Mighty No. 9 |OT| Your Name is in the Credits
This.
I thought of it yesterday. I don't want my name or username there anymore...
Changing the subject, has anyone already received a key?
Mighty No. 9 |OT| Your Name is in the Credits
This.
I thought of it yesterday. I don't want my name or username there anymore...
There are other developers who have done a lot more with a lot less.
Context is immensely important in this conversation.
If I saw $4 million deposited into my bank account tomorrow as a middle-class worker, you can sure as hell bet I will think that's a fuck-ton of money. But again, context.
Anyone with a vague understanding of how laborious and involved game development is on this level would have been worried with this sub-4 million budget attached for the project of this scale.
Did they bite off more than they can chew? Absolutely. Did they horribly budget and plan for all of these platforms and features? Without a doubt.
But with a team and producer of this pedigree, a full team development cycle of 2-3 years, about 8+ platforms to develop/port/program/test for, online features and gameplay across all of them to test and support, the fulfillment of the of all the various Kickstarter tier rewards, as well as the 10% of kickstarter profit it paid as a fee, $4 million suddenly begins evaporating like a puddle on the sidewalk during hot and sunny day.
What is a "fuck-ton" of money to us, is barely going to squeeze a title of such ambition out the door without notable compromise.
That makes no sense. The proposed game at the initial target is only a fraction of what it became after the stretch goals. The game ballooned in scope with every stretch goal it hit. The initial KS target game is not the same game as the one promised at $4mil.Cool, but Inafune's initial ask was below $1m so he clearly thought he could have done this way less than $4m - if he needed more he should have asked for more.
The developer there actually admitted that the funds went to Strippers and bear. Now that was a scam.
Context is immensely important in this conversation.
If I saw $4 million deposited into my bank account tomorrow as a middle-class worker, you can sure as hell bet I will think that's a fuck-ton of money. But again, context.
Anyone with a vague understanding of how laborious and involved game development is on this level would have been worried with this sub-4 million budget attached for the project of this scale.
Did they bite off more than they can chew? Absolutely. Did they horribly budget and plan for all of these platforms and features? Without a doubt.
But with a team and producer of this pedigree, a full team development cycle of 2-3 years, about 8+ platforms to develop/port/program/test for, online features and gameplay across all of them to test and support, the fulfillment of the of all the various Kickstarter tier rewards, as well as the 10% of kickstarter profit it paid as a fee, $4 million suddenly begins evaporating like a puddle on the sidewalk during hot and sunny day.
What is a "fuck-ton" of money to us, is barely going to squeeze a title of such ambition out the door without notable compromise.
I disagree, it seems an adequate budget for the scope of the game even including its various platforms, I think the 'where did the money go' posts are also stupid because 4 million doesn't stretch as far as anyone thinks in game dev.
They took longer than they anticipated, they made a worse game than they anticipated, thus they spent 4 million dollars and ended up with a mediocre game. It's not a complicated, or even unusual story in the game dev world.
The two ideas, that it's some tiny sum for what they were trying to accomplish, or that they didn't spend it all on the game because 4 million is a huge sum, are both silly.
This is where things get really silly though, people making comments like this are just frustrating. They obviously didn't build the game that they were going to build if they had only gotten 800k, they built their game according to how much money was actually backed, and then they went over time and presumably over budget just as almost all kickstarter games that are overfunded tend to do because they were adjusting a lot of things to an extremely variable amount of funding.
Zero envy for people who end up scaling their games because they got like 4.5x as much funding as they thought they needed, a real damned if you do damned if you don't situation.
That makes no sense. The proposed game at the initial target is only a fraction of what it became after the stretch goals. The game ballooned in scope with every stretch goal it hit. The initial KS target game is not the same game as the one promised at $4mil.
That makes no sense. The proposed game at the initial target is only a fraction of what it became after the stretch goals. The game ballooned in scope with every stretch goal it hit. The initial KS target game is not the same game as the one promised at $4mil.
That makes no sense. The proposed game at the initial target is only a fraction of what it became after the stretch goals. The game ballooned in scope with every stretch goal it hit. The initial KS target game is not the same game as the one promised at $4mil.
