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#31
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Wow... it's incredible. Speechless.
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#32
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Republique is the first Kickstarter project that I have chosen to back. Ryan Payton's line in the video is what sold me on the idea. If I'm going to complain about the direction of iOS game development (which trends toward quick, disposable, though often great, experiences) then I should be someone who supports development of longer, more in-depth, traditional games designed from the very beginning with iOS in mind.
I hope that Touch Arcade will run a story for this project. I've seen front-page posts for games with far less potential to expand the breadth of games on the platform. Those posts have been extremely positive for much smaller scale endeavors. A title like Republique (if it gets made) does not have to squash the current style for iOS games (nor will it, even if it becomes wildly successful). There's room on iPhones and iPads for all kinds of gaming experiences; please support this team in its effort to stretch the boundaries. |
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#33
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This looks great! I hope they make their budget.
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#34
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Republique is the first Kickstarter project that I have chosen to back. Ryan Payton's line in the video is what sold me on the idea. If I'm going to complain about the direction of iOS game development (which trends toward quick, disposable, though often great, experiences) then I should be someone who supports development of longer, more in-depth, traditional games designed from the very beginning with iOS in mind.
I hope that Touch Arcade will run a story for this project. I've seen front-page posts for games with far less potential to expand the breadth of games on the platform. Those posts have been extremely positive for much smaller scale endeavors. A title like Republique (if it gets made) does not have to squash the current style for iOS games (nor will it, even if it becomes wildly successful). There's room on iPhones and iPads for all kinds of gaming experiences; please support this team in its effort to stretch the boundaries. |
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#35
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#36
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Yet, there is something important about funding models that can't be ignored either. A new game studio has a few choices to get started - and funding a studio is much more expensive than a lemonade stand. One way is to make a deal with a traditional publisher in exchange for some creative control and some of the revenue. Traditional publishers are having a lot of trouble today so good luck with that. Another way is to find an angel investor among friends, family or your network. They are few and far between. And another is to find an investment group to partner with. There is a lot of VC money running around the Bay Area but they seem intent on web properties and social things, not creative adventure games. Crowdsourcing is an important alternative. It allows a studio to maintain complete creative control as well as the entire revenue stream. Good things for the creative people, developers, and independent studios. And good things for the creative people mean good games for the players. Sure, there is risk for the funders. And I think Kickstarter does a lousy job of messaging that. I also think there will be some spectacular failures in the next year on Kickstarter that's going to squelch the enthusiasm a bit. It's inevitable that unscrupulous people will abuse it, or ambitious dreamers won't deliver. Kickstarter should have a better mechanism for punishing failure, but frankly I don't think that's possible. What could they require? Escrow, liens, guarantees, bonds, or insurance? Maybe but the complexity increases rapidly. But consider comparable risks game players, shoppers, and consumers in general take every day. Is that $5 breakfast cereal any good? Will this $15 movie suck? Will this $50 play be worth it? Will my $300 console be obsolete in a year? Is my $1500 laptop on fire? What's that sound my $15,000 car is making? The risk involved in Kickstarter is small if you choose. The delay between ponying up the cash and opening the box to find bugs is longer than typical consumer behavior. But it's the same sort of risk as "what if I get my $60 game home and I don't like it" for the most part. Do the benefits of Kickstarter outweigh the risks? I really think it's a win-win for the studio and the player. But one thing is for sure, we're going to see a lot of projects start there and hopefully they will be awesome and entertaining. Last edited by Codhisattva; 04-12-2012 at 12:56 PM.. Reason: [added part of the Hodapp post I'm responding to] |
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#37
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#38
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Does that editorial standard extend to advertising? |
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#39
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The editorial and advertising sides of TouchArcade couldn't possibly be more segregated. I don't have anything to do with advertisements, and I don't want to! You can read more here if you're curious- http://toucharcade.com/toucharcade-a...rial-policies/
Regardless, it'd be weird for someone to buy advertising for vaporware, wouldn't it? |
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#40
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Ha! Yes it would. Advertising is a likely important aspect for any large Kickstarter campaign. Like you point out, most of the free buzz is over in a few days (unless you're Double Fine or Notch) so more expensive, on-going communication is fairly necessary for funding success.
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