Wishmaster92
Member
Here are some hi-res concept art shots if they haven't been posted before.




So they talked about one potential silly cheat code in the stream which you brought up as an example. Is this "bad voice acting" mode really something that is worth paying more money for?
We will, there's a whole month left.I hope we get boss rush. Always a Castlevania highlight for me.
People are so out of whack with how Kickstarter works. This is the point of Kickstarter:
"Hello, we would like to make this. Would you like to give us money to make this?"
>Yes
>No
If Yes,
"Thank you. We will use your donation to help make this thing."
If No,
"Okay."
Successful Kickstarters are successful when they are advertise a product that convinces people to purchase the product based on concept to secure funding, or extra funding.
I don't understand what you're saying.
You seem to be having a different conversation here. Nobody said Kickstarters didn't take planning and clean operations, which any fundraiser requires to be successful. This does not change the definition of Kickstarter.
"Hello, we would like to make this. Would you like to give us money to make this?"
>Yes
>No
If Yes,
"Thank you. We will use your donation to help make this thing."
If No,
"Okay."
Yes but it won't matter that they aren't yet fully explained. It'll be fine. You don't need to have a Fight for Nothing about it over here. Are you worried that it won't be fine?The entire argument is about how this kickstarter is not providing any details or clear explanations on the stretch goals. Your first post above is stating the a kickstarter is very simple, the kickstartee will ask for money like this:
I am saying that it's not as simple as that and that the decision of whether someone will want to give money or not is based on several factors that should be detailed/explained in the kickstarter pitch. I hope this clarified my point for you. Yes we all know what a kickstarter's function is.
You made your point. What further do you need to get out of this?The entire argument is about how this kickstarter is not providing any details or clear explanations on the stretch goals. Your first post above is stating the a kickstarter is very simple, the kickstartee will ask for money like this:
I am saying that it's not as simple as that and that the decision of whether someone will want to give money or not is based on several factors that should be detailed/explained in the kickstarter pitch. I hope this clarified my point for you. Yes we all know what a kickstarter's function is.
Once IGA has had a chance to settle back in a little later this week, well be providing some more details about the stretch goals youve already achieved.
I think the problem here is that you are applying an individual perspective to a collective situation. As an individual you are not paying more for cheat codes. Sure you can up your pledge if a stretch goal you are really interested in comes up but you are not obligated to. You could have been the first person to pledge $60 and it doesn't matter how much this whole KS campaign raises or how many stretch goals and backer achievements unlock you'll still get what you pledged for (more even as the overall funding has allowed new features to be added).
Also why should every penny be accounted for by the developers? Why should they be expected to funnel every penny into the final game? You said yourself that they should have planned with foresight. What if they have and the initial goal is exactly what they needed to make the game they want to make? Why should they be expected to keep tacking on features that maybe aren't a part of their original vision because more people are interested in what they pitched to begin with than they initially expected.
If you don't like what they have pitched so far, don't back it, take responsibility for yourself rather than blaming the developer because their KS was more successful than they needed it to be. At this point the game's hit its funding goal, you can just wait until they release it for real.
Here are some hi-res concept art shots if they haven't been posted before.
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It's literally one guy shitting the thread.This thread was so exciting and happy yesterday and today "BOOM!" everyone is cranky-pants over stretch goals. It's amazing the speed in which people turn petty.
If so, what's the sin in that? Are you complaining this KS was too well organized? I'm confused.I don't know if Duckroll was being facetious or not, but I agree with him on one thing; this feels like a very well-orchestrated business move, especially since they have a marketing team involved.
As long as the final product turns out great, I don't mind, but still.
Very true. I've followed a lot of campaigns and chatted with devs before and after, and it's a lot of work. Making sure the game is presentable, filming and editing videos, spreading the word, planning out tier prices and stretch goals and rewards and updates, designing a nice campaign page with GIFs and images and a good amount of info, getting feedback and implementing that feedback. And then once the KS goes up, answering comments and questions, responding to emails, sending out emails, interviews, etc.Sure, a very naive and simple way of stating what it is. There is a lot more work and planning that goes into a kickstarter campaign.
Yes but it won't matter that they aren't yet fully explained. It'll be fine. You don't need to have a Fight for Nothing about it over here. Are you worried that it won't be fine?
You made your point. What further do you need to get out of this?
I don't know if Duckroll was being facetious or not, but I agree with him on one thing; this feels like a very well-orchestrated business move, especially since they have a marketing team involved.
As long as the final product turns out great, I don't mind, but still.
If so, what's the sin in that? Are you complaining this KS was too well organized? I'm confused.
My concern is the health of the entire Kickstarter movement and the potential growth of the already present stigma attached to it?
