Whether or not the Shenmue 3 game will be any good, big publishers are now openly involved with projects from the start instead of being some side partner that is later revealed on down the line. It's likely going to bring about worse and better aspects toward crowdfunding, but hopefully anything involving EA, Ubisoft or WB will be a gigantic failure or else crowd funding DLC could be in our future.
>>196653 even though you're being sarcastic I'm inclined to agree to an extent, if nothing else but to say it was a very poor appropriation of funds. Sure it got their name out there by proxy (and intention), but it has yet to be seen of that bit of marketing will bring in enough money to cover that "campaign" and then some.
>>197011 The project is just too ambitious. Regardless of popular belief, I think the Red Ash Kickstarter could have succeeded before the release of Might No. 9. However, releasing a Kickstarter for the game and anime series, while mismanaging the game's crowdfund campaign killed the hype.
I do hope it gets a second chance. Try again a few months later with a smaller, but more focused direction.
>Despite its Kickstarter being at just over half its funding goal with four days left, development on Red Ash: The Indelible Legend is greenlit, and not only for PC and PlayStation 4, but for Xbox One, as well.
>Fuze Entertainment, a Chinese digital entertainment company, has joined Comcept as a partner on the title, and as a backer of sorts. That means the initial “KalKanon Incident” portion of the game (three episodes, eight hours total) will be developed to completion. Comcept will retain the rights to the game, as well.
>As for the Kickstarter campaign, if it succeeds, all money will go towards more content. “Consider your pledge a contribution to stretch goals from here on out,” Comcept said. As for what they are, they’ll share more about that in the future.
>>197022 I know, right? I think the trouble with these Kickstarters (or, more specifically, Kickstarter backers) is that people fund these nostalgia trips in the expectation that they'll return the world to the way it was when they were twelve. The instant this fails to transpire (it doesn't even have to be the normal kind of screw-up that happens in all game development, just some little thing that pops the bubble they've blown around themselves) the funders absolutely lose their shit.
>>197022 >>197025 I think part of that might be the polls that happen after things are already backed. Maybe some way to have the poll beforehand, with the game only being funded if a voting system says there's a poll result that has enough funds from backers who approve it.
>>198047 >campaign over half finished >barely over a third of the way through
Come on Tumblr, why aren't you shelling out your share for this? It's got a nonwhite female protagonist who kicks ass, ethnically diverse characters, disabled characters, body types of all kinds, and they're all treated as cool. It's what you want from games, isn't it?
>>198049 Well obviously nothing is. This is just how we refer to a group of people where the loudest are often targeted by their apparent ubiquity. Far left progressiveness is basically their calling card.
>>198048 Maybe you should post about it on Tumblr if you want Tumblr people to know about it. I suspect lack of exposure is the main reason it's not doing well rather than anyone being opposed to it. I'm a little biased in favor of the genre and the creators, so it's hard for me to believe that most people just aren't interested in the game that's being presented there.
>>198047 That looks nice. I've been thinking it'd be fun if they made a beat-'em-up, and this isn't exactly the same thing but its a similar concept so I'll try to actually play the demo sometime before funding closes.
>>198051 I feel it's got quite enough exposure to be successful. Super Best Friends, Game Grumps, Jim Sterling and Jesse Cox were all promoting it. I think it's just a combination of people not being interested in the genre and just generally being more wary and weary of crowdfunding campaigns, so that when a campaign asks for this much from the start, they tend to stay away.
I'm surprised it's doing so badly. They have a decent amount of talent and names behind it and they came out a step ahead of other kickstarters by having a demo/prototype first.
Maybe it's just the raw amount of money being asked for? Of the Kickstarters/Crowdfunded games I've backed (or wanted to back) no other company has asked for as much as this one has. 1.5 million dollars! Mighty No. 9 is the only one that's come close, they asked for $900k. It's IndieGoGo, but they'll only get the money if they're funded.
Also, I've seen this a lot on Tumblr, two things in regards to driving the hype/begging:
* That this will not be enough to fund the game and that an investor is using the campaign to gauge interest and will provide an additional two million or so to fund the game if successful.
* If they cannot get the game funded and thus gain the additional funds, the studio behind the game will be forced to close down, and then there goes Skullgirls along with it?
