This looks interesting. $10 does seem a bit expensive but I'll probably donate anyway.
how is this game too expensive?
This looks interesting. $10 does seem a bit expensive but I'll probably donate anyway.
cuz all iOS games should be 99¢ or free.how is this game too expensive?
This is up against a few things.
It's on iOS
New IP
Unproven Dev
Mid 2013
Unclear on transparancy / Story for donors to follow during dev (especially with such a long dev time)
Fingers crossed for them.
I think clearing up the dev story with a monthly doc episoude at a $15 donation would help a tonne. (along with, early access, beta, tech demo build access).
Precedence. Outside of their comfort zone. Could be the same for the general public on release too.how is this game too expensive?
how is this game too expensive?
The stock market is still around, you know. If you want the hope of some kind of return on investment besides what's being offered here than go throw your money at ATVI or something.In the past, you'd get a share of the profits of the company you helped funding. These days, you get an iOS game and some related paraphernalia. It's the age of Kickstarter start-ups.
Kickstarter is more about sidestepping the big companies who tell everyone what does and doesn't sell. So instead of sitting there, wondering why a certain type of game isn't out, you can actually fund development of that game yourself. It's not about investing for profit, it's about taking the edge off of a risky venture and getting a game out of it.In the past, you'd get a share of the profits of the company you helped funding. These days, you get an iOS game and some related paraphernalia. It's the age of Kickstarter start-ups.
In the past, you'd get a share of the profits of the company you helped funding. These days, you get an iOS game and some related paraphernalia. It's the age of Kickstarter start-ups.
how is this game too expensive?
The "king of the hill" doesn't generally hold the position forever. That sure would be a boring Halo gametype otherwise, you know?Infinty blade2, iOS king of the hill is only $7.50
Pushing a massively popular platform (tho iPad 1 might hurt it).
No need to get defensive.The stock market is still around, you know. If you want the hope of some kind of return on investment besides what's being offered here than go throw your money at ATVI or something.
I'll speak to his people.[...]
Kickstarter is more about sidestepping the big companies who tell everyone what does and doesn't sell. So instead of sitting there, wondering why a certain type of game isn't out, you can actually fund development of that game yourself. It's not about investing for profit, it's about taking the edge off of a risky venture and getting a game out of it.
If you want to invest for profit, I'm sure you can speak to Ryan privately and tell him how much you're willing to fund in that respect and he can decide whether he wants your money.![]()
That's what I was getting at. The edges are blurred here.There's a difference between investing in a company and funding a specific project.
This looks interesting. $10 does seem a bit expensive but I'll probably donate anyway.
Sorry about that, I think the cynicism in this thread is starting to get to me a little.No need to get defensive.
this looks amazing
Kind of a punch in the gut though...ive been working a on a surveillance game myself for a while now. More of a "paranormal activity" type game, trying to catch footage of ghosts in a single dark house, upgrading cameras, using a camera-mounted RC vehicle, etc. Ive been working on the proof of concept using Unity for about 4 weeks now. Ah well.
Do we know yet how much control we have over the main character?
What do you mean by this? How will supporting iPad 1 hurt it?
Don't get me wrong. I'm for this project. And, yes, obviously this isn't something the antiquated developer-publisher relationship could bear and support. We'd be throwing Hope's head at totalitarian strongholds, eventually, after it has passed through all the necessary hands.Sorry about that, I think the cynicism in this thread is starting to get to me a little.
I just feel like some people are missing the point here. Is this a somewhat risky project for a number of factors? Absolutely, and that's probably the main reason why it wasn't picked up by a publisher. Obviously these guys are attempting to do something that is unusual and almost entirely unprecedented (save a few rare exceptions like the Infinity Blade games). I think we all realize this. Even more, it's fairly obvious to me that Ryan understands the risk that he's taking, but if people in the industry aren't willing to take risks once in awhile then how can we expect to ever see anything new?
As far as the complaints regarding some type of financial benefit to reward you for your investment; again, I think you're missing the point. I think Omikaru said this the best a few posts up but I'll reiterate --- the point of Kickstarter is to give games a chance that otherwise wouldn't have one. That's what you're investing in, and the prize is simply the ability to play those games (and whatever other goodies they might decide to sprinkle in). This isn't so much an investment as it is a donation, and it's for a specific project. If it doesn't interest you then there is of course an easy solution --- don't back the project and spend your money on something else.
