you can't undo a f***ed up launch.
    "The ship stats page is always wrong. If for some reason it is right, then it will warp reality until it is wrong again." -Manic
    "An object at rest, cannot be stopped!" - The Evil Midnight Bomber (What Bombs at Midnight!)
  • HOF

    Posts: 280

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    My minimum viable is 50ish unique systems at launch most of the ships, at least one of each type, the features for all but the science profession and all the mechanics that come with those professions. Pirating requires boarding mechanics, exploration requires a large enough universe to explore and interesting areas, smuggling requires NPC factions, etc.

    I am hoping for a PU release late 2018 but it seems like it might take till 2020 to reach my expectations above, this is just speculation ofc. 2016 seemed like the year they were going to "ramp up" production but I am just not seeing it.
  • Taii

    Posts: 1896

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    one i can play S42 I will be fine with waiting for the PU . For PU i really think we are 2018 time frame, I still enjoy VS and PU. I like VS to learn to fly better and also practice aiming, get in PU and fart around...going to same derelicts in EVA out dreaming of how it will be in the future.
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  • angelarch

    Posts: 22682

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    Landable planets and capturable idrises is my mvp

    TVfyvGZ.gif
  • Noobicon

    Posts: 5266

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    4k nether regions.
    Ever poop so hard your butt hurts afterward? Yeah me neither....

    "Are you a sovereign citizen? You are, aren't you. I never thought I'd see one in the wild."
  • angelarch

    Posts: 22682

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    4k nether regions.

    B...but, we already have that!,

    TVfyvGZ.gif
  • Crater_Maersk

    Posts: 6992

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    Edited: by Crater_Maersk
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    CIG has defined minimum viable as 100 systems. I think that number is about correct to launch 2 million players. They will need the ability to churn out new systems like donuts if Star Citizen is half as successful as I believe.

    At two million players that makes the population 20K per system with half the systems populated.
    I think the Star Citizen chart would double the numbers of the WOW chart if it has only the same success level, because of the growth in gaming since the release of WOW.


    WoW+Subscriber+numbers+001+jim+younkin_b
  • TheWeaponer

    Posts: 1922

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    Beta.
  • SteveMacheteSquad

    Posts: 48

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    I love me some dead horse. Seeing as how this game is aiming for content and graphics unrivaled in any game ever released in the history of games ever, ever? Minimum viable for beta testing will be the 100 star systems, because that number is the one set forth in the stretch goals. If you really think about all the pieces we've seen in development this month alone you'd see that 2.7 is the milestone to kick off 2017 and PU alpha will have more missions/mechanics/locations added at a faster rate because the skeleton is almost finished.

    Fingers crossed!
  • Data

    Posts: 5332

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    Minimum viable means 90% of ships flyable, 75% of promised systems tested and available for play, and the core gameplay systems - Fight, Trade, Explore - bug-free and ready for launch... if not fully fleshed out to the extent Chris has implied over the years.

    Bounty Hunting, for example, might still be very much on the table as a player profession. But it might not necessarily make the cut for launch. The most "fringe" systems meant for eventual player discovery might not even be in the final game files at launch. A few ships might be left behind... with the understanding that they're still in the pipeline.

    Development doesn't just stop when CIG decides it meets some minimum threshold for release. That was never part of the plan.
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  • Rystar

    Posts: 11

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    [hide]


    Development doesn't just stop when CIG decides it meets some minimum threshold for release. That was never part of the plan.

    Totally agree. Agree with most of what everyone is saying. I suspect that the minimum viable may be pushed earlier then most expect. But, I doubt it will ever stop being developed. If its the success that Roberts expects, and I hope, I highly doubt we would see less then WoW levels of players and enthusiasm. With constant releases and development
  • Noobicon

    Posts: 5266

    Posted:
    Posted:
    [hide]

    [hide]

    4k nether regions.

    B...but, we already have that!,
    Then I am good with Star Citizen launching as soon as male and female characters have them hi-res nethers.
    Ever poop so hard your butt hurts afterward? Yeah me neither....

