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#41
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I like that the EIC has written the biggest rant on the whole subject, and I sincerely mean that. I didn't really know anything about kickstarter until Joystiq did a bunch of posts for Auditorium a month ago and there were similar arguments against it in the comments section. Then of course the Double Fine thing happened....
Kickstarter suffers from the same thing any democracy does in that anyone can do it. It's almost fun to surf it to see what kind of crazy ideas people are trying to fund. The problem with Eli's analogy is you don't need a million to fund a lemonade stand. You do need a mil to have mo-capped cut scenes. The big question there is does an iOS game need that? Does it even deserve it? .The main reason I wanted to chime in was because the comments on IGN are totally opposite to this thread. Seriously, I recommend reading them because the consistant message is "iOS? no thanks". I think it really is a an interesting question on whether true AAA development should exist. Right now other than a publisher answering that question Kickstarter is the only other logical place to answer it. I'm not exactly sure of the harm done by Kickstarter other than irritate Eli's sense of work ethic, though. Seriously, can the money be kept without product delivery? Do the contributor lose 5% even if the product never comes out? Those would be likely dealbreakers for me as I'm on the fence about kickstarter too and I doubt there FAQ is entirely honest about the security measures of the process. There are some success stories that make sense though through crowdfunding. The Shadowrun thing is a great example. It's easy to see a ton of publishers saying that the IP is dead and then the original dev goes and gets 800k selling the IP. It's easy to see how extremely useful Kickstarter is in that scenario so we'll just have to see on Republique. I also have to say, the first game we made was built around a non-existant budget. If our game is successful we got tons of more expensive ideas to jump right into.n I don't begrudge a vet like Payton aiming big, but it is a little odd he would essentially go for the biggest iOS budget ever heard of for his first game. Wish him the best though. |
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#42
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Why shouldn't the iOS platform be used to it's full extent? Gamers of all types obviously love it. Quote:
It's exciting to create a game that uses the iOS features that make it such a successful computing platform - high res, touch, gestures, and it's intimacy. Quote:
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Just because budget size doesn't equate with success it doesn't mean game designers and creators shouldn't strive for the freedom and capabilities that a large budget offers. |
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#43
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http://toucharcade.com/2012/03/20/th...er-is-awesome/ That trailer shows less in game footage and less impressive visuals than Republique's. It's also from a developer whose track record on iOS is less than stellar. Are you seriously going to act like you guys don't consistantly provide coverage of games with far less being shown off than Republique? The game has been in development for three months. They've already done some voice recording, motion capturing, and have an engine built. It's obviously far more than just a "concept." If you don't want to post about it because of your personal beliefs on "shitfarter" than that's your prerogative, but you could at least be honest with your readers (and yourself?) about the situation... I also wish that you could let your readers make up their own minds about Kickstarter, as I believe they're intelligent enough to do so. Also, virtually every gaming website except this one has covered Republique. IGN, Shacknews, Game Informer, 1UP, Kotaku, GameSpot, Giant Bomb, etc. These aren't small time "blogs." Sadly, the concensus in the comments is, "lol, iOS." Unfortunately, iOS isn't viewed by many "hardcore" gamers as a viable platform for "AAA" games. Equally unfortunately, the only gaming website I'm aware of where the concensus would disagree with that statement, has an editor with a bizarre stance against Kickstarter where he won't even acknowledge that Republique is at the very least...news worth reporting on. |
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#44
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Sure, but skepticism is fairly deserved and it always seems like the industry is blamed for not having a culture of gamers interested in willingly gambling with their money. As I said, I'd love this to succeed, but it won't necessarily be a tragedy if it doesn't. I'd imagine Payton and Co. could make an amazing game for 100k if they needed a vision a little more conservative to start. |
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#45
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#46
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Kicktraq shows this game currently trending towards $900,000. I'm sure this can't be right.
BTW, I don't understand the concern about financial risks here since Ryan Payton is not exactly a scam artist, he has a reputation to lose. Anyway, I already pledged a couple of dollars to the cause. |
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#47
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#48
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Apologies for joining the discussion so late, everybody. As you can imagine, I've been really busy since I pushed the "launch" button on Kickstarter. But man, it's really cool to see everybody's thoughts on the game on here.
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The thing that I need to be more sensitive to is the subject of the relatively large budget for an iOS game. Based on my experience, I think it's incredible that our small team can make a game with these high production values for the proposed budget. But with that said, we're entering a marketplace with great games being developed for a fraction of what we're asking for... So one thing we're talking about doing is being really transparent with the game's budget within the next few weeks. Should be good. |
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#49
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Hodapp's comments are so shockingly offbase I don't know where to begin.
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#50
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Mo capped cutscenes is to me are the real identifier of your goal to make a AAA game on iOS. I agree that your budget is quite reasonable for that level of production. The main question is knowing that those things effect the experience and not the game, do you feel they are critical to the production? I'd hate to see you make an endless runner because Republique couldn't be made. I was just wondering if you have any flex in feature set to bring the budget down. Being more transparent with your costs will probably be awesome BUT if you surf Joystiq you'll find posts a similar breakdown from the devs that made Auditorium. Sadly, a lot of comments there were from kids who thought getting paid 20 bucks an hour was too much for a mid thirties programmer and back seat tech directors who said you could build the whole thing with freeware if only you knew how. To put on my evil publisher hat for a second though, I would suggest potentially posting something numbers wise that indicates you have confidence you could recoup your money since you just asked the world to copublish your game. ![]() Best of luck. |
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