I don't see why there can't be enough room for both types of Kickstarters.that's precisely the point of the WL2 kickstarter though. Until DFA, BF didn't know what to do with the "desire to make a sequel". KS made it happen. Your dismissal of it as "Too many Kickstarters are playing on peoples nostalgia without anyting to show" is completely off base.
say there's no KS. what is ryan payton going to do to get his game done? Talk of him making a game has been going around for ages; since he left kojipro. so what we're seeing now is that result. Pretty sure there was already a plan. This is opportunistic.
* whats next? Avellon's kickstarter is "Too many Kickstarters are playing on peoples nostalgia without anyting to show". It will be a new thing and it will be exciting and it will get support.
500.000 for an iOS only game seems really steep.
Maybe not as far as the development budget itself goes (although it definitely skirts the upper edge), but as a Kickstarter goal compared to other projects. Other projects have cast a wide net with multiplatform (PC, Mac) development from the start + the promise of additional platforms (often Linux, iOS and Android) if certain thresholds are reached and it seems like that's been a winning formula so far.
So not sure how well this will go, but obviously the best of luck to Payton and the studio.
Infinity Blade 1 cost 2 million and this seems even more ambitious. I think you're underestimating what it takes to create a game like this.in the japanese translation KS article on GamaSutra; someone posted that a budget of half a million would fund 3-4 mid tier iOS games. Thats 125k/project. This 500,000 seems like silly money.
@ meier. iphone cases probably cost 3 dollars to make.
in the japanese translation KS article on GamaSutra; someone posted that a budget of half a million would fund 3-4 mid tier iOS games. Thats 125k/project. This 500,000 seems like silly money.
@ meier. iphone cases probably cost 3 dollars to make.
looks like touch arcade and slide to play haven't posted anything about this yet. should get a boost once they do.
Well, they're not going for mid-tier here, that much should be clear from their pitch. And I've seen 150.000 EUR iOS projects that I would barely call mid-tier. Much depends on the development environment (time x manpower x location).in the japanese translation KS article on GamaSutra; someone posted that a budget of half a million would fund 3-4 mid tier iOS games. Thats 125k/project. This 500,000 seems like silly money.
@ meier. iphone cases probably cost 3 dollars to make.
If you put your own money behind a project in order to create a working prototype that demonstrates what the game is going to be you run the risk of being labeled an "opportunist"? Are you suggesting that a Kickstarter is only valid if you haven't actually completed anything? Should Kickstarter only be reserved for brand new projects that have yet to actually begin? That certainly seems to be what you are suggesting.that's precisely the point of the WL2 kickstarter though. Until DFA, BF didn't know what to do with the "desire to make a sequel". KS made it happen. Your dismissal of it as "Too many Kickstarters are playing on peoples nostalgia without anyting to show" is completely off base.
say there's no KS. what is ryan payton going to do to get his game done? Talk of him making a game has been going around for ages; since he left kojipro. so what we're seeing now is that result. Pretty sure there was already a plan. This is opportunistic.
* whats next? Avellon's kickstarter is "Too many Kickstarters are playing on peoples nostalgia without anyting to show". It will be a new thing and it will be exciting and it will get support.
I thought there was no way to deliver free codes on iOS, that's what a lot of the other Kickstarters say (Shadowrun for example).
Based on Ryan's appearance on Weekend Confirmed this is exactly what happened. The game was pitched to a number of publishers but none of them were willing to take the risk because of how unproven a game of this scale is on the iOS market.You seem to think the typical developer/publisher relationship would be adequate here but who's to say any publisher would pick this game up especially as an iOS project? I'm sure they've already tried that avenue.
Infinity Blade 1 cost 2 million and this seems even more ambitious. I think you're underestimating what it takes to create a game like this.
in the japanese translation KS article on GamaSutra; someone posted that a budget of half a million would fund 3-4 mid tier iOS games. Thats 125k/project. This 500,000 seems like silly money.
@ meier. iphone cases probably cost 3 dollars to make.