    "Are you a sovereign citizen? You are, aren't you. I never thought I'd see one in the wild."
  • Seti_Zen

    Posts: 261

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    Edited: by Seti_Zen
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    [hide]

    [hide]

    I have been gone awhile. Military and all that. Was just wondering what other people thought. This can be deleted if its a dead horse.

    When someone brings this up, I cite the Elite:Dangerous release paradox. Here is the problem..... if you release only a minimum viable game, it will undoubtedly take so much crap from the user base, that it inherently dooms the future of the game. This is because most gamers have Content dependency syndrome.... as in their only measurement of value is seen in the amount of NEW content the game has at any given point. Because they can consume content faster then it can be created, there will always be a negative bias in opinion as soon as you're last content release has run its course. And if you charge for that extra content in a multilplayer environment... prepare to have your entire business model screwed through player segregation.

    There are still some die hard E:D fan boys, but their support is wavering just as rapidly as SC's when it comes to impatient consumers who don't understand how game development works. But the mistake E:D made was admission that "its good enough to sell".... but there is a HUGE difference between Early access buyers and Release buyers in how you can handle them.

    Basically one of the biggest jokes in the industry is how AAA Publishers chop up finished games to sell as DLC over the course of 6 months. It takes Frontier 2-3 months to develop a given feature for their expansions... and so far, they barely add anything to the game.


    This is why I support the idea of front loading the feature development, because it has a better chance of surviving the 3 month burn out of MMOs if it has as many activities as possible during its public release. A long development cycle will be bitched about regardless.... but you can't undo a f***ed up launch.
    .
  • Mightylink

    Posts: 354

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    Edited: by Mightylink
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    Mining, trading, exploring and combat would be a minimum game for me. Any less and it wouldn't really be an mmo, just an online flight sim. The game already does so well though with ship interiors and multi crew gameplay, it will make doing those 4 things really fun.

    And honestly I think the number of ships that are in the game now are fine to start with, they just need to get the herald, mining ship and at least 1 capital ship to give really hardcore players something to aim for. After that I wouldn't mind if all the remaining ships came in patches.

    I feel like they are focusing too much on ship quantity just to get more ship sales when they should try to bring more gameplay like mining and cargo out faster. This is looking like a 2020+ game if all there ganna do is make ships before launch.
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  • Legion-Geth

    Posts: 6670

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    Minimum viable product means for me that it includes everything that they announced in the stretchgoals. Functional of course.
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  • StringfellowHawk

    Posts: 507

    Posted:
    I'll join the game here. Trade, mining, escort, deals, salvage working. Escort and bounty viable. 20-40 systems directly available (or whatever based on star chart), with the balance discoverable. Make discovery/exploration the main way for the universe/map to expand. This would keep the explorer a a viable option for profession throughout the game life.

    Though I do believe I reiterated a main point that Chris had. ;)
    " The glass isn't half empty or half full, it is refillable! Think outside the box!"
  • humanevil

    Posts: 2626

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    Op we will have what elite has now in live with its dlc at release and probably a little more. I also believe not all the goals were met to be met on release
    "Who has time to read these days? Spreading FUD is way easier. "
  • ghosthawk1776

    Posts: 1112

    Posted:
    Posted:
    [hide]

    So I watched the 10 for the chairman where Roberts said they were aiming to push the minimum viable product and then build from there or some such.

    My question is, what is your minimum viable? What do you hope to see in the game before it goes gold?

    For me, it would be Hopefully all my ships =) and then each of the possible roles. Shipping, Combat, Exploration, and Mining all viable as the only role you are wanting to play. Enough content for each so that you don't feel that you have to touch the others. Some of the major bugs fixed. Though, I expect bugs in all games. Played too many MMO's on release to think otherwise. And finally for me? A NPC slider or greater punishment to griefers. Seen too much grief already in just the 2.4alpha. Oh, and the ability to lock my ship! =P

    Other then that I like the way its headed. Speed bumps and all.

    Apologies if someone has already posted something like this. Been gone awhile and did not see anything like this on the forums.

    Your hopes and desires are no different than the rest of ours.

