I don't own any either but I still dropped $50 on this. I guess I'm weird.
I gave 25 and I don't own any either. I like Payton and I like the idea.
I don't own any either but I still dropped $50 on this. I guess I'm weird.
"Even Banner Saga"? the game / project only called for 100K, it's more surprising that it's reaching 500K than that it's not reaching 500k I think.
Honestly, if I had disposable income like that I would too just because I like what they're trying to accomplish. Unfortunately I do not (if I did I'd probably also own an iPad lol).I don't own any either but I still dropped $50 on this. I guess I'm weird.
Usually, inside big time publishers, when you do a pitch for a game, teams create what they call a reel of Fake game footage(Kinda what you did with your proof of concept, but they usually elaborate more on the game mechanics).
Will you delve a little bit more into that: Showing us more of the game mechanics, what makes Republique tick?
You guy's need to blow this up on Twitter. Tag iPhone, iOS, and Republique. Get this shit trending! GO GO GO!
Honestly, if I had disposable income like that I would too just because I like what they're trying to accomplish. Unfortunately I do not (if I did I'd probably also own an iPad lol).
What does that mean? Is it iOS as a platform that is the problem? Is it that Ryan Payton doesn't have the same credibility of some of the other Kickstarter faces? Or is the concept of the game unappealing?
If they had offered this on just about any other platform imaginable, I would have bit. As is, it'll make no difference to me whether it lives or dies. Really baffling that they didn't even offer a PC version. What did they expect?
What does that mean? Is it iOS as a platform that is the problem? Is it that Ryan Payton doesn't have the same credibility of some of the other Kickstarter faces? Or is the concept of the game unappealing?
this game doesn't deserve the support you guys are "hyping it for". He wants to get it made? The bottom tier should be much lower so they can go for numbers. $10 is throwing off support. $5-6 is more "acceptable" for iOS. The KS bottom tiers are also all "discounted". WL2 for $15. bargain. $10 for republique? Not.
If anything, asking half a million for iOS for an unproven studio = a reach. so surprises there
this game doesn't deserve the support you guys are "hyping it for". He wants to get it made? The bottom tier should be much lower so they can go for numbers. $10 is throwing off support. $5-6 is more "acceptable" for iOS. The KS bottom tiers are also all "discounted". WL2 for $15. bargain. $10 for republique? Not.
If anything, asking half a million for iOS for an unproven studio = a reach. so surprises there
From watching the video and reading the post, though; had they asked for less, it wouldn't be the same game. A large part of the point is to prove that a big budget iOS experience isn't a fool's errand.
In a way, I guess it mirrors the state of the industry. No one wants to back an original idea.
IOS or whatever doesn't matter when you're asking for $500k for something that doesn't have a wave of nostalgia like old school adventure games or Wasteland. I'm sure that dollar amount alone intimidates people from throwing down because it seems unlikely to be funded.
Unfortunately for Ryan it maybe a fool's errand. There doesn't seem to be a huge demand for big budget ios games. I feel bad because he seems like a really nice guy.
For what it's worth, I saw no point in donating on previous Kickstarter projects. I didn't care for it until this project which I truly believe it deserves money since it's an original idea.
In a way, I guess it mirrors the state of the industry. No one wants to back an original idea.
I think there are more factors than that. I'm interested in the game, but I'll never own an iPad or an iPhone, so I'll never be able to play it. If a PC version were guaranteed, I'd totally throw down some money.
IOS is the wrong platform to make this exclusive to. IOS does have a huge market, but I don't really see this as the type of game that will sell on it. Simpler, more casual games like angry birds is more suited for IOS. A niche adventure game is more suited towards PC.
But why limit iOS to just casual games like Angry Birds? It's capable of so much more regardless of the touch controls. Traditional point-and-click adventures work perfectly on the platform, for example, and I'm at the point where I'd rather play them on an iPad over a PC.
That's true, but the average person's perception is 'no way it's going to reach its goal so I won't even bother.' Also, some might not realize there's no harm if it doesn't succeed.The thing is, Kickstarter doesn't take money if it's doesn't reach the goal. There's no harm to fund it if it doesn't meet the goal
IOS is the wrong platform to make this exclusive to. IOS does have a huge market, but I don't really see this as the type of game that will sell on it. Simpler, more casual games like angry birds is more suited for IOS. A niche adventure game is more suited towards PC.
I think there are more factors than that. I'm interested in the game, but I'll never own an iPad or an iPhone, so I'll never be able to play it. If a PC version were guaranteed, I'd totally throw down some money.
