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Indivisible: Valkyrie Profile/Metroid, Indiegogo, PC/Mac/Linux/PS4/XB1 -- funded!

Dice//

Banned
What the H? Is there that big a difference between IndieGoGo funded projects and KickStarter or is it like choosing between taking six eggs or half-dozen?
 

WolvenOne

Member
I'll throw in what I can when I get paid next, but dang, I did not think this game would be so far from its goal with only ten days left. I honestly think it being Indiegogo is a big part of it. A lot fewer people have accounts set up there, so there's that one extra step that turns off some people.

I'll also try to put out some publicity where I can. It probably won't amount to much, buuuut. ...
 

Samaritan

Member
That's what kept me away from pledging, I just don't like Indiegogo @_@

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Dice//

Banned
Any other games request this kind of cheddar and get picked up? Not to sound like such a pisshead, but 1,5m is a lot, Mighty No9, even with it's big name/series recognition pulled less than 4 million.

A lot of people want this, the price is just super steep despite the amount of good and, I'm sure, how good it would be in the end.

Probably one of the bigger kickers is how far and how well L0 has sold the game based on its concept and prototype alone.... Mighty No9, on the other hand, being an amazing surprise in how badly that whole bit is going.

Eh, just a preference I suppose. Like, I don't mind using Uber, but if I was in a city where only Lyft was in use, I probably wouldn't use it.

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IMO I would say it's mostly Indiegogo that's turning people off. It's like...I dunno, a repellant of sorts? That's what kept me away from pledging, I just don't like Indiegogo @_@

Okay I know fucking nothing about life, but two things: 1) Why is IGG some sort of shit stain that people "just don't like" (like was there a scandal? And IndieGoGo funded it or some shit?) and (2) Why are you bragging about this????
 
Eh, just a preference I suppose. Like, I don't mind using Uber, but if I was in a city where only Lyft was in use, I probably wouldn't use it.
okay but it's incredibly unnecessary and fucking rude to go around saying "i could totally back this, but it's on indiegogo which only requires an email address and a credit card so :((((" and acting as if it's some kind of big deal.

if i was Ravidath i probably would have made the campaign crash and burn by responding to posts like these, jesus.
 
I was just responding to another post asking about why this game isn't doing as well as it could be :l My apologies for causing a shitstorm apparently.
 

Salamando

Member
Any other games request this kind of cheddar and get picked up? Not to sound like such a pisshead, but 1,5m is a lot, Mighty No9, even with it's big name/series recognition pulled less than 4 million.

On Kickstarter, there are 29 video games that ended with over 1 million in funding. Something like 7 of those had funding goals of 1 million or more. Those 7 ether feature a big name attached to it (Lord British, Obsidian Entertainment, Yu Suzuki) and/or is a sequel to a franchise that's been around a long, long time (the Elite series, the Bard's Tale).
 
The mood is really sour in here considering how good the last couple of days have been. Yesterday we came out to 29.5k and today we might hit 33k. The last two days have literally been the biggest days for the campaign since the FIRST. With some spikes and the last push we could close this out. People just need to jump in already instead of worrying about extensions, indiegogo, SJWs or all that other nonsense. The last push has already started and it will be massive.
I was just responding to another post asking about why this game isn't doing as well as it could be :l My apologies for causing a shitstorm apparently.
Don't feel bad. It's your money and the vitriol at least puts the thread back on the first page. Just try not to dissuade other people from contributing and it's all good.
Any other games request this kind of cheddar and get picked up? Not to sound like such a pisshead, but 1,5m is a lot, Mighty No9, even with it's big name/series recognition pulled less than 4 million.

A lot of people want this, the price is just super steep despite the amount of good and, I'm sure, how good it would be in the end.
It's not a high asking price for a 2D game of this quality. Anyways, I think Indivisible would be like the 20th biggest gaming crowdfund if it hits 1.5 million. The number itself is big, but that's not the problem. Being the first with such great success on Indiegogo is the bar to clear and it is a high one.
Okay I know fucking nothing about life, but two things: 1) Why is IGG some sort of shit stain that people "just don't like" (like was there a scandal? And IndieGoGo funded it or some shit?) and (2) Why are you bragging about this????
Them taking the money immediately is putting a lot of people off, I guess. It might not be a problem for campaigns below the 1 million dollar threshold, but somewhere at that point the contributor numbers needed for success seem to morph. It's noticeable if you check any of the campaigns on KS. You'll see five digit contributor numbers starting with the numbers "2", "3", "4" and so on. The dollar value is a big one, but Indiegogo's biggest hill to climb for gaming crowdfunds is building a larger contributor base. Even Skullgirls maxed out at 15,860 with what might have been thousands of $1 contributions for character votes. It'd be a big win for IGG if Indivisible can attract enough contributors to break the 25k or 30k mark.
I mean if the game doesn't get funded it'll suck. I have no worries that they'll land on their feet in other studios though.
This is literally the worst end ever. Skullgirls would die, Indivisible wouldn't get made and we'd lose Lab Zero 2D art. Who else is making hand drawn 2D art of this technical quality? Vanillaware is rotoscoped (iirc?) which is nice, but it is a different beast entirely and most indies are still doing 16 bit stuff.
 