    Long live the vision!
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  • SleepyWalker

    Posts: 3853

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    -All the game mechanics in the game (viable armor system, internal damage, sensors 2.0, PBD, grabby hands, cargo, etc, etc, etc, etc, etc)

    -Enough systems and parts for viable gameplay for each type of profession (pirate, hauler, hunter, merc, info, food, etc. + whatever else)

    -Solid amount of reusable missions with the dynamic mission generator to maintain at least the semblance of a working 'verse


    To me that is the game (PU at least) and is what I would determine to be minimally viable as the game as has been presented thus far.
  • TGS

    Posts: 1527

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    Edited: by TGS
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    I find it interesting that many people are making such a big deal of the whole 'minimum viable product' statement because that was always what they were planning to do. Nothing has actually changed other than an adjustment to the legal terms of the agreement which I guess some people could find a bit dodgy if it weren't for the fact that it is pretty standard in gaming.

    It's meant to cover them legally, no more no less.

    I'm not really sure what I personally view as a minimum viable given that I'd be 'happy' with all mechanics implemented with just a handful of systems. But I suspect they'll do more than that because they technically promised 100 systems on launch and many other things on launch. So who knows. Given that they'll be working on this game long into the future either way I'm not sure it matters that much.
  • Vyshan

    Posts: 138

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    When it's done.™
  • humanevil

    Posts: 2626

    Posted:
    Posted:
    TGS | TGS said:
    [hide]

    I find it interesting that many people are making such a big deal of the whole 'minimum viable product' statement because that was always what they were planning to do. Nothing has actually changed other than an adjustment to the legal terms of the agreement which I guess some people could find a bit dodgy if it weren't for the fact that it is pretty standard in gaming.

    It's meant to cover them legally, no more no less.

    I'm not really sure what I personally view as a minimum viable given that I'd be 'happy' with all mechanics implemented with just a handful of systems. But I suspect they'll do more than that because they technically promised 100 systems on launch and many other things on launch. So who knows. Given that they'll be working on this game long into the future either way I'm not sure it matters that much.

    ^^this people need to stop taking notice of the man who she'll not be named
    "Who has time to read these days? Spreading FUD is way easier. "
  • ConfusedMonkeh

    Posts: 7374

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    Posted:
    I'll take what I'm given because...well, there's no other choice.

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  • Luxor

    Posts: 472

    Posted:
    Posted:
    [hide]

    [hide]

    I have been gone awhile. Military and all that. Was just wondering what other people thought. This can be deleted if its a dead horse.

    When someone brings this up, I cite the Elite:Dangerous release paradox. Here is the problem..... if you release only a minimum viable game, it will undoubtedly take so much crap from the user base, that it inherently dooms the future of the game. This is because most gamers have Content dependency syndrome.... as in their only measurement of value is seen in the amount of NEW content the game has at any given point. Because they can consume content faster then it can be created, there will always be a negative bias in opinion as soon as you're last content release has run its course. And if you charge for that extra content in a multilplayer environment... prepare to have your entire business model screwed through player segregation.

    There are still some die hard E:D fan boys, but their support is wavering just as rapidly as SC's when it comes to impatient consumers who don't understand how game development works. But the mistake E:D made was admission that "its good enough to sell".... but there is a HUGE difference between Early access buyers and Release buyers in how you can handle them.

    Basically one of the biggest jokes in the industry is how AAA Publishers chop up finished games to sell as DLC over the course of 6 months. It takes Frontier 2-3 months to develop a given feature for their expansions... and so far, they barely add anything to the game.