If you put your own money behind a project in order to create a working prototype that demonstrates what the game is going to be you run the risk of being labeled an "opportunist"? Are you suggesting that a Kickstarter is only valid if you haven't actually completed anything? Should Kickstarter only be reserved for brand new projects that have yet to actually begin? That certainly seems to be what you are suggesting.
I want to see more Kickstarters that actually show legitimate promise. The whole thing seems more viable when the developers in question already have something underway.
You seem to think the typical developer/publisher relationship would be adequate here but who's to say any publisher would pick this game up especially as an iOS project? I'm sure they've already tried that avenue.
Furthermore, perhaps they simply want to maintain their freedom and involve the community. I don't see the problem here. They're being very upfront about the project and what they've been working on and it has real promise.
I'd argue that they're not targeting the iOS community. They're targeting gamers, lots of whom own an iOS device, because they know Ryan Payton, know his work, and are willing to invest some money to play a good game on iOS.Asking enthusiastic iOS community for $500k is madness because there's no such community. I mean, I know many core gamers play games on their iPads but there's no sense of enthusiastic people really attached to that platform comparable to PC.
Question is, does the "gamer-crowd" want real / serious games on iPad? If this was (also) a PC game, I'd back it in a second, but for iDevices I'm kinda hesitant.I really don't think this is meant to be played or kickstarted by the Farmville and Angry Birds-crowd. It's the gamer-crowd they're going after.
Yes but how big is that group compared to the people who already play regularly core games on PC (and are invested in them)?I'd argue that they're not targeting the iOS community. They're targeting gamers, lots of whom own an iOS device, because they know Ryan Payton, know his work, and are willing to invest some money to play a good game on iOS.
I really don't think this is meant to be played or kickstarted by the Farmville and Angry Birds-crowd. It's the gamer-crowd they're going after.
Do you really think there'll be another device left to play games on come 2013? Come to your senses.Question is, does the "gamer-crowd" want real / serious games on iPad? If this was a PC game, I'd back it in a second, but for iDevices I'm kinda hesitant.
Question is, does the "gamer-crowd" want real / serious games on iPad? If this was (also) a PC game, I'd back it in a second, but for iDevices I'm kinda hesitant.
Then again, I guess they'll make it. On Kickstarter, 500.000$ doesn't sound like that much money anymore.
Do you really think there'll be another device left to play games on come 2013? Come to your senses.
Source?
I read Infinity Blade was entirely a team of five people over 100 days? In man hours that`s around $200k. IB2 maybe double that?
Question is, does the "gamer-crowd" want real / serious games on iPad? If this was (also) a PC game, I'd back it in a second, but for iDevices I'm kinda hesitant.
Then again, I guess they'll make it. On Kickstarter, 500.000$ doesn't sound like that much money anymore.
On top of that, actually knowing that Payton worked on MGS4 is very discouraging.
I wouldn't be surprised at all if one of the future updates confirms a PC version though.
Heh.
It was at least 12 people for 5 months.
Infinity Blade 1 cost 2 million
Does kickstarter allow you to change your pledges easily? I pledged 75.84 (dat 8-4 bump) but I kind of want the collector's edition plus the iphone case.
@the1console S:S&S EP's original schedule was eight months, it took twice that long to get it done. We went way over budget for an iOS videogame at 250K.
The iPad is great for certain games. For example, I'd kill for Fallout 1 & 2 on the iPad.
So there is no way to donate 99c and just get the game?
$10 is the minimum threshold to get the game. You can pledge 99 cents for no incentiveSo there is no way to donate 99c and just get the game?
Considering how much more Republique appears to be doing (hiring voice talent, using high-end audio studios, motion capture, more complex gameplay, etc.) I can see the budget rising well beyond S&S.superbrothers just tweeted this. I guess it relates to some conversations here.
I agreeConsidering how much more Republique appears to be doing (hiring voice talent, using high-end audio studios, motion capture, more complex gameplay, etc.) I can see the budget rising well beyond S&S.