Amplitude (Harmonix) PS3/PS4 - KS (Funded, final day)

Is it really mind boggling, considering they've already released spiritual successors that were underwhelming in comparison? They clearly need to use the IP to make the game that long time fans and themselves want made.

I guess the proof is in the pudding. No chance this gets funded.
 
I should make a counter of how many people who haven't paid attention to anything Harmonix has said come into this thread and say stuff like this.

How dare they not have knowledge of a topic that Harmonix has decided to talk about in nothing but @reply tweets.

Harmonix is as much to blame for this misconception as anyone because they flat out refuse to address it in any way that is reasonable. Especially given that twitch stream (where he mentions the exact possibility of maybe just releasing it under another name) contradicts the stuff he said later. Even if they can't talk about the details they really should find a way to get the message out like they did with the money FAQ
 
From a CVG interview published at the start of the campaign:

Many Kickstarter games are "spiritual successors" from their original creators. Did you ever consider going that route to potentially work on more platforms?

There's a lot of different reasons why people go with spiritual successor, sometimes they may not have the best relationship with the publishers, or they have a struggle with the property. We are not in that situation at all.

We have a good relationship with Sony, and Amplitude as it is is what we want to make. The PlayStation controller is also quite good for Amplitude. The buttons are, this is a weird hyper-detailed thing, but... Not every controller out there is great for this kind of high-speed, intense beatmatching. But the Sony controller is quite good at it.

What makes it ideal?

Literally the feel of the buttons, and the amount of throw on the buttons, and the speed in which they engage, the layout. There's just a lot about it.

In Amplitude, once you get into the mid-to-high difficulties it becomes a very fast and frantic game, and you need super-speedy response and the ability for your fingers to just hit that stuff really quickly.

And the DualShock has always been a great interface for that.
 
From a CVG interview published at the start of the campaign:

That's not what he's referring too. There's this other party line that they literally are not allowed to do a spiritual sequel because so much of the game's code or concepts are owned by Sony. But it's all vague, and they haven't mentioned it anywhere else. All the really public stuff is basically just "we like Sony and stuff." If they were just honest and included that stuff in that interview, they'd be cutting off the second major problem of the kickstarter (the first being the "Why do they need this at all?" question). So if it's actually true, why on earth skirt the topic? I'm sure legal reasons preven the specifics but if he just said what he did in Twitter in interviews instead of that PR fluff, they'd be in a much better position.
 
Even if they can't talk about the details they really should find a way to get the message out like they did with the money FAQ

I don't really see what difference it would make for the bottom line. It's not like there would be an influx of PC/Xbox backers if only HMX explained why they're trying to make this PS exclusive game instead of a different game.
 
I don't really see what difference it would make for the bottom line. It's not like there would be an influx of PC/Xbox backers if only HMX explained why they're trying to make this PS exclusive game instead of a different game.

People have multiple systems. People would prefer their games on their priority platform, but if there were actual logistical reasons that make sense you'd probably sway more people. More importantly it would cut down on negative buzz that his campaign has been drowning in.

As a PC and PS4 owner, if they said, up front, that they literally cannot make the game they want because Sony owns some sort of patent that's important to the gameplay and not just the name, that would sway me. It did sway me when the tweets were linked in another thread, and I backed it. So it would likely sway a bit more people that maybe don't want to go digging around for obscure tweets and digging through huge threads. But really the largest benefit would be in cutting down the negative PR. Just look at this thread. Constantly discussing the topic, which I'm guilty of myself. Answer that question up front and you don't have dozens of people wondering what the deal is. This campaign was absolutely tanked by the buzz around it after a rather huge debut day.
 
I was just posting what seemed to be the reasonable answer you were looking for. They don't want to make a spiritual successor for other platforms because the game is so perfectly and fundamentally calibrated for DualShock ergonomics.

I'm not saying they've done this Kickstarter at all right, and I'm not even sure they should have done a Kickstarter in the first place. There's too little time to rebuild awareness of a game that was niche eleven years ago, and it might just be the case that there will never be a sufficient audience for Amplitude to financially justify its development. That is a tragedy, and something of an indictment when gaming is so much bigger now than then.

The whole multiplatform issue just seems to be a case of Harmonix sticking itself between a rock and a hard place. You want to attract backers so you suggest you'll do a Vita version as a stretch goal, but really you know that Vita's would be a far-from-ideal control scheme at best. The Xbox controller simply isn't shaped properly for high-intensity Amplitude play, and I can't for one minute imagine playing the game on PC and feeling remotely as engaged. So, while multiplatform might sound like the obvious solution, I'm not sure it's a simple case of whether or not they're allowed to.
 
I think the answer is more obvious than people are making it out to be. They chose not to make a spiritual successor because they want to make Amplitude. That choice has consequences, like platform limitations, but it's what they went with because it's what they're passionate about making.
 