At $5-6, I doubt he'd be able to pull that many people if there are even that many people to reach the 500k goal. I don't know why it's more 'acceptable' anyway. Zombies Run, a fitness game, was charging $10 for the app and got 2620 backers in that tier. Sure they had a much, much lower goal in terms of $, but people were still willing to pay $10 for a fitness app..
As for lowering the original pledge, if it were lower; do you think you would have read as many "LOL 10 bucks for an iOS game?" posts.
In a way, I guess it mirrors the state of the industry. No one wants to back an original idea.
the main problem with this project is its platform. All these Kickstarters attracted a lot of people who play on PC first and foremost. If Camouflaj change the platform they may see a spike in funding as more enthusiast sites (like RPS) would post the news about that. And even in that case I don't see it getting more than 200 000-300 000$. But it may go higher.
I respect and admire your strong commitment to an artistic vision, and you really do have a very interesting concept here. However, from a practical perspective I simply don't think that you can meet your goal as an iOS exclusive. I would be delighted if you could prove me wrong, but in its current state the game is just not something I can play and therefore not something I can put money down for in advance. $500,000 is also a significant sum for a new IP, no matter how awesome it looks. As others have already mentioned, even the highly multiplatform The Banner Saga only just crossed that line, and that's been the most successful new IP that I know of.I think one of the biggest challenges we have is just appealing to the world that we set out to do a big, epic game for iOS. We designed it specifically for touch and wrote a story that's based on the idea that the player is viewing the world from an iPhone or iPad. We knew we were taking a risk, but I'm reminded of Infinity Blade's success and admire their commitment to the platform and making a game specifically for it.
It's a strange spot to be in, because it's so cool to get email from people saying that they love the game and want it to be the platform of their choice, but we're just not designing the game for a mouse and keyboard right now. But I know a lot of you understand this. I think GAF has always been really good about calling out games with ports not specifically tailor made for the platform. If we were to do a PC version, I would want to spend months adjusting the story and designing the gameplay all around the idea that the player is viewing into the world with a PC, not a mobile device.
I respect the vision, but what are your thoughts on other touch based platforms? I'm not a huge fan of Android myself but there are a lot of people using Android devices that would likely contribute. What about Vita? Another platform that would work well and is something that could use unique software like this.I think one of the biggest challenges we have is just appealing to the world that we set out to do a big, epic game for iOS. We designed it specifically for touch and wrote a story that's based on the idea that the player is viewing the world from an iPhone or iPad. We knew we were taking a risk, but I'm reminded of Infinity Blade's success and admire their commitment to the platform and making a game specifically for it.
It's a strange spot to be in, because it's so cool to get email from people saying that they love the game and want it to be the platform of their choice, but we're just not designing the game for a mouse and keyboard right now. But I know a lot of you understand this. I think GAF has always been really good about calling out games with ports not specifically tailor made for the platform. If we were to do a PC version, I would want to spend months adjusting the story and designing the gameplay all around the idea that the player is viewing into the world with a PC, not a mobile device.
It's a shame the platform has become focused so heavily on quantity over quality. I appreciate the open ended nature, but the market has been flooded at this point and it has turned me away from all but the most interesting iOS games.here's the thing, there's a bazillion games on iOS. this is just another.
Personally, $5 seems fine to me. I'm one of those LOL $10 posters. Its iOS.
I don't think that the price of the game is too high, but I do believe that ambitious size of the budget is discouraging potential backers. People don't like to back something when it's likely that the project won't have a chance to hit its goal anyway.
If the initial goal would have been 250k I'm sure that the kickstarter would have reached a higher amount of money by now.
I think one of the biggest challenges we have is just appealing to the world that we set out to do a big, epic game for iOS. We designed it specifically for touch and wrote a story that's based on the idea that the player is viewing the world from an iPhone or iPad. We knew we were taking a risk, but I'm reminded of Infinity Blade's success and admire their commitment to the platform and making a game specifically for it.
It's a strange spot to be in, because it's so cool to get email from people saying that they love the game and want it to be the platform of their choice, but we're just not designing the game for a mouse and keyboard right now. But I know a lot of you understand this. I think GAF has always been really good about calling out games with ports not specifically tailor made for the platform. If we were to do a PC version, I would want to spend months adjusting the story and designing the gameplay all around the idea that the player is viewing into the world with a PC, not a mobile device.
It's hard to appeal to a large crowd when the majority have such low expectations. It's a shame most are fine with some free or $.99 game they will most likely forget and move on from shortly, but that's the audience unfortunately.
Bullshit, IMO.
The audience is fine with lowered expectations because those are just about the only kinds of games available. If higher quality games that used touch brilliantly started coming out, people would pay the toll to play them. There's no reason to assume otherwise. As of right now, there has yet to be a big-budget iOS game.
You know that's not true.As of right now, there has yet to be a big-budget iOS game.