Ignis Fatuus
Banned
150k to go. It'll be a real heartbreaker if they get to, like, 450k and miss the mark.
As I said in a different post - the vids we ran alongside the announcement were shot 2 weeks prior. So...
Also KeepHopeAlive sounds rather gross for videogame funding. It sounds like a slogan for saving someone's life not saving a games budget.
next thing we know all of Payton's friend in the videogames industry are going to record a version of "we are the world", all earnings going straight to Republique.
Looking forward to Garnett's vocal solo
Also KeepHopeAlive sounds rather gross for videogame funding. It sounds like a slogan for saving someone's life not saving a games budget.
Best of luck to Ryan Payton, but honestly i've lost interest in this project due to the fact that it's being shoved down my throat to donate at almost every corner.
It doesn't help that every video they post gets worse and worse.
I actually hope this fails and not because I wouldn't like for this game to be made or because I would wish ill to the people behind it, but because the game is gonna get made anyway so this is just like giving them a nice present of half a million dollars.
That's... not how financing works.
It'll get around $540k when time is up.
#prediction
The game will be made either way. Using kickstarter this way seems a bit disgenuine to the purpose of kickstarter itself.
lolololololThe game will be made either way. Using kickstarter this way seems a bit disgenuine to the purpose of kickstarter itself.
I think an Android version will be announced to get another stream of donations.
Bit too late for that I'm guessing.
lololololol
You think you are just giving them a gift when you pledge using kickstarter?
Most of the prices are extremely reasonable for what you get. They are basically game price, LE price, super LE price, etc. Only the high tiers are investor/ego-level pledges.
You're missing the point. They're using Kickstarter, a mechanism designed to get projects that otherwise wouldn't get funded going, to fund a game that is going to get funded either way. That, in itself, makes me want them to fail the kickstarter.
You're missing the point. They're using Kickstarter, a mechanism designed to get projects that otherwise wouldn't get funded going, to fund a game that is going to get funded either way. That, in itself, makes me want them to fail the kickstarter.
Yeah, he was the only bastion of creativity at 343 and he left because they'd supress anything that wasn't mainstream. Thus, he decided tu use his experience and show his inner depths, creating a game about fighting for freedom in a society ruled by an authoritatian government, a theme totally not explored by 973625 films, in which he revolutionizes iOS (and later PC) gaming.you have no idea how creative control is a HUGE thing when you put your heart and soul in a product. It's a huge thing for Ryan and you have to understand why: He left 343 industries because of that, His ideas for Halo 4 were probably being shot down all the time.
They're using Kickstarter, a mechanism designed to get projects that otherwise wouldn't get funded going, to fund a game that is going to get funded either way.
Not really. That's the reason they started this "Kickstarter renaissance"Who says Kickstarter is only for projects that cannot find a publisher? Where is that in their manifesto? Several of the recent successes could have easily found money elsewhere. DoubeFine Adventure would have found funding.....Leisure Suit Larry was already announced and getting made.....so was Grim Dawn I believe.
you have no idea how creative control is a HUGE thing when you put your heart and soul in a product. It's a huge thing for Ryan and you have to understand why: He left 343 industries because of that, His ideas for Halo 4 were probably being shot down all the time.
Best of luck to Ryan Payton, but honestly i've lost interest in this project due to the fact that it's being shoved down my throat to donate at almost every corner.
Well, that was so important to these guys that they changed their dream of a AAA iOS game into a multi-platform when they realized they wouldn't be funded. Don't bring artistic integrity into this when they changed on a whim from their vision to satisfy funding.. exactly what you say they'd have to do to a publisher.
False equivalency. They were talking about a PC version long before the Kickstarter and there's a record of that in Game Informer. Creatively it was always on the table, they bumped it off for logistical reasons and then reconsidered it due to demand.
I don't care what they said before
False equivalency. They were talking about a PC version long before the Kickstarter and there's a record of that in Game Informer. Creatively it was always on the table, they bumped it off for logistical reasons and then reconsidered it due to demand.
Anybody on my Twitter list who posts about Republique gets insta-unfollowed.
And you wonder why people keep quoting your tag.
Thanks to the global proliferation of iPhone, iPod Touch and iPad, hundreds of millions of people are now carrying a powerful gaming device with them every day. Finally, game makers can truly speak to a global audience, an audience that thanks to touch controls can easily jump into the interactive experience.
iOS is becoming a great gaming platform, but where are the games for people who love intense action and story-driven experiences? Where are the AAA games designed specifically for touch-based devices? As someone who loathes virtual joysticks, I have great respect for what Chair Entertainment did with Infinity Blade: they built an action game specifically for touch devices. We aim to do the same.
No doubt about that. I have no idea why they decided to sit on the Hayter and Hale announcement for two weeks, for one thing.Not saying there isn't truth to that but I find it very hard to believe that the lack of funding didn't weigh heavier on their decision to announce a PC port. The way they have handled this whole thing has just been really sloppy.
Do you work for these guys or something?
Read the Kickstarter, I didn't write it.. they did:
Don't feed me that stuff above then change your mind and add a PC/MAC version and expect me to respect your integrity.
If they hit their funding then said, we'll do a PC/MAC version if we hit 700k or whatnot.. all good.. meaning it's a separate side project.. not this, it's all from the same pool.
..and you call me an idiot?
MadnessWhat is going on in this thread?
The begging for this project all across blogs, from writers and on Twitter is just sad. The whole keep Billy Berghammer employed guilt trip is just too much.
You're just wrong. Objectively. There is nothing to really debate here at all.
Thanks to the global proliferation of iPhone, iPod Touch and iPad, hundreds of millions of people are now carrying a powerful gaming device with them every day. Finally, game makers can truly speak to a global audience, an audience that – thanks to touch controls – can easily jump into the interactive experience.
iOS is becoming a great gaming platform, but where are the games for people who love intense action and story-driven experiences? Where are the AAA games designed specifically for touch-based devices? As someone who loathes virtual joysticks, I have great respect for what Chair Entertainment did with Infinity Blade: they built an action game specifically for touch devices. We aim to do the same.
I was under the impression he was just helping the marketing.Billy is working on Republique?
Not really. That's the reason they started this "Kickstarter renaissance"
I'm wrong? That is what they wrote in their Kickstarter. Pretty straight forward and not up to interpretation.
They wouldn't have cobbled over 3 million. Grim Fandango cost 3 million and was a financial failure. Psychonauts and Brutal Legend also were not successful enough financially for their publishers. Nobody was going to throw that money at them again for a point and click 2d adventure.One of the most respected adventure game designers in the world could have cobbled together a few hundred grand for a game.....either from publishers, investors, or out of their own company funds. They didn't want to put themselves at risk or have someone else demand a piece of the IP, so they went to Kickstarter. Which is fine with me, but I don't pretend that it would have been impossible to do it any other way.
Explain to me how that is mutually exclusive with a separate PC version that plays differently. I would love to see further mental gymnastics.
500k asked for a iOS game. 500k asked for a iOS game and a PC/MAC port.
Same money, no additional funds being asked for.
This wasn't someone adding options when funding was hit, it added it before.
So what would we have gotten different if we hit the 500k and the PC/MAC wasn't added?
Don't tell me it won't cost more to make the PC/MAC version.. it will. Something is sacrificed somewhere, or the original requested budget was overblown to begin with.