• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

The Banner Saga Kickstarter project by Stoic [Ended, 723K funded]

Holy fuck, give me upgradeable Viking cities! Screw ports galore, just keep it to PC and Ipad and give me that!

If that happens, it will be pretty much my dream game since on top of all the rest, I love doing that recruiting, upgrading your castle like they do in Suikoden

Bringing the game to consoles will mean that a lot more people will get to play it, which also means more exposure and revenue for them. That would be good news for the next project they do, assuming they don't come back to Kickstarter to fund that one.

I'm more interested in the upgraded finale and extra events at that tier. I really want this to have an engaging story.
 

Lach

Member
If I hadn't already upped my pledge to $170 (I'm a sucker for ost's), I would defenitly do so now. But that is as much I would possibly donate.
 

PaulLFC

Member
I wish there was an added tier between the $10 and $50 ones that just included the 3 chapters/parts of the game, and nothing else. With Shadowrun and possibly Grim Dawn still to fund, I don't want to spend $50, but I'd prefer to have all 3 parts of the game.
 
I wish there was an added tier between the $10 and $50 ones that just included the 3 chapters/parts of the game, and nothing else. With Shadowrun and possibly Grim Dawn still to fund, I don't want to spend $50, but I'd prefer to have all 3 parts of the game.

Same here. Could care less about the guild crest or the poster tbh.
 
Really wish someone would take the $4500 or $10,000 tier. That would be a huge help at this point.

At least the orchestra is on lockdown. I think $700,000 may be out of reach unless this gets coverage, but I'm guessing they end with about $650,000.
 
I'm rather worried about them saying "at 600k, we'll put it all into music", since they still have to put it into rewards and fees.
 

Piecake

Member
It just hit 600k. Only 100k left.

650k is looking like its in the bag. 700k though, I think is still up in there air


I don't necessarily get that impression.

Can we update the title to mention the Kickstarter is ending in two days and that we have a $700,000 stretch goal?

from update
If we meet this goal we'll be able to add one of the coolest features we thought was way beyond the scope of our game. In multiplayer, players will control their own city, raising it from a modest village to a bustling city with visual customization and their guild crest flying on the walls. Over time, players can construct buildings that will allow them to recruit new units, trade for powerful items and ultimately fight for territory.

I think it is only multiplayer. Mostly based on that, as well as they talked about how we are apart of a traveling caravan. So I think our whole town/clan is on the move, and we left our home/castle behind
 

hym

Banned
I don't get the XBLA port bit, you need a publisher to get on that service.

The 3 founders of Stoic Studio are former BioWare developers, I'm sure they have some contacts to make something happen or maybe even Microsoft themselves could publish it on XBLA (like Super Meat Boy, Limbo) with excellent art like that it shouldn't be too hard to convince them. Turn-based strategy games might be somewhat underrepresented there anyway or at least the ones in an appealing coat of paint.

They do have time to sort it out t, I doubt they would attempt to bring the game to consoles as separate chapters (didn't work out too well for Telltale).

$650k looks likely but still kinda tight if the pace doesn't pick up on the final day.
 
I think it is only multiplayer. Mostly based on that, as well as they talked about how we are apart of a traveling caravan. So I think our whole town/clan is on the move, and we left our home/castle behind

Yeah they clarified it in the comment section. The base is for multiplayer, the single player game is about a journey. The multiplayer apparently has some effect upon the main campaign that he said they'll unveil later on.

Glad to see that the orchestral soundtrack is officially a lock. I agree that 700k is looking unlikely right now but strange things have happened in the last 48 hours of a Kickstarter. At least it should hit 650k.

Either way it's already set the bar for what a true indie title from an unproven developer can do on Kickstarter. When you think about how this started with just three people in a garage, it's pretty amazing.
 
It's jumped 5k over the past 2 hours. I hope they can keep the momentum going. I've now got faith that they'll reach 650k.

Crossing fingers for the big 700.
 
So you'd be paying to get a game on the platform so you can pay for it again? Doesn't make a lot of sense to me.

Porting Kickstarter games to new platforms at certain funding tiers is nothing new. Every major Kickstarter does this. At least in this case we're getting a lot more than just new platforms at 650k.
 
It would be nice if you could choose which version you'd get with your donation.

They addressed this when they reached the level where they could port to Linux and iPad. The Kickstarter is officially for PC and Mac and they can't change this now. The other ports will probably happen after launch.
 

Decado

Member
Porting Kickstarter games to new platforms at certain funding tiers is nothing new. Every major Kickstarter does this. At least in this case we're getting a lot more than just new platforms at 650k.
*shrugs* Just because others have done it before, doesn't make any more sensible...unless they allow you to chose which version you get.

