The $20 tier's still open and gets you all the same stuff. Unless you just want to pitch in more, but then I'd go for $35 for that soundtrack and especially artbook.
20$ has been sold out for half the day now.
The $20 tier's still open and gets you all the same stuff. Unless you just want to pitch in more, but then I'd go for $35 for that soundtrack and especially artbook.
3) You are asking for money again before you finish and deliver on the first product.
Welp, that's what I get for assuming they updated how many jumped on tiers like they updated the money count.20$ has been sold out for half the day now.
1.4mil already?! Wow, this campaign in fast. It's not even at the 24h mark yet!
How many hours we got before 24h has passed?
Can this do 1.5 million in less than a day?
Maybe 2 million even?
Who is Steve Dengler?
I think we are at the 12 or 13 hour mark right now.
Is he writing for it?
So he isn't involved in the project, duh.
1.4mil already?! Wow, this campaign in fast. It's not even at the 24h mark yet!
10 million dollars stretch goal.
Well, I am guessing that with Wasteland 2 experience it'd be trivial to do the same again, and Steambox (despite being tentative on that page) means it's even more worthwhile to pursue Linux as that'd probably make running on that easy.What I noticed from the start is that some "obvious" stretch goals like multiplatform support or various languages are already covered by the initial pitch. I'm really curious what they have planned.
Didn't that happen hours ago? Must have been a reopened slot.The last $250 tier entry has just gone
$35 for what would normally considered to be a $60 Collector's Edition, to a sequel for one of the greatest games ever made.
Kickstarter is such a huge scam.
Clearly, they need a large image, with a giant naked women, except it is mostly covered up, and each million will unlock a new layer down, revealing the naughty bits. That is a fresh and original idea.
Also i was looking at the kicktraqs for the other big games and this obliterates it. Either this will be hugely front loaded compared to others or it will come in at around 5-6 million at the final.
I'm predicting the following:
Over 80k supporters.
Over $7,000,000 funded.
Clearly, they need a large image, with a giant naked women, except it is mostly covered up, and each million will unlock a new layer down, revealing the naughty bits. That is a fresh and original idea.
Welcome to the post-Wasteland 2 kickstarter era.Well, I am guessing that with Wasteland 2 experience it'd be trivial to do the same again, and Steambox (despite being tentative on that page) means it's even more worthwhile to pursue Linux as that'd probably make running on that easy.
Telling you guys, this will happen.
Clearly, they need a large image, with a giant naked women, except it is mostly covered up, and each million will unlock a new layer down, revealing the naughty bits. That is a fresh and original idea.
I think 6 is tops. Maybe 5.5 mil.
Depends on the creativity of the stretch goals though. Project Eternity was handled perfectly with the little progress images for the dungeon and everything.
7 million stretch goal:
The Nameless One NPC
Telling you guys, this will happen.
Probably 2 millions pulled in just in the first day, the last two days will probably pull in 2 millions, leaving 28 days to pull in 3 million dollars.
Hopefully the devs do succeed at having better gameplay. Exciting news
They can draw upon inspiration of the great, great designs of 90's CGI:
By the way, this made me realize why PS:T bombed financially.
The only reason I got one of the early bird basic is for the possibility of one of the bigger tier getting a better names involved, Avellone is out of the picture since I guess it would bring tons of rage to the Eternity backers. Maybe they could borrow Chris Jones.
They can draw upon inspiration of the great, great designs of 90's CGI:
By the way, this made me realize why PS:T bombed financially.
RPGWatch: Planescape: Torment was never developed to be a huge hit. How much involvement or interference was there from the suits of the company?
Chris Avellone: As far as being a huge hit, I think everyone wanted Torment to sell very well (it made a profit, but not a huge one, and certainly not anywhere near Baldur's Gate numbers).
Still, there were a number of elements that I think hurt it in the long run:
- Not an accessible setting. It's not a fantasy world that is comfortable for players to settle into, and we did not take pains to make it comfortable (no dwarves, elves, or halflings, as one minor example).
- Story-heavy in the wrong ways. It has a slow start, and while the momentum does pick up in the Hive, there's a lot of reading, and people don't buy games to read, they buy games to play them.
- Marketing. The box of the product reinforces #1 above - it says, "hey, we're strange," rather than promoting it as a role-playing game using the Baldur's Gate engine, which probably would have made it a more interesting target to the game community.
As far as interference-from-above goes, we probably could have used more than we had - like Fallout, Torment was sort of under the radar for a while, and the producer role changed several times over the course of the project. Brian Fargo was mostly hands off, except to complement us on the writing, and give me a pretty stern lecture (deservedly) about the localization costs for the game. Feargus was also concerned about how much it slipped over the course of the development cycle, and those weren't fun discussions.
Colin McComb: As far as I know, a surprisingly small amount compared to the amount of money they spent on us. We had to do a few dog-and-pony shows for game magazines, a couple of presentations for the investors, but from my perspective, the executives didn't get too involved with our development cycle, focused as they were on the big money titles like Fallout 2, Stonekeep 2, and the games on the other side of the building. Chris might have a different story, since he was a step higher on the ladder, and he may simply have performed the valuable service of protecting all his designers from any spatters from above. I certainly never felt that we were being jogged or pushed in any one particular direction especially.
By the way, this made me realize why PS:T bombed financially.
Ooh. That would be something. But I assume TNO is probably tied up with the Planescape license? Or since he was an independent creation within the universe, is he and the other original NPCs part of the Torment license? Anyways, his story is done, but I wouldn't mind a cameo.
Ahh, they don't make 'em like they used to in the 90s anymore.
What happened to you, Western gaming? Why do we have to turn to Japan (and perhaps Eastern Europe) for such wholesome goodness in this 21st century?
Planescape Torment was actually profitable, just not especially profitable: http://www.webcitation.org/5iqx3F0ot
PS:T didn't bomb. It didn't sell as well as the Baldur's Gate games, certainly, but it didn't bomb.
This is a question though, do they put 'stretch goals' beyond say 1.3 million to try to get extra funding or will they put up their original plans?
950 K Stretch Goal: Already funded LOL
1 Mill Stretch Goal: DONE DONE DONE
@thomasbeekers said:@BrianFargo Ack. By this rate all our stretch goals will be fulfilled before we can even get them up!
Sorry, I misued the word "bomb". What I meant was "not financially successful".
I assume they are part of the Torment license, since they are Avellone's creation and not an intrinsic part of Planescape.
Though I doubt we're going to see cameos, especially from someone as significant as TNO, since they're two completely different settings. Maybe a subtle Morte easter egg :>
Time to get creative, Fargo.
$1 pledge + $8 soundtrack addon?I kinda just want the OST. I wonder if that will be for sale anywhere maybe via Mark Morgan or something...?
$1 pledge + $8 soundtrack addon?
I stealth edited the interview into my post, which kind of explains why Obsidian was going on about Project Eternity's setting having to be something "more normal".
Yes, good point. It explains the conservative approach to PE. Nevertheless, I can't shake the feeling that Avellone & Co. have concluded incorrectly on the reasons why people might have been off-put by Planescape: Torment's setting - I wouldn't say it's the world or theme, but rather the not-good character designs as evidenced in the CGI marketing materials of the Nameless One or the female characters listed above. That's just a personal opinion of course.
Time to get creative, Fargo.