BlackBerry confirmed.Lots of good discussion at Camouflaj HQ about platforms today. We're shooting a team video that'll address a lot of the feedback we've received from you guys and alter the strategy moving forward. Really excited to see everyone's reaction!
Blackberry confirmed.
awwww shitLots of good discussion at Camouflaj HQ about platforms today. We're shooting a team video that'll address a lot of the feedback we've received from you guys and alter the strategy moving forward. Really excited to see everyone's reaction!
Sounds good. There's no shame in adapting a different strategy if the initial pitch didn't connect optimally.Lots of good discussion at Camouflaj HQ about platforms today. We're shooting a team video that'll address a lot of the feedback we've received from you guys and alter the strategy moving forward. Really excited to see everyone's reaction!
Lots of good discussion at Camouflaj HQ about platforms today. We're shooting a team video that'll address a lot of the feedback we've received from you guys and alter the strategy moving forward. Really excited to see everyone's reaction!
Lots of good discussion at Camouflaj HQ about platforms today. We're shooting a team video that'll address a lot of the feedback we've received from you guys and alter the strategy moving forward. Really excited to see everyone's reaction!
I don't think it's a given that this project would make it on PC. It has an extremely high goal, a relatively thin pedigree, and the design doesn't match up well with any pools of burning passion waiting to be ignited. I don't have any stake in this project though so if I'm way off base I'd like to hear about it.
"We wrote the story specifically for iOS devices"
What kind of tool would say something like that? Anyway, Steve Jobs would definitely be proud.
somebody who wrote it specifically for iOS devices? not sure whats so hard to comprehend about it bro.
You can design a game, its gameplay mechanics and such for a specific device but not the story. A story is not device-specific.
You can design a game, its gameplay mechanics and such for a specific device but not the story. A story is not device-specific.
Yep, that's it. If you go in with the mentality that the story and "game" elements of a game are completely separate then I could understand why you would find the statement in question to be a bit pretentious. However, that's not how you should look at it because that doesn't appear to be how the team is looking at it. Ideally, the story in a game should be an integrated part of the total experience, not something completely separate. Journey is a good example of this. In that way a story can be shaped around how a player interacts with the game, at least to some extent.a story can be device-specific if the writer takes into the account how the player interacts with the game.
I have to be a buzzkill and agree with this. I'm doubtful that $500K is feasible regardless of the platform.
a story can be device-specific if the writer takes into the account how the player interacts with the game.
How a story is delivered, is intrinsically linked to the story itself. If it's a different device, medium then you're talking about a different story ultimately. Maybe they worded it poorly, but I can see where they're coming from. I still don't think this'll get funded.
Yep, that's it. If you go in with the mentality that the story and "game" elements of a game are completely separate then I could understand why you would find the statement in question to be a bit pretentious. However, that's not how you should look at it because that doesn't appear to be how the team is looking at it. Ideally, the story in a game should be an integrated part of the total experience, not something completely separate. Journey is a good example of this. In that way a story can be shaped around how a player interacts with the game, at least to some extent.
In other news, I'm ready to come out and say this kickstarter has no chance of success without a platform change (and even then I'm skeptical).
a story can be device-specific if the writer takes into the account how the player interacts with the game.
I'd understand all these sentiments if iOS was the only platform with touch input.
We've received hundreds of requests from the community asking for Republique on PC, Mac, Android, Windows Phone, PlayStation Vita...so our team is currently investigating all of above that have touch screens. You could say that's because we're stubborn, and maybe there's some truth to that -- we designed and wrote Republique for mobile, touch devices and I don't know what else to say. We want to be as many platforms as possible, as long as we have the budget to support them properly and they make sense for the player experience.
It's a portable, with a particular screen format, probably played in a specific setting for specific periods of times. These are all considered when you design a game. In the same way a graphic novelist would, compared to any other visual storyteller.I'd understand all these sentiments if iOS was the only platform with touch input.
Really excited to see everyone's reaction!
Even if that was true, there's a big range of devices that feature the same user input interface as iOS.
Of course, there's also an issue of it being a good story in any way whatsoever if it's a huge deal if you swipe a touch screen or a mouse. For me it sounds like "this book is on good if read on Kindle".
You receive a desperate phone call from Hope, a young woman trapped within a shadowy totalitarian state. Using a stolen phone, she calls and begs you to hack into the nation’s surveillance system, assume control, and help her escape from the clutches of the omnipresent Overseer.
Then why don't you read?
It's a portable, with a particular screen format, probably played in a specific setting for specific periods of times. These are all considered when you design a game. In the same way a graphic novelist would, compared to any other visual storyteller.
I'd understand all these sentiments if iOS was the only platform with touch input.
Same can be said about Android (maybe excluding the screen size) and Vita and 3DS (though the touchscreen here is a bit different, I admit).
What if it's part of the story that the player is using a phone? That writes off PC and consoles immediately (though I appreciate they're not touch devices, and isn't directly linked to your point).