>>198063 * 505 Games will indeed kick in 2 million, if the funding is successful. But it's less about gauging interest, but rather that that's the most they're willing to pay. The 1.5 million asked for in the Indiegogo is literally the remaining budget the game needs.
* Yes, Lab Zero would indeed be forced to shut down. They've put all their eggs in one basket on this one by spending their ressources on developing the prototype. It's not that grim and dire, since all of the people at Lab Zero have incredible credentials and any bigger studio would pick them up in a heartbeat, but it would mean that they would stop making their own unique games.
That's about the gist of it. Mike Z explains it all in detail in Super Best Friendcast #115: http://superbestfriendsplay.com/podcast/sbfc-115-drop-everything-and-play-crash-bandicoot-ds-feat-mike-z/
>>198054 >when a campaign asks for this much from the start, they tend to stay away. Sadly, this is true even though people should be thinking the exact opposite: If the campaign is short of its goal, the contributions will be refunded (except for certain Indiegogo campaigns, which included Keep Skullgirls Growing, but not Indivisible), thus they've just lost a small amount of their time. If the campaign barely meets its goal, but this was less than it really needed, the game will usually be way short of what was promised, buggy, or not even end up being released and none of the backers get their money back.
>>198063 >Maybe it's just the raw amount of money being asked for? Of the Kickstarters/Crowdfunded games I've backed (or wanted to back) no other company has asked for as much as this one has. 1.5 million dollars! Mighty No. 9 is the only one that's come close, they asked for $900k. Yes, but often the stated goal was for the most minimal version of the game they'd be willing to make, with major stretch goals exceeding 1.5 mil.
Indivisible has no stretch goals, because it's either being made on the scale they've set out for, or not at all.
>>198064 >But it's less about gauging interest, but rather that that's the most they're willing to pay. The 1.5 million asked for in the Indiegogo is literally the remaining budget the game needs. If I'm remembering the Friendcast correctly, the 1.5 is what Lab Zero will be using itself for direct development (art assets, level and gameplay design, voice work), whereas 505 will be using the 2 million itself for other costs (Q&A, marketing, possibly bug fixing).
Really good news everyone! Yesterday durnig the AMA on Reddit that Lab Zero did, they talked about extending the campain if it reaches 60% in 7 days thats 900 k, they will extend the campain over one more month to get the remaining 40%. At the moment we are sitting at 645 k with 10k backers!
>>198154 I don't know what the hell they were thinking, wasn't Skull Girls still going strong for them? Why did they have to throw everything away for this ridiculous dream project that was beyond their means.
>>198152 Kotick is an Activision CEO who advocates only developing new IPs if they can become an annual franchise.
>>198153 Cutting off half the goal would mean cutting off more than 3/4 of the budget. The amount was set by 505 Games, who were willing to fund more than half of the game (2 of 3.5 million) if it made it. Anything smaller would probably not fit 505's interests, and thus would need to be purely crowd funded.
As small as Lab Zero is, there's still a point where a project becomes too small to be worth their effort.
https://www.reddit.com/r/IAmA/comments/3rk1x9/were_lab_zero_games_makers_of_skullgirls_ama/cwoqvnc >We have some interest for other projects, but we'll likely have to go dormant for a bit if we pursue that. Dealmaking takes time, and the industry pretty much shuts down after Thanksgiving. >People will likely have to take on some kind of work to survive during that downtime, which risks them not being around if we do sign something else, too. >[disbanding, at least temporarily, is] a possibility, but one we're desperately trying to avoid. >We'll hold out as long as we can, but Skullgirls drained pretty much all of ours staff's financial buffer.
>>198172 //youtube.com/watch?v=8vddobPtDrE This is honestly just depressing. I almost want to see it succeed, but there's so many things I just don't like about it outside of the fans that are latching onto it. The gameplay just feels off. I admire them for trying to do something unique, but after playing the alpha demo, it just isn't clicking for me. The character designs also feel pretty lifeless to boot. And in a game like this, if I'm not feeling the gameplay and the characters aren't drawing me in... I just don't know. This whole project just feels like a hail mary and this rapid panicky indie guest teamup thing reeks of desperation. And they have a right to be desperate in their situation. I don't think this kickstarter will succeed and it's not because "people aren't ready for muh progressive diversity" or because it costs too much money or because Mike Z is rough around the edges or any other bitchings you'll see on websites. I believe it will fail because L0 were TOO transparent in their campaign and each passing day they become more and more desperate with it.
