Just my thoughts

Sorry if I'm beating a dead horse here, but I'm stuck in an airport with nothing to do, so I figured I'd air out some thoughts I've formed over the last 2 years of being involved with Star Citizen. It's a novel.... l'm very bored, I apologize for that too. So if you're bored as well, have a read. Here goes...

Concerns with Star Citizen’s Revenue Model and Development Priorities

One of my biggest concerns with Star Citizen is its revenue structure, which relies heavily on selling in-game items—primarily ships—directly through its website for real-world money. While I understand that Cloud Imperium Games (CIG) needs ongoing funding to continue development, this model has created a problematic cycle. Instead of prioritizing fixing long-standing technical issues or completing core gameplay systems, CIG appears increasingly focused on developing and selling new in-game assets. This diverts resources from crucial aspects of the game, making it feel like the project is perpetually in a state of incomplete development.

Even more concerning is the possibility that CIG has grown too financially dependent on this revenue stream. If the bulk of their income comes from continually selling new ships and items, there’s a real risk that their focus will remain on producing monetizable content rather than delivering a finished, balanced, and fully playable game. This reliance also creates another issue: in order to keep selling new ships and gear, CIG has to make them more appealing than previous offerings. Over time, this introduces power creep, where newer ships and weapons outclass older ones, forcing players to either keep spending money to stay competitive or fall behind. This gradual escalation not only disrupts game balance but also makes previous purchases feel obsolete, further incentivizing a never-ending cycle of spending.

Paywalls, Accessibility, and the Risk of Permanent Advantages

Another major issue is the way these purchasable items impact the in-game experience. CIG has promised that all ships and items will eventually be attainable in-game without spending real money. However, in practice, this isn’t fully realized. Many of the best ships and equipment remain locked behind paywalls, and even when they do become earnable in-game, they often remain exclusive to paying players for far too long. This creates a sense of disparity, where those unwilling or unable to spend large sums of money feel left behind.

I don’t necessarily oppose the idea of giving paying players early access to new ships and gear. In fact, during this alpha and beta phase, I don’t mind these perceived advantages at all. The game is still in development, and some level of imbalance is expected. My concern is how these issues will translate once the game officially launches. If the current model remains unchanged, Star Citizen risks becoming a "pay-to-win" experience—or, at the very least, a system where players can buy a significant competitive advantage over others, even if only temporarily.

More concerningly, some of these "temporary" advantages can translate into long-term or even permanent advantages. For example, systems like land claims and base building mean that early access to powerful ships isn’t just about short-term benefits—it can fundamentally shape the game’s economy and territorial control. Players who buy top-tier, end-game ships with real money will have the ability to reach, claim, and fortify the best locations in the game long before others have the chance to "catch up." Once these players establish themselves in the most valuable areas, it could become nearly impossible for non-paying players to challenge them, effectively locking them out of prime locations indefinitely.

This kind of early access advantage goes beyond convenience—it risks entrenching a class of players who paid for dominance, creating an imbalance that persists well into the game’s future. Again, I don’t take issue with these mechanics during development, but if left unchecked by the time of full release, they could severely impact fairness and accessibility.

The Long-Term Concern

The core dilemma is balancing the need for ongoing funding with the integrity of the game’s development. Right now, CIG appears to be prioritizing short-term financial incentives over long-term gameplay quality. The longer this trend continues, the more likely it is that Star Citizen will remain an ever-expanding but never-completed product, catering primarily to big spenders rather than fulfilling its promise of a truly open and accessible space faring experience.

I'll probably post this over on r/starcitizen as well.... the bashing I'll more than likely receive should be good entertainment while I waste away in this airport.