The game will be playable on iPad, won't it? Unless it requires actual phone functionality or maybe GPS there's no reason it can't be on other devices.
For example there are games that apply filters to simulate the CRT TV look on high definition displays - no reason you can't emulate a phone screen on a PC, or let players feel like they're talking over the phone on an iPod Touch or Vita. It's a game.
They're aiming for phones because thats how Hope communicates with the player, I think. I talk, text, email through my phone, not my videogame consoles.
I think it's good that they want to adapt the game if it were to come to other consoles, especially because in today's industry most people would take it how it is, but vague answers of commitment really don't mean anything.
Somehow I get a feeling this game will require a lot more suspension of disbelief from its actual story (setting & plot) than pretending my PC is a phone ever would.
I've tried to figure out why I have no interest in this at all. I'm not a metal gear fan, I'd say that's a good start.
Maybe this kickstarter is a little too slick for it's own good. Maybe I don't think that being a part of AAA game dev and partnering with a cinematics guy is a solid starting point for an iOS game, especially since they wish to stick to that format and no others.
It's not the starting point for any game. The fact that they proudly proclaim it is from "Camouflaj + Logan" was my first tip-off, because I was like, "who the fuck is Camouflaj + Logan"? Then I learned it was from Ryan Payton, and I see no reason to care. I am sure he is a nice guy, but his name on a game isn't drawing me to it.
Epic did Infinity Blade and brought a lot of attention to iOS because they are Epic and have been making cool games for almost two decades. Not because they said they would do a AAA game if, you know, you chip in half of it and here's a CG video and a bunch of preorder junk. They just did it. And let's be honest here, there's a gulf between Epic and Camouflaj + Logan as wide as the ocean.
Ryan Payton said:Back in February, we were in the middle of a short tour to secure a funding deal for République which led to a critical internal meeting that left us scratching our heads as we tried to figure out how to find funding for the game without losing creative and IP control, which, as you can imagine, is difficult. On that very day, Tim Schafer and Double Fine launched their Kickstarter campaign. We noticed a revolution happening and wanted to be a part of it! We knew from the very beginning that these projects live and die on the honesty and integrity of the people behind them. This is why we set an aggressive goal of $500,000. Friends told us to just ask for $200,000 because it would be more likely to get the money, but that just seems wrong to me. Its not just about getting money from the community its about sharing your creative vision and financial situation with people and then handing over your fate for them to decide. We need to raise half of our budget through Kickstarter in order to secure the other half without losing creative control. We have a number of local investors willing to meet us half way and make République a reality in the event we find success on Kickstarter. Were really excited to see where the remaining three weeks take us!
They wrote the story specifically for iOS devices? Sorry, but there is no way that sentence could even begin to make sense.
I thought the guy would back down, change plans and all, but a possible PC release doesn't cut it.
They wrote the story specifically for iOS devices? Sorry, but there is no way that sentence could even begin to make sense.
I don't know. We've probably seen about 30 seconds of footage and a few paragraphs of the premises. It's hard to make any strong assumptions at this point.
I think people are interpreting it as "I am writing something that can only work on iOS" instead of "I am targeting iOS, therefore I wrote a story that would suit it."Not sure what the issue here is. If you want to make the best game possible, you need to design and write specifically for the platforms you're targeting, wouldn't you agree?
Are you sure about that? Is HL2 not amongst the best games on 360 despite being designed for a wholly different control interface?Not sure what the issue here is. If you want to make the best game possible, you need to design and write specifically for the platforms you're targeting, wouldn't you agree?
I agree, but a story is good or bad regardless of the platform. If I take Planescape: Torment and make it a text adventure on the PC Engine, the story will be just as good, the other elements that make it a fantastic will be what's missing, not the story.Not sure what the issue here is. If you want to make the best game possible, you need to design and write specifically for the platforms you're targeting, wouldn't you agree?
No promises, but the team is working on a new gameplay space that we're thinking of showing off before our Kickstarter campaign ends. It won't be rated up, but should give you guys a much better idea of the moment-to-moment.
I agree, but a story is good or bad regardless of the platform. If I take Planescape: Torment and make it a text adventure on the PC Engine, the story will be just as good, the other elements that make it a fantastic will be what's missing, not the story.
I must be just a regular gaming message board user to you, and that's true, but perhaps you should listen to experienced people.
If that's it then all they'd really need to do is reskin it into a faux desktop a la Uplink. Replace calling with a Skype-like app, have e-mail or messenger apps, etc. It'd all be superficial differences. Anything an iThing can do (and more), a PC can do. Even be on the go, if it's a laptop, though I somehow doubt the scope of the game includes it knowing if you're still at home or on a train, and even if it does, well, you might never be on a train while playing even if you do get it on iOS...Maybe they have a fake IOS interface in the game, where you go for email and to search mini websits, that would be a little awkward if brought onto PC.