names2hard4you
Member
I take this is a joke post?lol
but seriously, Igavania level design has always sucked and hopefully this game's vastly higher budget allows him to put as much effort into that as he normally does with loot and magic mechanics
I take this is a joke post?lol
but seriously, Igavania level design has always sucked and hopefully this game's vastly higher budget allows him to put as much effort into that as he normally does with loot and magic mechanics
I take this is a joke post?
Lost a good bit of money thanks to that glitch; not sure if it's just a roll-back or people actually pulled their pledges.
I take this is a joke post?
I replayed the DS games last summer and I completely agree.Er, no?
The typical Igavania castle consists overwhelmingly of bland, generic rooms filled with enemies and a few simple obstacles, with little to nothing in the way of puzzles or platforming challenges designed around your newly acquired abilities. They've always been more side-scrolling loot-based dungeon crawlers than Metroid-style platformers, despite borrowing their basic structure from the latter.
Er, no?
The typical Igavania castle consists overwhelmingly of bland, generic rooms filled with enemies and a few simple obstacles, with little to nothing in the way of puzzles or platforming challenges designed around your newly acquired abilities. They've always been more side-scrolling loot-based dungeon crawlers than Metroid-style platformers, despite borrowing their basic structure from the latter.
This picture pretty much sums up the whole situation
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As I said earlier, I feel that there is a disconnect between publishers simply not understanding that demand for these sorts of games indeed exist, yet they firmly believe it doesn't.
The above three examples in the image simply prove the opposite. It's a unfortunate situation but I understand these publishers don't want to take risks. It's just a shame they have the mindset that everything needs to be a AAA seller or nothing nowadays.
At least I'll be able to play Bloodstained when the time comes. From what I can see so far, it'll contain everything I want in a Igavania game (multiple playable characters, large Castle to explore, multiple modes, etc) It's hitting all of the right notes.
But in one hour we are approaching the last 24 hours of this campaign. It is soon time to celebrate an amazingly successful kickstarter, and less to grieve about publishers thinking they know more then us about what we want.
I hope we hit the $5mil mark, because a rougelike Igavania would be amazing.
And what brain-dead idiot at Konami said a game like this would fail?
They may have some point in the world of the AAA/AAAA titles where your game cost millions to make and needs to sell millions to make a profit stuff like Mega Man or Banjo Kazooie or Castlevania the audience simply isn't there for it... and it never was. The audience for those games has always been a smaller more dedicated fan base and the bigger publishers have seemingly lost sight that you can have games that fall between AAAA mega block busters and f2p2w mobile titles.
I ended up pitching the money for the Physical Release. That swordwhip was what got me. Most I've ever spent on a Kickstarter xD
Hoping once these mammoth KS are over and E3 passes Bard's Tale IV will get some love. Happy all these games are getting the monies.
Count me as one of those who are against KS by principle. But I just caved and backed this. My first ever.
Possibly last.
Fuck you Konami
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Er, no?
The typical Igavania castle consists overwhelmingly of bland, generic rooms filled with enemies and a few simple obstacles, with little to nothing in the way of puzzles or platforming challenges designed around your newly acquired abilities. They've always been more side-scrolling loot-based dungeon crawlers than Metroid-style platformers, despite borrowing their basic structure from the latter.
Never thought I would do it, but I threw in for the $125 tier on a kickstarter (was already at the $60 tier).
That is the point, not every game needs to be a million seller to be successful. Publishers don't understand you can make a game with a modest budget and sell only 200k to 400k and still be successful.
Also remember that the 60k people pledging for this game on Kickstarter aren't the only people interested in this game. There are undoubtedly people that have an interest in it but simply are waiting until it's release to buy it then.
So all backers get the boss fight against IGA, right? I really want to see how that'll work.
You guys still think the publisher will fork over "at least" $4.5 million after this KS's massive success? I'm beginning to think they may back pedal a bit and say "you have a shit ton of money, you don't need everything we promised" and give less now?Don't forget that the game already has a publisher that's putting in, at minimum, 4.5 million dollars on it. So we're looking at a game with something around a $10 million dollar budget at the minimum, and even if all the sales were digital with a Steam-like 70-30 split, that's a little over 475,000 copies sold just to break even at $30 a piece, and a little over 350,000 at $40 a piece.
I could be wrong, but I think that he's only part of the backer edition ($60+ tiers).
You guys still think the publisher will fork over "at least" $4.5 million after this KS's massive success? I'm beginning to think they may back pedal a bit and say "you have a shit ton of money, you don't need everything we promised" and give less now?
After all, they were thinking they'd get $800,000-1,000,000 max plus $4.5 million from the publisher for a total of $5.5million. Who's to say the publisher will still be willing to make this game a $10 million budgeted game now?
What I'm trying to say is: until they confirm it lets stop assuming they're getting an automatic $4.5 million budget from the publisher. They were always vague in that part from the beginning and they only spoke about it when this KS was only starting.I don't see why that would be the case, but I'm sure there is some sort of written contract in place.
You guys still think the publisher will fork over "at least" $4.5 million after this KS's massive success? I'm beginning to think they may back pedal a bit and say "you have a shit ton of money, you don't need everything we promised" and give less now?
After all, they were thinking they'd get $800,000-1,000,000 max plus $4.5 million from the publisher for a total of $5.5million. Who's to say the publisher will still be willing to make this game a $10 million budgeted game now?
Fair assessment, although I don't totally agree. SotN wasn't amazing in that regard, but the series took a further step back with the handheld entries. I'm sure budget and time constraints had a major part in it. Its an issue that affects the abilities within the games as well. Minimal level design catered to taking advantage of unique traversal abilities, and thus the abilities available are typically pretty standard stuff like double jumps, bat flight, or abilities simply used to get past a single path block.
