alright, so they're at 11% of their goal after two days. this thing is deader than dead based off of previous similar kickstarters. the second day is usually the strongest day. yesterday the whole thing went up about $20k.
gg
kickstarters don't flow that way. and besides, they got about 95k the first day and 25k the second day.
You're pulling my statement out of context. The person I quoted mentioned a situation where the KS kept its current rate throughout the campaign, assuming that it would fail in that scenario when it wouldn't. It was a simple response to that thought, and I never implied that the thought itself was realistic. I still feel it's too early to tell, but I'm not trying to convince anyone who feels otherwise.kickstarters don't flow that way. and besides, they got about 95k the first day and 25k the second day.
@Thomas HW - We're going to be listening to the community about future Stretch Goals. Our anticipation is that Xbox One will indeed be the next goal, but we want to speak to all our followers and backers about what they're most excited by. If the community decides that Xbox One is indeed the next Stretch Goal, then today's update and our reordered Stretch Goals will mean an Xbox One version should be easier to reach than before.
I stopped following kickstarters awhile ago but don't you get a majority of your funding at the beginning and at the end of the kickstarter? (And not 75% of it at the end) The terrible start makes me think that it's not happening unless something crazy happens.
The Kickstarter is too rough. With its high tiers, no gameplay, switching platforms at a moments notice and competition, I feel that PRR has no chance of succeeding.
This is what they have to say on the XB1 version:
for a successful campaign, generally:
the first two days are BIG (like, anywhere from 35% to 100+% funded), the middle is a drag (like 2% of the goal each day), and the last few days get another little bump (10+% of the goal).
this thing got 2% of their goal on the second day. the second day is usually (like, always) the biggest day.
The original switch stretch goal was just a 450k bump over the previous one. The issue was that they were putting other features prior to switch port so the total was absurd.Sorry, but giving an honest estimate of what they believe is the cost to port this game to Xbone can in no way be seen as a "fuck you" unless you're just looking for drama, in the same way that the original $5m Switch goal came from a desire to include more game features before ports.
If they could get it funded by Sony, why would they even go the Kickstarter route in the first place? If they "want to get away with it", getting a publisher to fund all would be a much easier and safer way to go. Its probably not funded by Sony as the same reason why Nintendo or Microsoft isnt funding it, it being a very niche genre.Why is this a Kickstarter and not just straight up funded by Sony?
Oh, right, because they (probably) can get away with it.
smh
Also LOL @ 15% of your game's content being for kickstarter backers only.
I'd rather them worry about hitting the main goal before stretch goals, but hey...
The original switch stretch goal was just a 450k bump over the previous one. The issue was that they were putting other features prior to switch port so the total was absurd.
What I'm talking about is completely different. They are asking 800k *just* to port the game to xbone. 800k to port a game that costs 1.1 million to develop for ps4 and pc, and that costs 400k to port to switch is unjustified. Specially since this is a 2d game on ue4,which is known for being easy to support many platforms.
What justifies costing almost the same as it costs to develop the game in the first place, or twice as many as other platforms just to port it to Xbox One?
Again, I don't care about the placement of the Xbox port in their priority, that's their call, I'm talking about the fact that the amount of money they are asking just to port the game to xbone is absurd compared to the other values.
I'm interested but no Rodney Greenblat no instant buy for me. I am interested in the game though
If they could get it funded by Sony, why would they even go the Kickstarter route in the first place? If they "want to get away with it", getting a publisher to fund all would be a much easier and safer way to go. Its probably not funded by Sony as the same reason why Nintendo or Microsoft isnt funding it, it being a very niche genre.
At various game events over the years, Matsuura-san and Yano-san have come together to discuss what shape the next generation of music games would form. More recently, they began exploring the concept of a 'rhythm-action 2.0' project, capable of pushing the genre into areas never before conceived. Rather than revisiting an existing series and either re-appropriating known and loved game systems or breaking them to retrofit more progressive gameplay ideas, a new IP felt like the natural opportunity to explore innovative input mechanics while simultaneously celebrating and paying homage to the past.
Specially since this is a 2d game on ue4,which is known for being easy to support many platforms.
