Josh Hayes sums this up very well in his video here: https://youtu.be/34RPwDfLpKg To sum it up, they die because the player-base curb stomps each other so hard they suck all the fun out of playing the game. Star Citizen is only going to be fun if we have a lot of players playing it, and given the massive amount of infrastructure needed to support Star Citizen it absolutely needs to retain a large player base to remain financially viable. In the last three years, we've seen yet again another full loot hardcore PvP MMO fail and have to completely restructure itself as a PvE game just to be financially viable (aka New World). And pretty much on queue, anytime someone brings up concerns about player pirates running other players out of the game, the same people show up saying the same things said on the forums of all those other games that have failed. It's the same old stuff about players needing to "toughen up" and to take it like a man (or woman). My response is that is no way to build a community, and you need a community for this game to survive. Edit: Apparently, not getting through, so here is a video of a Dev response to player feedback in a game called Worlds Adrift along with a forum post that accurately sums up why it failed: https://youtu.be/1XYkjHeVmDE And the player post: https://steamcommunity.com/app/322780/discussions/0/5671690972174198367/ Much like other full loot hardcore PvP games, the game died because there was no way to make it financially viable. This is something the Worlds Adrift team confirms under their response section "Why did Worlds Adrift shut down?" https://www.worldsadrift.com/#:~:text=Why%20did%20Worlds%20Adrift%20shut,to%20make%20it%20commercially%20viable. It's not that there is no market for hardcore full loot PvP MMOs, its just that its so small that it can't really support very many MMOs. They are a niche audience within a niche audience. So this makes me incredibly concerned for Star Citizen given the immenseness of what is being created. I want this game to succeed.