The term "scope creep" comes up a lot, but to be honest that's not happening here.
They have no scope in the first place. No coherent vision.
The say surface-level vision-like things and present scope-like plans, but only as disposable tools to get investment. No single person in that company tries to tie it together to a real scope or real vision, or align development with it.
Smart and capable people work on any random game-like stuff that they find interesting, in the hope that it will all somehow become a complete experience all by itself.
Scope creep commonly happens when there’s no clearly defined scope or vision that keeps the scope in place. Star Citizen clearly suffers from this. It’s a space sim game where seemingly anything goes.
The scope that exists is whatever nitpicking detail Chris Roberts is focusing on at any given moment.
That blanket? Not enough physics.
Water bottles have to have a glossy realistic shine.
Server meshing...? But what about the coffee mugs?!
Same. If it ever releases I might pick it up but I don't even do early access anymore nevermind 12 years of increasing expensive macrotransactions and glacial results
The same situation is was when it was conceived. Chris Roberts sucks at finishing a game and releasing it. Fuck him and he should be sued in a class action lawsuit.
There are two facts old space game fans could tell you about Chris Roberts: that he will never meet a deadline (one of the Wing Commander games, his claim to fame, only came out because the publisher got sick of his delays and forced a release), and that he desperately wants to be a Hollywood writer/director. Both explain Squadron 42.