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  • 2 weeks later...

http://penny-arcade....lains-why-stret

 

PAR chat with Andy Schatz of Monaco. He's not a fan of stretch goals. I'll just copy-paste my reddit comment:

 

It's a bit of a sweeping and generic statement though. Many developers will have ideas, grand and magnificent, on what they'd love to do with their game, and they need to balance it against how much they think people would provide for a kick starter. So they'll budget for what they need in order to make the base game, minus all the trimmings, and offer that up for the masses on Kickstarter. If they get more, and that can be likely, it means they can put in more of the features they'd wished to do. The other option being budget for their grand design and offer that to Kickstarter at the much higher budget that they might not receive.

 

Also in many cases you can also offer up stretch goals that don't affect the gameplay; hiring in a proper/better musician, expanding to more platforms, revamp of art styles, release of source code, creation of level editors, etc. Or just don't offer any at all (as was the case with FTL, though that was early days).

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I don't know shit about actually sitting down in a studio and developing a game but restraint seems like it's necessary so the other type of stretch goals you mention seem to make a lot more sense. Sure, they will require more development time, but it's to increase the quality of the product and get it to more people rather than changing the game in the first place.

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  • 3 months later...

http://www.kickstarter.com/projects/pennyarcade/penny-arcades-podcast-downloadable-content-the-ret

 

Penny Arcade is once again in the Kickstartersphere. And once again being a fair bit questionable. This time with thier $10 project. Which both means if it truly would cost $10 means they could have easily paid out of pocket, and also means that they're guaranteed whatever is pledged which is kinda shady. For people that mocked KS in the past, they sure seem happy to abuse it to their advantage.

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  • 2 months later...
  • 1 month later...

http://www.kickstarter.com/blog/think-before-you-stretch

 

Stretch goals, it is a tricky affair for any medium. You can be too loose with it and give out too much or you can be careful with it and be called cheap. I think I much rather developers and such to be careful with them.

 

And here is Project Phoenix that I referred to in a status update.

http://www.kickstarter.com/projects/1300298569/project-phoenix-japans-indie-rpg-feat-aaa-talent?ref=home_popular

While we're at it, taking a look at the stretch goals... they seem reasonable but I kind of expect some to be there in the vanilla. These guys are just working on this as a side project of sorts so not like they're hurting for a job. On the other hand I like it how they were all lined out at the start so they're not just tacked on. It gives me the sense that they planned it out already so no need to go back to the drawing board which can cause problems.

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  • 4 weeks later...

Its kind of hard to mess up with a beat'em up. I liked what I saw in the video. I suppose if enough of us are interested, we could gang together to get the 4 pack. $10 CAD per person. Honestly, all the upper tiers are kind of useless... but I suppose I can drop $5000 CAD for a geologist boss. Sledge hammer heavy attack, rock pick medium/light and various kind of rocks for ranged. I also suppose I can attack with my stench of being out in the field for a week or more.

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  • 8 months later...
  • 1 year later...

https://www.indiegogo.com/projects/indivisible-an-rpg-by-lab-zero-and-505-games#/

 

So far the reception seems pretty lukewarm which, while sad, is understandably.

 

I believe that Lab Zero has presented Indivisible very well. They explained and presented themselves/Indivisible well. They even have a playable prototype with some music from their composer. The music style should jump out at you if you ever played a Secret of Mana game. The only thing I have concerns about is Lab Zero dying since they are the reformed Skullgirls studio. I'm convinced of the concept of Indivisible but I have concerns of them surviving if any real problem of development happens. 505 Games has agreed to contribute $2 million if Lab Zero can raise $1.5 million. A high but ultimately reasonable amount. I'm just unsure if it covers cost overruns and by how much. I and I think mostly everyone would hate if Lab Zero did another crowdfunding campaign if they hit financial trouble. Then of course there is the legacy of Comcept's Mighty No. 9 which I feel soured people on crowdfunding a game of such costs.

 

I think this campaign will be a success in it's final days... maybe. I highly suggest giving the prototype a spin. It's pretty good for what it is.

Edited by MaliciousHarpy...?
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  • 1 year later...

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