When additional platforms come into play you're no longer funding a game so much as acting like an investor...who can't profit.
 
Actually, I just checked again. It appears that they are offering backers free copies of the game on whatever platforms support this.

From the 8th update:

We will be porting the game to iPad and Linux after our initial release. We cannot provide free keys for the iOS version due to restraints from Apple, but we will be providing a free Linux version to anyone who requests it in the survey we send out at the end of the Kickstarter campaign. Both of these will be available as soon as we are able to begin porting the game; post-release, but before the second part of the game.

So it appears that if PSN and XBLA allow it, you should be able to get your copy for those platforms.
 

sixghost

Member
Actually, I just checked again. It appears that they are offering backers free copies of the game on whatever platforms support this.

From the 8th update:



So it appears that if PSN and XBLA allow it, you should be able to get your copy for those platforms.

That's awesome if they do that. What a great way to take care of the people who support the Kickstarter.
 
I found a pretty good article on some of the true indie Kickstarters that have been successful. That atrocious Takedown thing is one of them, but The Banner Saga is also prominently featured.

As the campaigns for FTL and Takedown were getting started, the developers at Stoic watched with interest. Stoic is a development power trio composed of Arnie Jorgensen, a veteran artist with tours of duty at DC and Image Comics before working at Retro Studios and Ion Storm, John Watson, who started as a programmer at NASA before jumping into the games industry at Sony, and Alex Thomas, the trio’s only lifetime game developer who began his career at Wolfpack Studios before they changed their name to Kingisle in 2005. The three met at BioWare, where they worked on The Old Republic together. Jorgenson and Thomas also worked on several side projects with BioWare’s blessing, including an iOS children’s book called DinoBoy. After The Old Republic shipped, they recruited Watson and they soon left BioWare began work on The Banner Saga. The timing couldn’t have been better. By coincidence, The Old Republic launched last December, and Double Fine’s Kickstarter campaign started shortly afterwards in early February.

“Truth be told, Kickstarter was part of the plan back at the formation of the company,” says Thomas. “At that time the highest games could make was roughly $30k. Our friends from White Whale – currently working on God of Blades – had a successful run and encouraged us to go for some extra funding since we’re paying for production out of pocket using our own personal savings. Then Double Fine and inXile blew the doors off the Kickstarter thing, which was pretty surreal to watch, knowing that we were working towards the exact same goal. Suddenly we weren’t sure how to approach it. Ultimately it became obvious that the right thing to do was to ask for the real amount that we could use toward making the game the biggest we could while still manageable for three people.”

How did they come to this conclusion? They did their homework. With a handful of campaigns either completed or in full swing, the Stoic trio had enough material to formulate a solid plan. The first part of this plan was to avoid going in cold. “We did a lot of research when we were planning out our campaign but the best advice we got was to talk about the game early and often, pre-launch,” says Thomas. “By the time our page was ready to go we had a lot of people already interested in the game, which got us to our goal quick, in turn generating a lot more media attention and so on and so forth.” They also took special care when it came to the different rewards Kickstarter backers would receive at different levels. “One of the things we’re most happy with is the extra time we took to show all of our prizes at the start of the project,” Thomas elaborates. “As far as I know we were the first to really go all out with [it] and I think people have really connected with that.” Finally, they made sure people would get a preview of the game itself. “Another top priority was to make sure we had an actual game to show and make sure it was an accurate representation of the final product. Without a big name backing us we knew we’d be relying on the quality of the game itself to get people interested and the sincerity of how into it we truly are.”

After doing their due diligence, Stoic’s initial goal for The Banner Saga was set at $100,000. Were they still nervous about a goal like that even after planning so carefully? “Yeah,” confirms Thomas. “So to elaborate on that more, we were pretty nervous about reaching $100k. Unlike [Double Fine Adventure and Wasteland 2] we didn’t have any high-profile names supporting us, just our reputation as leads from BioWare and a game concept. We even considered playing it safe with a lower target with a whole whiteboard full of pros and cons. One of the pros to sticking with $100k was ‘It’s what vikings would do.’” Like the FTL team, their worries were for naught. The Banner Saga currently sits at roughly $570,000 with time still on the clock as of the writing of this article. “To be at over 500% funding now without even asking for future milestones is pretty mind-blowing and encouraging,” summarizes Thomas.