Read back a little, people were arguing with me that giving money to a KS is more like a donation. If this is a smart business move, doesn't that make us all investors then?
In any case I really hope this game succeeds and they don't fuck it up. I'll buy two copies when it is released.
Start a thread on it if you're so serious about it but stop shitting up this one. You're making it about you and your argument. This is a thread about Bloodstained not your commentary on kickstarter.My concern is the health of the entire Kickstarter movement and the potential growth of the already present stigma attached to it?
I don't know if Duckroll was being facetious or not, but I agree with him on one thing; this feels like a very well-orchestrated business move, especially since they have a marketing team involved.
As long as the final product turns out great, I don't mind, but still.
Dude, no offense, but really look at what you're saying. It's kind of a worthless concern that effects nothing of note in even the related subject matter. People will just fund what they want and things will just go on the way they've been going. All it's going to do is get bigger. Look at how successful this one game has been compared to previous record holders.
Not this argument againRead back a little, people were arguing with me that giving money to a KS is more like a donation. If this is a smart business move, doesn't that make us all investors then?
That's not an argument, that's making you aware of a fact.Read back a little, people were arguing with me that giving money to a KS is more like a donation.
My concern is the health of the entire Kickstarter movement and the potential growth of the already present stigma attached to it?
Start a thread on it if you're so serious about it but stop shitting up this one. You're making it about you and your argument. This is a thread about Bloodstained not your commentary on kickstarter.
I'm not sure I agree. What we are talking about is basically creating an entire separate game (because that's what a Wii U / 3DS / Vita version of a high-end UE4 game is) -- is that not a large potential roadblock?
It's certainly a much bigger drain on resources than any of the existing stretch goals.
That's not an argument, that's making you aware of a fact.
Not this argument again
Backing KS isn't an investment. Just because it's a smart business move, to gauge interest and gain funds, doesn't mean backers are investors.
Building the same game for Wii U as an additional platform -- in addition to the effort of porting UE4 to a platform not officially supported, which I consider a ridiculous undertaking if your goal is just to make a game -- would in fact be even worse than an outsourced port. It would directly limit what they can achieve in the game.The huge issue is scope creep, where they promise one more level, one more feature, whatever, and all of a sudden there's more work but not necessarily enough money to bring on more people, everything gets delayed and the money starts to run out. That's where Kickstarters fail.
I'm not saying porting a game is easy, but you get a quantifiable goal with a limited amount of labour that needs to go into it, and even if you blow the deadline on the port, you're still getting the main product out the door and generating revenue. If the port hits serious problems that sucks, but at least it won't sink the whole project like adding superfluous stuff to the game that just endlessly drains resources.
Furthermore maybe I'm missing something on the Vita here but what I read on their page is Nintendo, which I take to mean Wii U, and if they can figure out UE4 on the system it wouldn't be necessarily a whole new game, just working UE4 (which was built to be scalable) to work on Wii U. Handhelds would need their own game though, I agree there.
I already addressed your question of why they should have every penny accounted for in another post of mine. Developers need to be held accountable for the money they're being given because backers are growing the game's budget not the developers wallet. They don't have to tack on extra features but I'm sure no backer is giving them money, whether the initial funding goal is achieved or not, just so that they can pocket it. The extra money should go to improving the quality of the game, whether through iteration, adding features, etc...
10k per month? Wow, I'd love to see a source for this. Here in Montreal average salary per employee is about half of that, though more technical positions like programmers and AI developers are paid higher than artists/modellers/level creators obviously. I'd say 120k (canadian) per year is at the high end of the spectrum as a salary in the game industry.
Wow, thanks!I wasn't being serious with that comment. I'm aware that we are not investors. Anyway, I'll let you guys enjoy this kickstarter!
I think that is unrealistic. You are donating, and when you donate to other projects they only give out budget in broad strokes. Even large donors and non profits only give out annual reports like this.
Requiring more is sort of the 'entitled gamer' cliche that goes around. Just because it's your money doesn't mean they need to have a in-depth public audit. A studio isn't a registered charity and your relationship to the studio/game maker is as a donor not a business partner. If you feel the terms are shaky, don't donate but it's unreasonable to ask them to 'have every penny accounted for'; business investors wouldn't require that. They want the broad strokes and details on whats going on.
Disclosure also hurts studios that do kick starters; because gamers are young and have no idea what things cost or how the business end works. Stuff like paying an employee a 60k salary means you're probably paying 100k/year in total. 60k directly and 40k in non pay costs like office space, health insurance, employer paid taxes and fees, etc...
DoubleFine was extremely transparent and they got crucified for not conforming to young gamers idea of how the gaming biz works. If they're smart they disclose much less and give people only broad marketing filter snapshots of how development is going.