Maybe it's just me but I personally don't understand the negativity in this thread.
not really a punch to a gut at all. keep making your game bro.
Okay, when you put it look that it sounds a lot more reasonable, and I definitely see where you're coming from. It's a strange new territory that we're delving into, and that's one of the reasons why I'm extremely hesitant to back a kickstarter unless I see at least a few very good reasons to do so.Don't get me wrong. I'm for this project. And, yes, obviously this isn't something the antiquated developer-publisher relationship could bear and support. We'd be throwing Hope's head at totalitarian strongholds, eventually, after it has passed through all the necessary hands.
The financial argument was put forth in jest, but this is an odd twist to the whole Kickstarter business few people realize. We're still effectively funding businesses, but the profit we're eyeing is a product's existence, not its profitability. That's really weird.
... This is an odd twist to the whole Kickstarter business few people realize. We're still effectively funding businesses, but the profit we're eyeing is a product's existence, not its profitability. That's really weird.
this looks amazing
Kind of a punch in the gut though...ive been working a on a surveillance game myself for a while now. More of a "paranormal activity" type game, trying to catch footage of ghosts in a single dark house, upgrading cameras, using a camera-mounted RC vehicle, etc. Ive been working on the proof of concept using Unity for about 4 weeks now. Ah well.
Do we know yet how much control we have over the main character?
Do we know this for sure, though? What happens when one of these funded projects doesn't make it?The worst that happens here is that you get a product that didn't meet your expectations. You paid $10 for a product and you will get that product, there is no questioning that.
That sounds awesome.this looks amazing
Kind of a punch in the gut though...ive been working a on a surveillance game myself for a while now. More of a "paranormal activity" type game, trying to catch footage of ghosts in a single dark house, upgrading cameras, using a camera-mounted RC vehicle, etc. Ive been working on the proof of concept using Unity for about 4 weeks now. Ah well.
Do we know yet how much control we have over the main character?
Well not really, we're funding this specific project. All the money raised, whether it's $500,000, or even more than that, should be spent on this one game and this game alone. It's not like we're funding the business to do what it wants. They've had to pitch the game to us in a not-so-dissimilar fashion as I'd be pitched a game on Steam or the App Store: a trailer, a description, some screenshots, and a listed price telling me what I'm going to get for my money. Short of a demo, it's pretty standard fare, right?We're still effectively funding businesses, but the profit we're eyeing is a product's existence, not its profitability. That's really weird.
The premise of Republique and your proof of concept sounds similar to Experience 112, I really liked how unique the idea of that game was.this looks amazing
Kind of a punch in the gut though...ive been working a on a surveillance game myself for a while now. More of a "paranormal activity" type game, trying to catch footage of ghosts in a single dark house, upgrading cameras, using a camera-mounted RC vehicle, etc. Ive been working on the proof of concept using Unity for about 4 weeks now. Ah well.
Do we know yet how much control we have over the main character?
This may have been asked before, but I though Apple and Google were strict about giving away free copies of games that can be purchased through the app store. I'm pretty sure I read something similiar on another kickstarter page where they said they had to give the PC version and not the mobile one. I assume it's because they don't get a cut of the kickstarter money.
Epic can afford that.Infinty blade2, iOS king of the hill is only $7.50
The premise of Republique and your proof of concept sounds similar to Experience 112, I really liked how unique the idea of that game was.
An Adventure game solely controlled and viewed through security cameras on an abandoned ship. You had to solve puzzles and redirect power to be able to navigate the girl through various parts of the ship and discover what went wrong. Came out in 2008, I think.
I do admit the reward tiers aren't that great. I understand these aren't there to give value for money (especially past a certain point e.g. >$500), but some of the "lower" reward tiers seem pretty empty as well.
LE ($100) +
a poster for $50
then a shirt for $50
then a hoody for $50
and then just 250 dollars more to get a signed poster. C'mon guys.
It may limit what they can do, a few games already are iPad 2 only, in 2013 who knows.
I'm not sure I'm totally onboard with everything I've seen and been pitched so far. It's all too pie-in-the-sky for me. Hiring mo-cap teams for an iPad game, before you've even been fully funded, seems wildly irresponsible. It rubs me the wrong way.
2 million
2000000
/12/5
each member of the team was on $33333/month?
Let's say direct labor costs probably would have been in the $500-750k range, plus whatever they spent on rendering farm time or other non-labor costs = 1 to 2 million.