In other news, the Friday the 13th kickstarted ends this Friday... the 13th. https://www.kickstarter.com/projects/613356213/friday-the-13th-the-game They have FAR less to show for what they're planning, but are asking for a lot less too; and they're almost there which is pretty rad since it sounds like Evolve, but with a slasher namebrand backing it. Post launch, I can see it having a small, but dedicated following before kind of fading out of everyones memory.
I'd hesitate to call the guest characters hasty or desperate. They aren't all owned by one company, they had to reach out to people and get some sort of approval from some corporate body. I find the transparency refreshing, though, I didn't know about a lot of the things MikeZ was talking about in regards to crowdfunding and how it works, especially with larger scale projects like Bloodstained.
The rate seems to have dropped back down to about 1-1.5% per day, though still a little stronger than before. It'll probably pick back up again as the campaign draws to a close like what happened with the previous deadline.
>>198217 Looking for freelance writing work myself. Been talking around and some production houses have told me I need to network and get into the forums that indie devs use. Now just to find those places.
So I did a bit of quick math. The Indivisible campaign must raise about 485k to hit its goal, and it has just over 18 days in which to do so. It’d have to raise an average of approximately 27k per day to meet the 1.5mil goal by the end of the campaign.
I’d like to think it’ll make it—and I’m rooting for them to make it—but Lab Zero getting 1.5mil now is going to take a hell of a lot of luck at this point.
https://www.kickstarter.com/projects/1659894998/failsafe Woolie mentioned Failsafe on the TBFP podcast a while back, and it sure looks pretty. Also it's got a bunch of solid names on it, aside from the writer being meh (apologies to Borderlands fans). It's got a brown female protagonist if any of you are the kind of people who care about that.
>>198331 I mean I don't think we've seen all their planned original characters by a long shot, that's not an issue to me. But I fucking loved VP1 and would love another game like it. Yet what they've got isn't really comparable, it's this super skill and timing based thing that my poor, old, RPG player hands can't keep up with (Never mind having time to appreciate the animation). It makes me wonder how many others like me were alienated by divorcing it from those turn based rpg origins.
>>198332 I don't think it should be a problem. I have the reflexes of a dodo and I was eventually able to keep pace by the final boss. Mike Z mentioned on the TBFP podcast that he intentionally loosened the timings so that the gameplay would be accessible to traditional RPG fans too.
With over three days left in the Indivisible campaign, Lab Zero has to raise another $142,000 or lose everything. I didn’t think the campaign get this close, considering how far from the goal it was just a week ago.
>>198402 They have a couple listed. One for increasing the amount of Hiroki Kikuta music and another for an animated opening by Titmouse and an undisclosed anime studio. The first one, for the extra music, looks like they'll make. I wouldn't hold my breath on the animated opening.
>Think Indivisible & Bloodstained look promising, glad they got funded >Think Mighty No.9 looks okay, casually optimistic for the full game >Can't discuss either on 4cuck's & 8ch's /v/ anything KickStarter & Indie attracts massive shitposts I just want to discuss vidya guys
>>198423 I'm really torn whether I should do this. On the one hand, it's fucking Psychonauts, they're getting funding from other sources, and if it goes balls up I'm only losing out on like 30 dollars for a copy which I can make up easily. On the other hand... it's Double Fine, they kinda don't have the best record when it comes to crowdfunding. Also chances are I'll have trouble running this on my computer even if it is done on time and budget.
LabZero streaming tonight as Indivisible whines down... Doing things besides playing the alpha. Not that it even matters because now that they have funding they're going to keep donations open for the production year to try and hit stretch goals apparently.
>>198423 After waiting like an extra year for an ending to Broken Age and getting Part 2 of Broken Age instead of a satisfying ending, I'd say that Psychonauts 2 might be a "wait for actual release" kind of game, y'know?