Ravidrath

Member
Sorry if I gave the impression of telling others on not to donate. I juss like discussing things @_@

It's fine, but at this point it's just pretty well-worn territory.

And I do think everyone publicly stating they don't think it will happen does likely have an effect on other people's willingness to contribute. Even though nothing is really lost to a contributor if a campaign fails, there is still a big "backing a winner" mentality in crowdfunding.

And then it becomes a bit of a vicious circle - people have doubt and hold back on contributing, funding momentum suffers, which creates more negative commentary and doubt.

Regardless of the ultimate outcome, we are extremely grateful to everyone that stopped worrying about what might happen and contributed anyway to show their support.
 
I think it's a combination of it being Indiegogo, general knowledge increase of the risks in pledging, and the fact that it's technically the start of the holidays. Like the things with Mighty No. 9 soured alot of people on Kickstarting or pledging in general.

IMO I would say it's mostly Indiegogo that's turning people off. It's like...I dunno, a repellant of sorts? That's what kept me away from pledging, I just don't like Indiegogo @_@

Yeah , I think this would already been funded had it been on kickstarter.
 

Lime

Member
How's the download and exposure of the NA PSN release going?

So much for Gamersgate.

You mean that this is exactly what Goobergate wants - the exclusion of non-white and women from gaming under the guise of "artistic freedom" (meaning corporate rationalization of racism and sexism should not be criticized and left alone). The publisher in question is really reiterating what that hate movement wants video game culture to be.
 
Today is a good day. The campaign has finally broken 10,000 contributors. I hope the numbers go into overdrive over the next ten days. We're probably going to need about 15,000 more people overall to hit 100 percent.
Yeah , I think this would already been funded had it been on kickstarter.
Probably

Makes me wonder what kind of stretch goals the team had in mind.
 
I do think that this part of the campaign will be the one where Indiegogo being chosen over Kickstarter is felt the most. The middle of the campaign is where things seem most uncertain, I feel like people are far less likely to part with their money on a gamble when it's actually taken from them rather than a pledge. I'll probably add another $30 to my order but that'll only be in the last few days. I really hope the closing push is as big as I'm expecting.
 

Lime

Member
I think it's pretty sleazy of indiegogo to charge the money immediately and then withhold it until the thing is over. I guess they want to earn the interest while the campaign is ongoing?
 

Busaiku

Member
I think it's pretty sleazy of indiegogo to charge the money immediately and then withhold it until the thing is over. I guess they want to earn the interest while the campaign is ongoing?
This is how they're able to pay developers right away.
It's good for the people running the campaigns, bad for consumers.
 
I think it's pretty sleazy of indiegogo to charge the money immediately and then withhold it until the thing is over. I guess they want to earn the interest while the campaign is ongoing?

IIRC its also a prevention method against people basically making fake pledges, as can happen on Kickstarter. Some campaigns have been screwed over by large pledges being withdrawn at the last moment. IGG actually makes sure your money exists, at the cost of then not being able to really plan your finances in advance.

Coupled with flexible funding though (which, thankfully, Lab Zero are not using), it can (potentially, technically illegally, I think) be a method for unsuccessful devs to still get away with the money, which can put people off the site in general.
 
I know the issue has been beaten to death, but I just find it mindboggling how people have a sense of brand loyalty toward kickstarter, of all things? Like, what? What has kickstarter ever done for you aside from being a tool for developers to gather funding for projects?

Sure you might be slightly unfamiliar with Indiegogo in comparison (as was I) but it literally takes 2 minutes to educate yourself about the platform. I guess 2 minutes is too long for people who aren't necessarily super-interested to begin with but willing to do an impulsive pledge?

What ever happened to making an edited video of the information Mike Z was putting out on that SG stream? I think that might have been useful for some people, perhaps even as part of the original pitch (if people even watch those).
 