I don't know if Duckroll was being facetious or not, but I agree with him on one thing; this feels like a very well-orchestrated business move, especially since they have a marketing team involved.
As long as the final product turns out great, I don't mind, but still.
Making me have Skullgirls flashbacks. They were upfront about everything and you still had people claiming that they were asking way too much money per character.
Building the same game for Wii U as an additional platform -- in addition to the effort of porting UE4 to a platform not officially supported, which I consider a ridiculous undertaking if your goal is just to make a game -- would in fact be even worse than an outsourced port. It would directly limit what they can achieve in the game.
I don't think I'm out of line here but your free to think whatever you want. But the whole topic has deviated towards you. Who's fault is that? I'm going to stop replying to you know because I'm part of the problem in doing so. Enjoy your life.I think you should be banned for replies like these. The discussion I am having is directly related to this KS and you are not contributing anything meaningful.
Developers need to be held accountable for the money they're being given because backers are growing the game's budget not the developers wallet. They don't have to tack on extra features but I'm sure no backer is giving them money, whether the initial funding goal is achieved or not, just so that they can pocket it. The extra money should go to improving the quality of the game, whether through iteration, adding features, etc...
Because they will waste time and budget making the engine run on another platform that could otherwise be spent polishing the base game.A lot of people are saying this which I find confusing. These guys are clearly leading development with PS4 and Xbone specs in mind so I don't see why getting a whole pile of money and working out a Wii U port means they're suddenly throwing that out to make the Wii U port easier, rather than porting down.
As for UE4 I haven't heard from anyone who's tried to get it working on Wii U but the official line is it will work if someone wants to make it happen so who knows.
Wow, thanks!
That's so nice of you!
OK, you officially have no idea what you're talking about - thanks for making that clear to everyone.
As Robert @ Zeboyd pointed out, that covers not just salaries, but the overhead that comes with employing someone: benefits, rent, equipment, legal, taxes, etc. The cost of employing is often 50% or more of their actual salaries.
Many devs have 15-20k/man-month burn rates. Those are more like AAA studios, but $10k/man-month is really not very much.
Making me have Skullgirls flashbacks. They were upfront about everything and you still had people claiming that they were asking way too much money per character.
Here are some hi-res concept art shots if they haven't been posted before.
http://s2.postimg.org/gvh6qvvcn/17514400511_c6175c0ccd_o.png[IMG]
[IMG]http://s2.postimg.org/jj6n18odz/17327097140_45edfc52fc_o.jpg[IMG]
[IMG]http://s2.postimg.org/ngtwqnb7b/17326819568_f6356f15b0_o.png[IMG]
[IMG]http://s2.postimg.org/qxvytma9j/17515253395_625508dbeb_o.png[IMG][/QUOTE]
Excellent
Why shouldn't it go into the developers pocket? I think the fact that you refer to backing a KS as donating betrays the root of your misunderstanding. You aren't donating money, you are pledging at a certain tier for the items contained within that tier. The amount raised isn't reflective of how much people want spent on the game, it's reflective of how many people think the pitch presented is worth taking a punt on. I think the whole stretch goal thing has skewed people's perspective of that.
I think gamers think these assumptions are true:
- Everyone makes min-wage
- Employees only cost their wage
- There is no lost time to manage groups of people
- Every person is working at 100% efficiency for 80h a week
- Communication between teams is perfect and no rework ever happens
- Every business works at cost and doesn't need any profit to survive
- The most important thing is that the gamers are happy, we can all live on that
- Working 80h a week for 2 years is healthy and anyone who does less is lazy
Comments like 'lazy devs' drive me crazy at how stupid that sentiment is. Game dev's generally take a 20% pay cut to be in gaming and work insane hours and churn out a lot more than their counterparts in non-game dev technology.
I've been in projects that chew through a million in a year and output smaller scope product than a game. Gamers expect 1.5m to give them all 6 expansion of WoW.
I think gamers think these assumptions are true:
- Everyone makes min-wage
- Employees only cost their wage
- There is no lost time to manage groups of people
- Every person is working at 100% efficiency for 80h a week
- Communication between teams is perfect and no rework ever happens
- Every business works at cost and doesn't need any profit to survive
- The most important thing is that the gamers are happy, we can all live on that
- Working 80h a week for 2 years is healthy and anyone who does less is lazy
Comments like 'lazy devs' drive me crazy at how stupid that sentiment is. Game dev's generally take a 20% pay cut to be in gaming and work insane hours and churn out a lot more than their counterparts in non-game dev technology.
I've been in projects that chew through a million in a year and output smaller scope product than a game. Gamers expect 1.5m to give them all 6 expansion of WoW.
Yeah, Skullgirls shot past their expectations for those characters and still ran out of money before finishing everything and had to subsist on whatever they could to get it done. Making games is a THING.