I think Igavania games has really excelled in having a sense of exploration compared to other games in the same genre. They don't have a lot of difficult platforming, but I don't think they were ever supposed to have that (there's been several times Iga has said he's not a fan of pixel perfect platforming).
You guys still think the publisher will fork over "at least" $4.5 million after this KS's massive success? I'm beginning to think they may back pedal a bit and say "you have a shit ton of money, you don't need everything we promised" and give less now?
After all, they were thinking they'd get $800,000-1,000,000 max plus $4.5 million from the publisher for a total of $5.5million. Who's to say the publisher will still be willing to make this game a $10 million budgeted game now?
I can't imagine IGA had any idea they'd pull down this amount of cash but I don't think they will have the agreement change unless there was some stipulations in the original agreement which I doubt. And regardless of anything else they need Deep Silver's distribution channels to properly sell the game at retail.
What I'm trying to say is: until they confirm it lets stop assuming they're getting an automatic $4.5 million budget from the publisher. They were always vague in that part from the beginning and they only spoke about it when this KS was only starting.
You guys still think the publisher will fork over "at least" $4.5 million after this KS's massive success? I'm beginning to think they may back pedal a bit and say "you have a shit ton of money, you don't need everything we promised" and give less now?
After all, they were thinking they'd get $800,000-1,000,000 max plus $4.5 million from the publisher for a total of $5.5million. Who's to say the publisher will still be willing to make this game a $10 million budgeted game now?
You guys still think the publisher will fork over "at least" $4.5 million after this KS's massive success? I'm beginning to think they may back pedal a bit and say "you have a shit ton of money, you don't need everything we promised" and give less now?
Besides the fact that any publishing deal worth speaking about is going to already be in writing, if the purpose of the kickstarter was to gauge the interest of the market, and then see the market responds with ten times their initial expectations, why would the publisher respond by investing less? Especially at the risk of jeopardizing the relationship with the developer?
Er, no?
The typical Igavania castle consists overwhelmingly of bland, generic rooms filled with enemies and a few simple obstacles, with little to nothing in the way of puzzles or platforming challenges designed around your newly acquired abilities. They've always been more side-scrolling loot-based dungeon crawlers than Metroid-style platformers, despite borrowing their basic structure from the latter.
Without accounting for however much more PayPal has raised past 150k, we're now at $4.753m with 20 hours to go. So roughly around 12k an hour to 5 million.
Without accounting for however much more PayPal has raised past 150k, we're now at $4.753m with 20 hours to go. So roughly around 12k an hour to 5 million.
It always gets charged after the Kickstarter is over, assuming that it was fully funded (not an issue in this case lol).Quick question. Kickstarter noob here. When does your account get charged after pledging?
You guys still think the publisher will fork over "at least" $4.5 million after this KS's massive success? I'm beginning to think they may back pedal a bit and say "you have a shit ton of money, you don't need everything we promised" and give less now?
Quick question. Kickstarter noob here. When does your account get charged after pledging?
As I said earlier, I feel that there is a disconnect between publishers simply not understanding that demand for these sorts of games indeed exist, yet they firmly believe it doesn't.
The above three examples in the image simply prove the opposite. It's a unfortunate situation but I understand these publishers don't want to take risks. It's just a shame they have the mindset that everything needs to be a AAA seller or nothing nowadays.
It always gets charged after the Kickstarter is over, assuming that it was fully funded (not an issue in this case lol).
When the campaign ends.
Since when does logic impere with videogame publishers? You've got to give me some credit here. What you say is the logical conclusion, yes, but who's to say that that's what this publisher would do? If they can see a way of making the same game while risking less money than originally planned I'm willing to bet at least one would go my hypothetical route. (I wasn't implying the publisher would back out completely, just that it might fork over less money than originally planned).Yes, as a risk-averse video game publisher what I really want to do when I see a title I am publishing be surprisingly successful is claw back my own investment so that I receive less of the profits when it is released.
Does anyone know the dev budgets of any past igavanias?
Just 15k? That seems insanely low.People have thrown around a figure of 15k for Harmony of Despair, aside from that I've seen nothing.
People have thrown around a figure of 15k for Harmony of Despair, aside from that I've seen nothing.
Since when does logic impere with videogame publishers? You've got to give me some credit here. What you say is the logical conclusion, yes, but who's to say that that's what this publisher would do? If they can see a way of making the same game while risking less money than originally planned I'm willing to bet at least one would go my hypothetical route. (I wasn't implying the publisher would back out completely, just that it might fork over less money than originally planned).
Would you be willing to bet your house that the videogame industry is lacking those types of people? I mean, look at Konami!No. Just, no. They'd have to be pants on head crazy.
Since when does logic impere with videogame publishers? You've got to give me some credit here. What you say is the logical conclusion, yes, but who's to say that that's what this publisher would do? If they can see a way of making the same game while risking less money than originally planned I'm willing to bet at least one would go my hypothetical route.
Remember we live in a world where Infinity Ward had to fight ferouciously against Activision's reluctance of bringing CoD4 to modern times because they thought it wouldn't succeed and that people only wanted WW2 shooters.
Which just as easily said contract would say "the more money above X amount you raise the less additional budget we'll give you".This whole thing would have to be pretty poorly planned if they didn't make a solid contract with the publisher regarding the budget. I don't think they would have come up stretch goals all the way up to $5 million if there was the slightest chance the publisher might pull the rug from under them.