Jetman

Member
Yeah, I didn't and still don't have an IGG account. It's a minor inconvenience that it isn't on KS. But if the game looks and sounds as good as this one does, and has a known studio like L0 backing it, gamers will do the tiny amount of legwork to support it, I think. It just needs exposure. If this thread didn't keep popping to the top of Neogaf's Gaming discussion page, I might have skipped over it and missed out.
I think the only thing at all that held my hand on donating more is it being the holidays. There are a Lot of games either out or coming out, that I want to purchase via potential Black Friday sales, thinking about getting an X-Bone finally, still haven't shopped for Xmas gifts for my family or girlfriend, and still haven't bought plane tickets to go back and see any of my family for Thanksgiving or Xmas. All of those reasons dropped my donation down to a $30 from a $60 and I'm betting a lot of people are in the same boat as me...
 
I know the issue has been beaten to death, but I just find it mindboggling how people have a sense of brand loyalty toward kickstarter, of all things? Like, what? What has kickstarter ever done for you aside from being a tool for developers to gather funding for projects?

Sure you might be slightly unfamiliar with Indiegogo in comparison (as was I) but it literally takes 2 minutes to educate yourself about the platform. I guess 2 minutes is too long for people who aren't necessarily super-interested to begin with but willing to do an impulsive pledge?

What ever happened to making an edited video of the information Mike Z was putting out on that SG stream? I think that might have been useful for some people, perhaps even as part of the original pitch (if people even watch those).

Its not only that, IGG is terrible. Theres the loyalty you talk about, but then theres also how bad IGG is (and I can talk from experience). It even suprises me they can do "contest" for higher pledges if you move the page around, as we did a similar thing (but even less important) that banned us like 5 days when we made the crowdfunding there.
We had lots of problem of people wanting to pledge and their payments not passing, although that was some years ago.
The summary of this, nobody gives a shit about IGG, and it boggles my mind they decided to use it instead of kickstater when its even easier than some years ago for people outside the US (we couldnt at the time, becuase we didnt have the option, as you could only go to indiegogo if you were not fom the US).
 
So after 24 hours the numbers clocked in at about 33k resulting in the biggest single day of the campaign besides the first. I think the next five days are going to look similar or even better. The last five are literally going to be another site breaking mess for indiegogo lol (yeah, it went down several times towards the end for the skullgirls igg).

I hope the guest incarnations aren't tied to the 50k intervals because I think they will literally make or break our chances here. A banner featuring all seven of them is particularly good material for articles and spreading the word. That'll probably be the last of all the promo material we get, though. People are gonna go nuts for the individual pieces featuring Drifter, Juan, Annie and Calibretto.
We had a few that were pretty fucking hype, if I do say so myself.
You guys tend to surprise me, but the guest incarnations were just on a whole other level. I can't begin to imagine what was in store for us.
Yeah, I didn't and still don't have an IGG account. It's a minor inconvenience that it isn't on KS. But if the game looks and sounds as good as this one does, and has a known studio like L0 backing it, gamers will do the tiny amount of legwork to support it, I think. It just needs exposure. If this thread didn't keep popping to the top of Neogaf's Gaming discussion page, I might have skipped over it and missed out.
I think the only thing at all that held my hand on donating more is it being the holidays. There are a Lot of games either out or coming out, that I want to purchase via potential Black Friday sales, thinking about getting an X-Bone finally, still haven't shopped for Xmas gifts for my family or girlfriend, and still haven't bought plane tickets to go back and see any of my family for Thanksgiving or Xmas. All of those reasons dropped my donation down to a $30 from a $60 and I'm betting a lot of people are in the same boat as me...
Luckily for us all anyone needs to contribute is paypal and an email. Too bad a lot of people still don't know.
 

Samemind

Member
Lazily did the (very simple) math. It blows my mind that a project this damned good can't pull 50000 people.

Well, let's not get ahead of ourselves. I'm right in agreement with you but realistically, the only crowdfunded projects that can reasonably be expected to pull that kind of attention are spiritual successors or are otherwise based in genres that are deprecated and being made by their respective champions of old(e). Shovel Knight only pulled in about 16k backers. The Skullgirls indiegogo had about 15k. Indivisible is nearly starting from nothing as a new IP that doesn't have a whole lot in common with what Lab Zero put out previously. Because it wouldn't be prudent to pretend that Skullgirls being a certain way didn't have a clear appeal to many people.
 