The idea that Double Fine cannot into crowdfunding isn't really based on reality. Broken Age was late as hell and broken into two pieces, but that was a pretty conscious decision on their part: they got way more money than they expected, scaled way the heck up, and then after getting into production reassessed and said 'wow we are actually overscope for this budget, either we hack away at the game and release it as-is, or we slow-walk it out.' They slow-walked it out. This kind of thing happens all the time in game development, by the way, it's why so many games get released with what feels like whole mechanics amputated. Game development can spiral out of scope really fast.
The only other crowdfunding game they made was Massive Chalice, which for some reason never comes up in these conversations - most likely because it came out in a timely manner (as on-time as any crowdfunding game does, that is) and was exactly the game promised, so it doesn't fit the narrative.
If you don't like their games, fine, but evidence suggests that if you crowdfund them money to make a game, they will make the game as promised.
(Yes, yes, Spacebase, but that's a completely different kettle of fish; an experiment in using Early Access as a crowdfunding model that didn't pan out because Early Access is butts. Lesson to be learned here, kids: Don't buy early access games unless you're content playing the game as-is)
I'm not going to make excuses for them. I just know this is really our only shot at P-nauts2. In any case, I wouldn't be expecting to get my money back. They might come out with a finished product, but they aren't known for their skillful money management.
Project I backed a few years ago. Had just about forgotten about really. Dude sent out a email saying he's got to put the project on hold for a while as life has dealt him a hard hand and being a one person developer just isn't possible at the moment.
Has said an anonymous benefactor will furnish funds for those that wish refunds. He has a great idea and wonderful world built but it was just too big a project for one guy. I do hope he returns to it sometime as I think it could be a great success for just how unique an experience it offered.
>>200553 I could go for an update for SS1. That games gear, weapons, hacking and such were crazy deep. Hell lot deeper than most games nowadays. Load the software equip your rear mounted HUD to make sure nothing sneaks up your butt. Make sure to reset the medical bays to not get borged.
The Freddy vs. Jason vs. Ash comics actually used the Necronomicon as the explanation for Jason’s seeming immortality. They’re not really canon, but a desperate Momma Voorhees using the Book of the Dead to bring her son back is a simple enough explanation that works, so I accept it as canon.
Man it really sucks when a kickstart you've pledged to doesn't seem to be reaching its goals. Like its just depressing to check in every day or whatever and see it growing too slowly. Makes you wish you good just splurge in like a millionaire and fund the entire project yourself instead of the pittance you are actually able to throw down (has that ever happened? A Kickstarter being mostly funded by one rich kid who decided to just dump their allowance into it for a lark).
>>201086 They've already gotten pretty ridiculous gains, hitting their target. and still have weeks to go. Even more because they have another campaign going through a Chinese online venue and are pooling the money from both together, best part is they are counting the combined amount for stretch goals so they've already hitting a bunch of them too. Backers have already recieved the Alpha demo to testplay.
Who likes being a band of vigilantes fighting back against the gangs via turnbased violence? They don't seem to be asking for much, only 2000 euros more to go and the campaign still has over 20 days left, there's an alpha demo available too.
Indivisible backer demo is out and it's so much goddamn fun. Already played through it twice. As much as I want them to take their time and make sure the game comes out amazing, I also NEED this game to come out right now.
https://www.kickstarter.com/projects/764339878/jack-and-casie Watched Liam play through the Jack and Casie demo. Looks like quite a lot of fun and is either going to cater to my sense of OCD or drive me fucking insane (in a good way).
Space Haven: This is a really cool looking game, about managing a crew in space. Its already funded and hit multiple stretch goals. There's still a week left to go in the campaign if anyone wants to get in on it, maybe help fund additional stretch goals.
>>417523 >>417522 Some 'internet journalist' is whining, suing and rallying his fanbase to invade and shitpost their forums/kickstarter because this game is more popular than his blog of the same name.
Backed this odd little rpg, looks cute with its oldschool graphics. Still has 18 days to go before the campaign ends and its making good progress so if anyone wants to toss some donations its way to boost chance of it hitting the goal that would be neat.
>>417695 It flew entirely on the fact that it was the next game by the team who did Skullgirls. Problem is that the production time was so long that everybody forgot about not just Indivisible but Skullgirls too, plus mid-development they redesigned every single NPC to be more politically correct.