Lee Chaolan
Member
I meant more along those lines as opposed to something else. and lol Gamespy
Just? Lol.Agreed, 300k plus more just for online multiplayer?
Agreed, 300k plus more just for online multiplayer?
I'm shocked that online feature was a stretch goal and not already inside
With over 13.000 backers, those are going to be the hardest to read or longest credits ever...
Agreed, 300k plus more just for online multiplayer?
A killer 4-player local multiplayer experience and asynchronous features like leaderboards were always a part of the core experience that we plan to deliver. So why is Online Synchronous head-to-head Multiplayer our first stretch goal? This feature has been at the top of our dream features to add lists since the beginning. We worked out a few different stretch goal scenarios, and weve decided to dive in headfirst and go for the gold, instead of putting any smaller roadblocks ahead of that goal.
Me too. Kind of a dick move.
The entire project is budgeted at around 1,550,000 for two platforms, so 300k for multiplayer on both consoles sets the budget at 150k for a programmer/netcode specialist to work on each platform. It really isn't that much.
I would *hope* there's at least a reasonable amount of unified design to the PSN interface for each platform - I would have expected one programmer to be able to handle both systems. That said, it's entirely dependent on how competently Sony designed the backend, there!
Sony doesn't really handle any of that they just certify the servers that can be connected to. Harmonix would have to purchase and design the server software and infrastructure they use. Now sony may have some API's designed to make this easier but who knows since this game requires precise input timing.
Offline Multiplayer is still there, isn't it?
I think they would get more money with a Vita stretch goal instead of the online one.
Thanks for including me in your list but there have been console exclusive kick starters with big names attached that failed miserably. The biggest I can think if was a car combat with David Jaffe attached to it that was also exclusive to Playstation consoles. It wasn't some crazy baseless prediction from people that not having a PC version might end up killing this one.Turns out, non-pc console exclusive kickstarters can be pretty successful, and it was achieved in just 18 days for a game that bombed on PS2 more than 10 years ago. I imagine series that were more popular back in the day will manage to bring in even more money, and I believe this kickstarter will be a model for future console exclusive kickstarters(if only for the fact that OG developers want to revisit their old games but can't make it multiplatform because the IP is owned by someone else).
It's funny when this thing really exploded a few days ago(around pages 30), the whining about a PC version suddenly stopped.
I think they would get more money with a Vita stretch goal instead of the online one.
You don't know that. Vita people buy a lot of games.highly unlikely that they'll hit that stretch goal. also, the idea that a vita stretch goal would magically increase funding is a pipe dream
Thanks for including me in your list but there have been console exclusive kick starters with big names attached that failed miserably. The biggest I can think if was a car combat with David Jaffe attached to it that was also exclusive to Playstation consoles. It wasn't some crazy baseless prediction from people that not having a PC version might end up killing this one.
I'm glad Harmonix got funded and I was wrong as they're one of my favorite devs but I think it's disingenuous to paint people doubtful of its success as crazy.
Huh your right. David Jaffe being attached must have made me misremember.
You don't know that. Vita people buy a lot of games.
I suspect timings would be kind of irrelevant, in that there's not actually much interaction between the players
There's nothing shady about them going Kickstarter. Can people stop with this BS and educate themselves of the matter already. Sony didn't want to do anything with the IP anymore because the previous two didn't sell all that well. Harmonix DID want to do a new Amplitude after a decade after the first Amplitude. Sony was cool enough to let Harmonix use the IP, but they had to arrange funding themselves. Harmonix doesn't have some magical pile of cash anywhere they could use to completely fund this themselves, so they went to Kickstarter to get the minimum amount of funding they'd need for it to be viable for them. Sony has been cool enough (for their selfish reasons) to promote the Kickstarter. That's really all there is to it. If you think there's anything more to it, you should join the tinfoil hat club, as that's where you belong.Yup, I haven't backed yet because I find it rather shady of Harmonix to go the Kickstarter route. If there was a Vita version, I'd back it anyway to basically "pre-order" a Vita version of a game I used to love on PS2.
This really sums it up perfectly. People have to remember that the previous two games were huge sellers and household names like Rock Band and Guitar Hero were and from a business standpoint, it would be quite dumb for a publisher (like Sony) to fund a sequel/spiritual successor to a game series that didn't sell, at all. Thankfully, we have programs like Kickstarter and Harmonix is able to get the money to fund the development of a new title in the series and they were able to achieve the goalThere's nothing shady about them going Kickstarter. Can people stop with this BS and educate themselves of the matter already. Sony didn't want to do anything with the IP anymore because the previous two didn't sell all that well. Harmonix DID want to do a new Amplitude after a decade after the first Amplitude. Sony was cool enough to let Harmonix use the IP, but they had to arrange funding themselves. Harmonix doesn't have some magical pile of cash anywhere they could use to completely fund this themselves, so they went to Kickstarter to get the minimum amount of funding they'd need for it to be viable for them. Sony has been cool enough (for their selfish reasons) to promote the Kickstarter. That's really all there is to it. If you think there's anything more to it, you should join the tinfoil hat club, as that's where you belong.