I thought this paragraph of the campaign was really interesting:
Specifically, it's interesting because it suggests they hadn't attempted to put this new type of gameplay in the context of a previously established series... aka THEY NEVER CONSIDERED MAKING THIS PARAPPA 3!? Forget concerns of ruining a "known and loved game system", this rap battle idea is literally what people would want from a new game. Hell, they already toyed with it in PaRappa 2 with the Colonel Noodle "rap battle" where you twist his lyrics around to sing the praises of desserts rather than noodles.
I may be getting ahead of myself with 30+ days left for this thing to turn itself around, but if they hadn't pitched this as an exclusive PaRappa 3 to Sony, that should absolutely be their next priority before trying another fundraising campaign. I imagine it'd be a lot cheaper to make as well since the simplistic visual style is expected. No expensive character models because everyone's a 2D image that wiggles around, Rodney Greenblat's environments are colorful and expressive without being incredibly detailed, and they'd only need to worry about making it on PS4. If Sony can greenlight fucking Knack 2 they can spare less than a million on a new PaRappa, especially after doing a 20th anniversary port and a mobile game. I mean... why resurrect the series just to do nothing big with it?
...Is this a 2D game? I had assumed it would ultimately be 3D, considering NanaOn-Sha's previous games in this vein have all been 3D, and it would also explain the costs versus a 2D game.
It's still only at 11%, two days after launch. Doesn't seem that there's been any real surge of backers today despite the reshuffled tiers and stretch goals.
They don't have the rights to a PaRappa 3. If Sony wanted to back one, it would've happened by now.
that's an understatement
Day 1: £68,244
Day 2: £18,712
Today: £9,513 so far
It really is too bad. The concept looks really cool and so does the art, characters are really cute too and everything and I don't get the feeling they'd screw it up much considering the people behind it.
Rhythm games are going strong. The failure of a poorly managed Kickstarter doesn't mean the end of a genre.Death of a ''genre'' right here :d
Yeah rhythm games are fine. Amplitude was crowd funded, right?Rhythm games are going strong. The failure of a poorly managed Kickstarter doesn't mean the end of a genre.
I just noticed they added a $25usd "early bird" edition which is the exact same as the $39 tier. Cool. Weird, but cool
Rhythm games are going strong. The failure of a poorly managed Kickstarter doesn't mean the end of a genre.
So they had the switch version at 3.5 million then switched it (no pun intended) to 1.5 after the backlash?
I don't know how i could trust these people with my money.
I mean the specific style of character driven rythm/music games with narrative. Not that it has been particularly healthy anyway.
So one level is exclusive only to Kickstarter backers? That's a huge chunk of the game, right? I don't like the sound of that...
Another sign that there's no clear design doc in place yet. They want to see how much money they can get.That was a stretch goal that's since been removed, but yea it was a pretty bad idea.
Are you going to be showing off more than just concept artwork?
Yes! We will be showcasing Project Rap Rabbits mechanics in target gameplay footage, as well as music from the game. Well also soon be livestreaming from our development office to discuss more of Project Rap Rabbits themes and ideas, to introduce the team and to answer more of your questions directly.
Will the finished game visuals be 2D, like Elite Beat Agents, or 3D models such as in Gitaroo Man?
Project Rap Rabbit will be a fully 3D game just like Gitaroo Man running on Unreal Engine 4.
Why havent you made PaRappa The Rapper 3, Gitaroo Man 2, Osu! Tatakae! Ouendan 3 or Elite Beat Agents 2?
All our old titles hold special places in our hearts, and in recent years weve tried to both work on new ideas and continue our favourite franchises. The current environment has made it difficult to produce story-led rhythm-action games through traditional means, which is why weve resorted to the community-at-large to help us realize our dreams.
Another sign that there's no clear design doc in place yet. They want to see how much money they can get.
That's the general feeling regarding this. When compared to the last project I backed, Indivisible, these guys come off as so clueless. The time where you can just name drop a couple of famous game developers and watch the cash flow in is long over.
So it IS Sony ruining my hopes and dreams!!!
Will the finished game visuals be 2D, like Elite Beat Agents, or 3D models such as in Gitaroo Man?
Project Rap Rabbit will be a fully 3D game just like Gitaroo Man running on Unreal Engine 4.