AdaWong

Junior Member
All this Kickstarter vs. Indiegogo talk is making me hope Lab Zero relaunches the campaign on Kickstarter just to see how those "this doesnt get funded bcuz its indigogo xDDD" react if it doesn't get funded.
jk im legitimately curious to see how this will do on Kickstarter and I honestly hope LZ does relaunch on Kickstarter. I mean, nothing to lose at this point, right?
 
What the H? Is there that big a difference between IndieGoGo funded projects and KickStarter or is it like choosing between taking six eggs or half-dozen?

In ecommerce the biggest problem is conversion rates, forced account creation does have a huge impact on this. As both platforms have forced accounts the one that has the larger user base is at a significant advantage. Though I don't think it is as big as some are making it to be.

The 1.5million is a fare amount to ask and the $30 to buy a copy is competitive but that is still asking the upper end of a crowd funding campaign for a new IP in a very short period of time. If you look at the most funded projects on Kickstarter there are only 39 games that have made 1.5million or more and that includes hardware and board games, most of these are existing franchises or from developers that have essentially just created another version of a game people have been pining over for decades.

Considering Lab Zero have to generate awareness, sell the concept for a totally new product and then get people to part with their cash for something that isn't going to be released until 2017 within a time scale of about 40 days the campaign is going very well. If the campaign had 3 to 4 months looking at the current sales it would get funded assuming that there wasn't a drastic drop off.
 
If the campaign had 3 to 4 months looking at the current sales it would get funded assuming that there wasn't a drastic drop off.

Actually, Kickstarter did a study and they found that counter-intuitively enough, the projects with 30 day deadlines tended to do much better than the ones for longer periods of time. More time just means more chances to lose momentum and lose people's attention.
 

Samemind

Member
In ecommerce the biggest problem is conversion rates, forced account creation does have a huge impact on this. As both platforms have forced accounts the one that has the larger user base is at a significant advantage. Though I don't think it is as big as some are making it to be.

The 1.5million is a fare amount to ask and the $30 to buy a copy is competitive but that is still asking the upper end of a crowd funding campaign for a new IP in a very short period of time. If you look at the most funded projects on Kickstarter there are only 39 games that have made 1.5million or more and that includes hardware and board games, most of these are existing franchises or from developers that have essentially just created another version of a game people have been pining over for decades.

Considering Lab Zero have to generate awareness, sell the concept for a totally new product and then get people to part with their cash for something that isn't going to be released until 2017 within a time scale of about 40 days the campaign is going very well. If the campaign had 3 to 4 months looking at the current sales it would get funded assuming that there wasn't a drastic drop off.
Not sure what you might be referring to but indiegogo only asks an e-mail and payment info if you don't want to create an account.
 
Actually, Kickstarter did a study and they found that counter-intuitively enough, the projects with 30 day deadlines tended to do much better than the ones for longer periods of time. More time just means more chances to lose momentum and lose people's attention.

The stats are slightly skewed when it comes to the big money as the majority of successful campaigns are under the 10k price range so the data primarily reflects those. Only 4.5% of million+ campaigns make it on Kickstarter and that drops drastically with Indegogo down to 0.1% (though keeping in mind Indegogo does flex funding which the majority of campaigns use so they don't actually have to meet the target to get the money).


Not sure what you might be referring to but indiegogo only asks an e-mail and payment info if you don't want to create an account.

My mistake I have only used an account with it in the past. Good to point that out then.
 

pantsmith

Member
Finally had a chance to play the prototype on PS4 last night. Went in for $175.

Love the art (<3 Kinuko), the animations and more than anything the transparency the studio has gone ahead with in putting together a pitch.

Its ridiculous that more people aren't supporting it - this is a case study in how to get your crowdfunding pitch down right.
 
While the Kickstarter campaign is an interesting thought and one I really, really hope they pursue if things go awry, we should he concerned with getting as much out there about the IG as possible. It ain't over until it's over.
 

NEO0MJ

Member
While the Kickstarter campaign is an interesting thought and one I really, really hope they pursue if things go awry, we should he concerned with getting as much out there about the IG as possible. It ain't over until it's over.

Yep. Open those wallets, people!

Also, new character, please!
 

Malyse

Member
I'm really curious about Fig and how it does in the long run.


----

Also, I wish my character was iconic enough to get asked to be put in games.
 

GuardianE

Santa May Claus
One thing that's preventing me from tossing in bit more is the lack of an add-on option, or the inability to buy multiple physical copies on the same account. I don't like making contributions that aren't actually tied to an account.
 
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