    This is why I support the idea of front loading the feature development, because it has a better chance of surviving the 3 month burn out of MMOs if it has as many activities as possible during its public release. A long development cycle will be bitched about regardless.... but you can't undo a f***ed up launch.
    Even CIG won't be able to deliver new content fast enough (or maybe especially CIG won't be able to do that with their urge for perfection). But Star Citizen is going to have something that Elite: Dangerous is mostly lacking: Player to player content (not necessary PvP). While possible, it's a real pain in the ass to do something with other players in Elite. For me Star Citizen already exceeds Elite in this regard and I am confident that SC will deliver enough self generating coop and PvP content to get through those content droughts you're talking about.
    But that only works, if CIG has the time it takes to develop a solid base and many mechanics which can be used by the players.
  • Legion-Geth

    Posts: 6670

    Posted:
    Posted:
    TGS | TGS said:
    [hide]

    I find it interesting that many people are making such a big deal of the whole 'minimum viable product' statement because that was always what they were planning to do. Nothing has actually changed other than an adjustment to the legal terms of the agreement which I guess some people could find a bit dodgy if it weren't for the fact that it is pretty standard in gaming.

    Actually what was meant was that back then when we didn't have the money, things would be postponed until after launch.

    And while things might be standard in your world, that doesn't make them right in others, plus, at least I didn't come here for a standard product ;)

    And neither for a TOS Derek Smart Discussion.
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  • Khulgar

    Posts: 1987

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    Edited: by Khulgar
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    Edited:
    Minimum viable for me is much more about quality than quantity. If it reaches a virtually bug free and slightly better balanced state, I would be happy as a pig in mud basically with what we have now + Chinese menu quests, 3 or 4 full star systems with one or two planets you can visit, a big asteroid cluster/belt for exploration and salvage and last but not least a tournament mode for AC. From there on everything is greatness. Granted, that is a "waiting room" state but I could wait happily for a long, long time for SQ42 and Star Citizen 1.0 in there.

    So yeah, I don't really care about when they reach maturity in terms of content but I do care a great deal about when they start to approach maturity in terms of stability. This was always going to be about a huge amount of content built on an ambitious but elegant platform. The only way to go about it is to stabilize with a limited but as representative as possible sample of content and then add more. If it gets too big before it reaches maturity in terms of stability, it will very likely stay broken.
    Tournament mode for Arena Commander!
  • Starlin

    Posts: 11241

    Posted:
    Posted:
    [hide]

    [hide]

    [hide]

    I have been gone awhile. Military and all that. Was just wondering what other people thought. This can be deleted if its a dead horse.

    When someone brings this up, I cite the Elite:Dangerous release paradox. Here is the problem..... if you release only a minimum viable game, it will undoubtedly take so much crap from the user base, that it inherently dooms the future of the game. This is because most gamers have Content dependency syndrome.... as in their only measurement of value is seen in the amount of NEW content the game has at any given point. Because they can consume content faster then it can be created, there will always be a negative bias in opinion as soon as you're last content release has run its course. And if you charge for that extra content in a multilplayer environment... prepare to have your entire business model screwed through player segregation.

    There are still some die hard E:D fan boys, but their support is wavering just as rapidly as SC's when it comes to impatient consumers who don't understand how game development works. But the mistake E:D made was admission that "its good enough to sell".... but there is a HUGE difference between Early access buyers and Release buyers in how you can handle them.

    Basically one of the biggest jokes in the industry is how AAA Publishers chop up finished games to sell as DLC over the course of 6 months. It takes Frontier 2-3 months to develop a given feature for their expansions... and so far, they barely add anything to the game.


    This is why I support the idea of front loading the feature development, because it has a better chance of surviving the 3 month burn out of MMOs if it has as many activities as possible during its public release. A long development cycle will be bitched about regardless.... but you can't undo a f***ed up launch.
    Even CIG won't be able to deliver new content fast enough (or maybe especially CIG won't be able to do that with their urge for perfection). But Star Citizen is going to have something that Elite: Dangerous is mostly lacking: Player to player content (not necessary PvP). While possible, it's a real pain in the ass to do something with other players in Elite. For me Star Citizen already exceeds Elite in this regard and I am confident that SC will deliver enough self generating coop and PvP content to get through those content droughts you're talking about.
    But that only works, if CIG has the time it takes to develop a solid base and many mechanics which can be used by the players.

    Right now I'm not sure if we're thinking the same thought.....
    "The ship stats page is always wrong. If for some reason it is right, then it will warp reality until it is wrong again." -Manic
    "An object at rest, cannot be stopped!" - The Evil Midnight Bomber (What Bombs at Midnight!)
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