That's not what he's referring too. There's this other party line that they literally are not allowed to do a spiritual sequel because so much of the game's code or concepts are owned by Sony. But it's all vague, and they haven't mentioned it anywhere else. All the really public stuff is basically just "we like Sony and stuff." If they were just honest and included that stuff in that interview, they'd be cutting off the second major problem of the kickstarter (the first being the "Why do they need this at all?" question). So if it's actually true, why on earth skirt the topic? I'm sure legal reasons preven the specifics but if he just said what he did in Twitter in interviews instead of that PR fluff, they'd be in a much better position.

I think they're being really careful to not paint Sony as a villain "preventing" a multiple platform Amplitudesque game. No need to pointlessly torch a bridge with a publisher. They wanted to make Amplitude, Sony owns the IP, if they don't do it, the game doesn't get made.
 
I don't really see what difference it would make for the bottom line. It's not like there would be an influx of PC/Xbox backers if only HMX explained why they're trying to make this PS exclusive game instead of a different game.

For real... A Vita stretch goal should bring in nice money, Vita people love quirky games.
 
I should make a counter of how many people who haven't paid attention to anything Harmonix has said come into this thread and say stuff like this.

To be honest, I *have* paid attention to everything Harmonix has said on the subject - and I don't believe they've adequately explained it. The lack of specifics is bothersome.
 
The whole multiplatform issue just seems to be a case of Harmonix sticking itself between a rock and a hard place. You want to attract backers so you suggest you'll do a Vita version as a stretch goal, but really you know that Vita's would be a far-from-ideal control scheme at best. The Xbox controller simply isn't shaped properly for high-intensity Amplitude play, and I can't for one minute imagine playing the game on PC and feeling remotely as engaged. So, while multiplatform might sound like the obvious solution, I'm not sure it's a simple case of whether or not they're allowed to.

There's really no "rock and a hard place".

They already said in the FAQ that the Vita *is* a stretch-goal of the project. They just failed to give us an actual goal.

As far as your PC comment, that's completely subjective, there's absolutely no reason why playing the game on PC wouldn't be engaging, and since you can even use a Dualshock on PC, the ergonomics arguement that Harmonix made on that interview is moot.
 
Big update!

Harmonix is excited to announce that the following artists will contribute to the Amplitude reboot with original music:

Anamanaguchi (Scott Pilgrim Saves the World)
C418 (Minecraft)
Danny Baranowsky (Super Meat Boy, Canabalt)
Freezepop (FreQuency, Amplitude)
Jim Guthrie (Superbrothers: Sword & Sworcery EP)
Kasson Crooker (FreQuency, Amplitude, Symbion Project)
George & Jonathan

These artists will join our talented artists at Harmonix to create an incredible soundtrack for the new Amplitude.

We have tons of amazing content planned this week, including a Reddit AMA with Harmonix CEO Alex Rigopulos. The AMA kicks off RIGHT NOW (12pm Eastern).

Harmonix is also hosting an Amplitude livestream TONIGHT at 5pm Eastern on our Twitch channel.
 
They should have announced that from the start. That will help, but it isn't even halfway funded with less than 100 hours to go- probably not making it
 
I think the Kickstarter would have gained a lot more traction if it had been a spiritual successor and multiplatform with stretch goals on different platforms. I would love to see Amplitude come back, but a niche game like it could use as many platforms as possible to make its money back.

I'm sorry that things aren't going as well as they could be but maybe the next 100 hours should see a surge in donations.
 
It's interesting that they're posting updates of content and stuff when it doesn't look like it'll get funded, which is a real shame. :(

Uhh... what is so interesting about that? You think they should stop posting updates and REALLY rule out any chance of getting funded?
 
They waited until the last quarter to get people's interest up, which is like the entirely wrong way to go about a KS.

I'm not saying this campaign was an example of how to run a great Kickstarter, but his statement still came across as silly to me. Obviously they're going to do whatever they can to drum up interest in the time they have left.
 
New thread?

C'moooon this definitely deserves a new thread!

I agree with this by the way, unless the OP is going to update very soon. There are a lot of things that could go in a first post that many people probably didn't follow closely - like the updated FAQ questions, the blog post about why HMX is using Kickstarter, the artists announcement, a less cryptic thread title that features the end date of the campaign, etc.
 
Seems that way. That said, if they get close watch for mysterious last minute donations in the five figure range.

Yep, this is honestly a potentially decent free positive publicity marketing opportunity for Sony and PS4, so putting in a few thousand is peanuts.

This is not happenning unless Sony shows up and pay the rest of the money they are asking for.

We went over this on the last page, but don't expect Sony to swoop in and save the kickstarter, as basically any way they could feasible do it would constitute fraud under Kickstarter's TOS.

Sony could obviously swoop in and save the project if the kickstarter is unsuccessful, fronting all the money.
 
The Kickstarter is NOT over.

This thing jumped $25K just over the past 30 minutes. It's absolutely still possible, even if unlikely. But creating this toxic environment of failure is not the way to do it!
 
It's interesting that they're posting updates of content and stuff when it doesn't look like it'll get funded, which is a real shame. :(

Unless Sony steps in. The whole justification for, 'good relationship with the publisher,' doesn't go very far if the publisher doesn't contribute.

EDIT: After the Kickstarter is over.
 
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