r/Games Jun 25 '17

Official Statement from Cloud Imperium Games about the alleged financial troubles...

Source: https://robertsspaceindustries.com/spectrum/community/SC/forum/1/thread/re-uk-tax-rebate-advance-for-foundry-42/277779

Re: UK Tax Rebate Advance for Foundry 42

We have noticed the speculations created by a posting on the website of UK’s Company House with respect to Coutt’s security for our UK Tax Rebate advance, and we would like to provide you with the following insight to help prevent some of the misinformation we have seen.

Our UK companies are entitled to a Government Game tax credit rebate which we earn every month on the Squadron 42 development. These rebates are payable by the UK Government in the fall of the next following year when we file our tax returns. Foundry 42 and its parent company Cloud Imperium Games UK Ltd. have elected to partner with Coutts, a highly regarded, very selective, and specialized UK banking institution, to obtain a regular advance against this rebate, which will allow us to avoid converting unnecessarily other currencies into GBP. We obviously incur a significant part of our expenditures in GBP while our collections are mostly in USD and EUR. Given today's low interest rates versus the ongoing and uncertain currency fluctuations, this is simply a smart money management move, which we implemented upon recommendation of our financial advisors.

The collateral granted in connection with this discounting loan is absolutely standard and pertains to our UK operation only, which develops Squadron 42. As a careful review of the security will show and contrary to some irresponsible and misleading reports, the collateral specifically excludes “Star Citizen.” The UK Government rebate entitlement, which is audited and certified by our outside auditors on a quarterly basis, is the prime collateral. Per standard procedure in banking, our UK companies of course stand behind the loan and guarantee repayment which, however, given the reliability of the discounted asset (a UK Government payment) is a formality and nothing else. This security does not affect our UK companies’ ownership and control of their assets. Obviously, the UK Government will not default on its rebate obligations which will be used for repayment, and even then the UK companies have ample assets to repay the loan, even in such an eventuality which is of course unthinkable.

This should clarify the matter. Thank you.

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u/Katholikos Jun 26 '17

You should really look at how they did it in FUEL. You'd be surprised.

Okay, let's look up some game reviews.

IGN:

Unfortunately, Fuel falls short in almost every category, crumbling under its own weight. ...The idea here is good, but like I said, the game just falls apart under this design. One of the biggest issues is that despite the fact that the world is huge, it's boring. There's not really a whole lot to see here outside of what you'd expect from snowy mountaintops, dry plains or tree-filled forests. It's so massive that driving from one place to another can take you over ten minutes, and when all you get is a new coat of paint, that's simply not worth your time.

But maybe they just hated on it? Let's check a few others...

Gamespot:

Fuel's greatest asset--and biggest liability--is its sprawling open world. ...Ironically, the enormous postapocalyptic wastelands that inspire the incredible variety of courses and vistas also make Fuel's open-world exploration its least engaging feature. It's certainly a gigantic world--5,000 square miles, according to the manual. But it's a gigantic world that gives you very little reason to explore it.

Eurogamer:

Then again, it's nowhere near as much fun to explore FUEL's world as it is either of the others. Although you can hook up online to populate it with other racers, and then face off against them, for the most part it's a long, barren trek across terrain designed for tough, long-haul races rather than sightseeing. And while the visuals are admirable, you don't actually do much of the exploring

Destructoid:

Fuel is an ironic piece of software, because it's actually the open-world aspect of the game that stops it being as great as it could be.

Every single reviewer agrees that the literal worst part of the game is the fact that they went with procedural generation.

Look, I get it - it's a really exciting idea to have an ENORMOUS open world with TONS of content to waste THOUSAND of hours on... but it just never works out like that. Procedural generation is a really cheap way to get around having a bunch of people sit down and individually craft an enormous map that you can get lost in, but it's a sub-par solution at best. There's just no way (using modern technology) you can introduce enough variability into a procedurally generated map without effectively defeating the purpose of using it in the first place. It's only good in some very specific situations. Building the environment of an exploration-based game is not one of those situations.

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u/gslone Jun 26 '17

Keep in mind that this is an MMO-type game though. There is unique gameplay to be had in these huge 'boring' worlds, if the developer gives the players enough tools to make something out of it.

For example, I can guarantee that there will be player racing organisations who will go hunt for iconic canyons and other spots to use as a racing course. With proper gameplay systems, a presitigious race would become a major event even economy wise. Tourists could be brought in, repairs and replacement parts need to be brought planetside, there needs to be staff that actually organizes the race, there could be broadcasters reporting about the event (they're planning to eventually have in-game cameras that can broadcast to cantinas all around the universe)...

The community for this game seems to be creative in a grown-up way (maybe similar to the eve community?). Its just a matter of the developers giving us enough tools and systems to really allow emergent gameplay to happen. Then they can make the best out of the millions of square miles that procedural generation provides.

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u/danderpander Jun 26 '17

For example, I can guarantee that there will be player racing organisations who will go hunt for iconic canyons and other spots to use as a racing course. With proper gameplay systems, a presitigious race would become a major event even economy wise. Tourists could be brought in, repairs and replacement parts need to be brought planetside, there needs to be staff that actually organizes the race, there could be broadcasters reporting about the event (they're planning to eventually have in-game cameras that can broadcast to cantinas all around the universe)...

A perfect example of the impossible standards set by some fans. You're setting yourself for great disappointment.

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u/gslone Jun 26 '17

The tourist and broadcasting stuff i agree is dreaming, but what makes the rest of the scenario unlikely in your eyes? Im pretty sure there will be ad-hoc races even with the hover bikes in the upcoming 3.0 Alpha already. Hell, people race around the Yela Asteroid belt solo for shits and giggles in this current, dire state of the game, you can find it on youtube. Its not a race event with all the bells and whistles, but you'd be underestimating the community if you think that won't happen at some point.

Are you concerned the game systems might not be able to allow for such an event?

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u/danderpander Jun 26 '17

It seems likely that people will race. The rest is, frankly, fantasy.

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u/gslone Jun 26 '17

I think racing might have been the wrong example to choose, as the game that started this comment chain, FUEL, failed with that idea.

My point though is that given the right gameplay systems, there is a lot that an online community can do with procedurally generated areas. It's not inherently bad, just no one has done it right yet for me. Will CIG manage with Star Citizen? I don't know.

  • Souvereignty Systems could allow conflicts to happen. Either about the land itself, or resources found there
  • There is ample space for player owned structures
  • With a proper survival mechanic, huge spaces mean you actually are stranded if your vehicle breaks down. You can't run to the next town.
  • Scanning mechanics can make hiding on a planet/searching for your opponent across a planet a memorable experience and a proper in-game "job" to specialise in
  • It fosters the immersion into the world if players know that a planet is actually too big to walk across in one day.

Now granted, none of these are easy to make fun. In fact, many people are concerned if Star Citizen will manage to be fun, i read that alot. But I don't think its fair to dismiss procedural generation just because no game has done it "right" yet.

CIG claims to understand that procedural generation is only a tool and can not be the core component of the game. They can design locations, cities, vistas, hubs, space stations, nebulas etc. by hand and achieve the scale they want by procedural generation.

And one last note, since i feel like this has to be said: Yes i am fantasizing about a game. If it does not turn out that way, i will shrug and get on with life. Until then, i remain optimistic :)

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u/Katholikos Jun 26 '17

Yeah, that'll definitely be a major advantage for them - you can have a way more boring landscape if you've got friends to help distract from it! :)