Ignis Fatuus
Banned
Very interesting interview. Ryan is definitely taking our insights seriously.
TS: What were some of your expectations when you launched?
RP: To be completely honest we had no idea what to expect. There were very well known people in the industry, very smart people being paid a lot of money for their opinions, who told us we were crazy for coming up with the $500K for the goal. We should be asking for $900,000. We should be asking for a million, for the full budget, because the trailer’s so good. The game is so solid. The reputation of the team and Logan is so strong that we’d be crazy not to ask for more money.
I honestly didn’t have anyone approach us and say that we were being too aggressive. A friend of mine told me recently that I’m kind of guilty of wearing my heart on my sleeve, and I make myself vulnerable. I think that’s probably true. I speak my mind. I was disappointed coming out of the gate, I thought we’d be stronger and I spent about three days talking to anybody who would listen or who would give me their opinion about what they thought was missing from the campaign. Why were we not stronger out of the gate?
What we’ve settled on as a team, is that it comes down to platform.
TS: The fact that it’s on iOS?
RP: We went into a space that up till now has only funded big PC games, and PC gamers are really excited and they’re being empowered. We went into that space and said ‘We know you guys love PC, but can you fund our iPad and iPhone game.’
The thing that’s frustrating to me is that there are people in the past week or so who’ve said ‘Hey Ryan, you’re an idiot because clearly Kickstarter is only for PC.’ I think it could have easily could have gone the other way and people would have been saying ‘You guys are really smart and really brave for being the first one’s out of the gate on iOS.’
TS: It’s still an untested…
RP: Exactly. Who knew?
There’s a lot of resistance to iOS and there’s a lot of resistance to touch based devices, and I totally empathize with people who are worried about their favorite game developers abandoning consoles or abandoning PC to work on throw away iPhone games. Some pretty terrible titles have been released for the App Store.
What we’re trying to do is make games that we would like to play on the iOS platform and really deign the game and write the game for that platform. I think that’s one of the hallmarks of a high quality studio is that they make games specifically for the platform. I think you see a lot of game studios getting in trouble becasue they port really good games to platforms that aren’t appropriate to them.
I’ve just been trying to appeal to the community and say: ‘We have a vision of the game. We’re with you. We don’t like what’s on iOS right now but we want to help provide that. We want to change the way that games are played.’