I'm surprised they can even make a game on $775,000
They said in the livestream that the 775k is only half of the funds for the development (they were able to come up with the half)I'm surprised they can even make a game on $775,000
I'm surprised they can even make a game on $775,000
They can't. They are spending something like (at least) $900k-1mil of their own money on this, based on their comments that 775k is less than half of the full budget for the game. But that's as big a risk they can take on a passion project like this on their own, given how PS2 Amplitude sold.I'm surprised they can even make a game on $775,000
I'm a little worried about the difficulty. They say on the Kickstarter page that it will be as hard as the original, but even the last levels on Expert weren't all that hard. The hard songs were the remixes people played online.
If you say that, then you don't know what Amplitude online multiplayer was like. Misdirection and track blocking to end your opponents streak was just as important as playing notes. That stuff takes absolutely precise timing.
Why no Vita? They've already said in FAQ its a stretch goal.
It's just an observation of how many people thought it wouldn't succeed without a PC version, and how insistent they were the one and only reason it could be failing was because it didn't have that version. While it's true that there was fear, there really wasn't any precedent for console only kickstarters not succeeding right? Because high level console only KS were really never done before. Amplitude is the first console only KS that had a huge funding goal and rose to be like one of the highest funded games there.
There's nothing shady about them going Kickstarter. Can people stop with this BS and educate themselves of the matter already. Sony didn't want to do anything with the IP anymore because the previous two didn't sell all that well. Harmonix DID want to do a new Amplitude after a decade after the first Amplitude. Sony was cool enough to let Harmonix use the IP, but they had to arrange funding themselves. Harmonix doesn't have some magical pile of cash anywhere they could use to completely fund this themselves, so they went to Kickstarter to get the minimum amount of funding they'd need for it to be viable for them. Sony has been cool enough (for their selfish reasons) to promote the Kickstarter. That's really all there is to it. If you think there's anything more to it, you should join the tinfoil hat club, as that's where you belong.
Beautiful. Hope you don't mind me saving this and archiving it![]()
That looks amazing. You are very talented I must say. You should of covered it or sealed it with that plastic stuff man. Shit looks dope as hell. Cant imagine what it would look like at night. + rep!
Wow that's super cool!
Yeah, I disagree on that one. I just don't like big, established developers using kickstarter. All I'm saying is that a Vita version would have convinced me to back the kickstarter anyway, even if it feels more like being part of a viral marketing campaign than helping out someone who really needs it. I'm sure you and others have good reasons being backers and Harmonix have their reasons for doing the kickstarter, but as long as a Vita version isn't part of the kickstarter, I'll stick to my tinfoil hat; thank you very much.
Still Sony-exclusive? Meh
sure Harmonix is more established than most but they're hardly EA or Activision....
Yeah, I disagree on that one. I just don't like big, established developers using kickstarter.
I'm a little worried about the difficulty. They say on the Kickstarter page that it will be as hard as the original, but even the last levels on Expert weren't all that hard.
I see you edited your original post but here's the answer anyway
"I think Vita has been a surprise success for us," he said.
"If you compare it to the PS3, for example, you'd expect the home console would be selling the most. Vita's doing way better for us though. That's not proportionally, that's in terms of unit sales."
"There's a more dedicated set of people who appreciate the kinds of games that are coming to Vita," he said.
"And you don't have the kind of competition that you have with PS3, because there aren't triple-A games on Vita. You don't get the big games on Vita any more, but you are getting a lot of the same sized digital games. These are gamers' games. They're small and can kind of be experimental in some way, but they're all interesting and there's loads of them."
"Honestly, Vita owners are the ****ing best," McQuinn said. "People rag on the Vita so much, and I think people who rag on the Vita don't understand, at least from a business perspective, the purchasing power of Vita owners. Vita owners are serious purchasers of games. It's an amazing system."
"If people don't see the Vita doing the same number of sales as the 3DS, then it's automatically a failure," McQuinn said. "But I think what people fail to understand is the purchasers of Vitas are very, very engaged game consumers. For them, the attach rate with games is very high. There might not be a lot of Vitas out there, but the people who do own Vitas are very serious consumers; they buy a lot of games."