And what of the factors that come with success? Does Stoic feel like such success in their Kickstarter campaign relieved some pressure, or did it add pressure of a different sort like it did with the FTL team? “That’s an interesting question, we’ve recently been talking about this because you’re absolutely right on both accounts,” Thomas answers when asked about the topic. “When there was no expectation we were planning to market the game as more of a grass-roots effort, like the trend with games to come out in alpha and grow a fanbase over time. With all the attention we’ve gotten recently that’s probably not the right approach anymore. We’ll be keeping fans up to date on our progress but I think there’s a certain expectation now that didn’t exist before. Plus, as we add top shelf talent to the project there’s the pressure of making sure everything meets that high standard.” Still, Thomas has a hard time being picky. “I can’t complain though, it’s the kind of pressure we’re happy to deal with and clearly it’s given us a lot of breathing room to give us a chance to make the game we really want to make, not a compromised version. I think we’re in a better position now than we ever could have hoped for.”

Like both Christian Allen and the FTL team before them, Stoic is also being careful not to overextend itself. “One of our primary objectives throughout this whole thing has been to run the campaign with quality and integrity. Sounds like corporate speak but it’s true,” Thomas says. “We’ve gone out of our way to avoid exaggerations and false promises. Basically, we never set out to make the game bigger than something we could handle with a small team, which has become an interesting problem because our backers are really interested in what we’re going to be doing with all the overflow donations. We’ve decided to keep the scope the same but up the quality everywhere that we can – animations, sound, music, additional programming support, QA, playtesting, writing.” Being level headed and realistic clearly doesn’t exclude being excited, though. Thomas adds, “When we started working on the game we knew it was something we were way into but we couldn’t be sure other gamers agreed. More than the funding. what Kickstarter has done is told us beyond a shadow of a doubt that there are a lot of people interested in the game. Nothing could be more inspiring.”

The success of The Banner Saga seems like the culmination of the lessons learned during the dawn of the Kickstarter movement
, when Takedown and FTL were among the first to follow in the wake of Double Fine Adventure. The lessons on presentation that Serellan learned and implemented during Takedown’s campaign, to the effects of both FTL’s positive press and the surprise pressure and momentum that it gained all seem to ring true. Was the success of The Banner Saga at least partly due to this? If so, does that mean that it represents the future of this Kickstarter movement, beyond long awaited sequels and campaigns led by big name developers?
 

stabwound

Neo Member
Since when is the promise of a console port a GOOD thing?

That simply has a negative connotation for anyone that's already donated toward the game. Awful.
 
Since when is the promise of a console port a GOOD thing?

That simply has a negative connotation for anyone that's already donated toward the game. Awful.

I am really baffled about why it's acceptable for the dozen people who'll play this on Linux to get their port but suddenly console versions are the devil. At least the console versions might reach a few folks who wouldn't be able to play it otherwise.
 

Piecake

Member
Since when is the promise of a console port a GOOD thing?

That simply has a negative connotation for anyone that's already donated toward the game. Awful.

How does them porting it to consoles impact the game you are going to get in any way? Hint, it wont. All it will do is allow more people to play the game, which, unless you are a completely selfish Dbag, is a good thing
 

DTKT

Member
This is weird, I could have sworn you were arguing against a Linux port for another kickstarter in a different thread.

That was me being dumb. Someone mentioned that the port from Mac code to Linux is pretty simple.

So yeah, I saw the light! :D
 

zoku88

Member
That was me being dumb. Someone mentioned that the port from Mac code to Linux is pretty simple.

So yeah, I saw the light! :D

Well, that's good :)

I am really baffled about why it's acceptable for the dozen people who'll play this on Linux to get their port but suddenly console versions are the devil. At least the console versions might reach a few folks who wouldn't be able to play it otherwise.
I love how you can continuously spout stuff like this, despite contrary evidence. (re: number of people who play games in Linux.)

If you can believe that someone would have a 360 or PS3 and not have a computer and would be interested in this game, I'm not sure why you wouldn't believe that people could have Linux and not have Windows....
 

stabwound

Neo Member
Uhh, what? Has no one ever played a game that was designed with both consoles and PC in mind? There are always corners cut and things changed for the worse on the PC version in order to accommodate consoles. An example would that the UI will be changed so that it will work best with a controller when you're sitting 15 feet away from a TV. There are tons of other things.

You can look at almost any game that is released on both consoles and PC and see how the PC version was negatively affected by the console release. Skyrim, Dragon Age, you name it. No one can say that the default UI of Skyrim/Dragon Age 2/Fallout 3 is optimal for a mouse and keyboard; it's very awkward and designed for being used with a controller while sitting on a couch.

Of course it's good for console players, but it's not good for PC players, AKA the people that have already donated toward it.
 
Top Bottom