And that brings the question which bothers me to this day, even with Bloodstained and Yooka-Laylee... When do developers have to say: "Look, we as a team can only do so much. We won't be able to add a gazillion versions, DLCs and mine cart levels just because you keep giving us money"?
Mighty No. 9 |OT| Turn That No. Upside Down
Congrats, Inafune, you're now the Uwe Boll of the gaming industry.
This is actually why I chose to back Yooka Laylee. Once they passed the money they needed for their plan, their new stretch goals were more trivial things like orchestral music, and when they kept getting more money, they eventually said they'd make DLC levels after their initial plan was complete and shipped. Seems like as a team, they knew when to say enough was enough.
That makes no sense. The proposed game at the initial target is only a fraction of what it became after the stretch goals. The game ballooned in scope with every stretch goal it hit. The initial KS target game is not the same game as the one promised at $4mil.
And that brings the question which bothers me to this day, even with Bloodstained and Yooka-Laylee... When do developers have to say: "Look, we as a team can only do so much. We won't be able to add a gazillion versions, DLCs and mine cart levels just because you keep giving us money"?
If I ever do a KS for our game my Stretch Goals will be stuff like me live streaming speedruns of me making my famous Bruschetta while on rollerskates using one hand or stuff like that. I'll do some small game stuff but most any extra change would go towards the base game.This is actually why I chose to back Yooka Laylee. Once they passed the money they needed for their plan, their new stretch goals were more trivial things like orchestral music, and when they kept getting more money, they eventually said they'd make DLC levels after their initial plan was complete and shipped. Seems like as a team, they knew when to say enough was enough.
Lmao! 6/10..or rather 9/10 nowMighty No. 9 |OT| Turn That No. Upside Down
I'm giving my copy to my 12 year old brother.
As an example, Undertale's Kickstarter received 10x what Toby Fox was asking for. He refused to increase the scope of the game and instead put the money for more backer stuff. (Which he still hasn't actually delivered on in full but that isn't my point)
I respect that way more than trying to do everything and adding BS features cause you got more money. Just deliver on your original idea.
I wonder how the game will be reviewed if this game wasnt a kickstarter and wasnt made by Inafune. I wonder because i didnt followed the whole drama around the game so much. Reviewers are just humans and no matter how hard they try such drama will influence their review score. And i have no nostalgia for megaman games because i only played them recently, so no childhood memories. To me this looks like a fun fast gameplay game. But thats just from looking at the gameplay so mb im wrong.
It's as if numbers don't mean that much.Interesting how different reviews can be. Two scores that are the same, but very different tones.
It just hit me. Reviewers have received codes for the game before backers.
Now, I have lost all faith in humanity *cries in the corner* .... fuck prom nights!
This has got to be the most boring boss.this is the final boss fight plus ending. It is definitely something...
https://youtu.be/xdCIrHWzXoE
It just hit me. Reviewers have received codes for the game before backers.
Now, I have lost all faith in humanity *cries in the corner* .... fuck prom nights!
Context is immensely important in this conversation.
If I saw $4 million deposited into my bank account tomorrow as a middle-class worker, you can sure as hell bet I will think that's a fuck-ton of money. But again, context.
Anyone with a vague understanding of how laborious and involved game development is on this level would have been worried with this sub-4 million budget attached for the project of this scale.
Did they bite off more than they can chew? Absolutely. Did they horribly budget and plan for all of these platforms and features? Without a doubt.
But with a team and producer of this pedigree, a full team development cycle of 2-3 years, about 8+ platforms to develop/port/program/test for, online features and gameplay across all of them to test and support, the fulfillment of the of all the various Kickstarter tier rewards, as well as the 10% of kickstarter profit it paid as a fee, $4 million suddenly begins evaporating like a puddle on the sidewalk during hot and sunny day.
What is a "fuck-ton" of money to us, is barely going to squeeze a title of such ambition out the door without notable compromise.
It just hit me. Reviewers have received codes for the game before backers.
Now, I have lost all faith in humanity *cries in the corner* .... fuck prom nights!