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KickStarter Underworld Ascendant is a disaster

Discussion in 'General RPG Discussion' started by BEvers, Nov 15, 2018.

  1. Grimlorn Arcane

    Grimlorn
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    Isn't it really easy to code monsters not to attack each other?
     
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  2. Shackleton Arbiter Patron

    Shackleton
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    Codex 2016 - The Age of Grimoire Make the Codex Great Again!
    That cannot be true. Community Manager must just be trying to put a funny spin on why stuff isn't in the game, I refuse to believe that monsters got cut because they couldn't code them not to kill each other.
     
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  3. Siveon Bot

    Siveon
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    Shadorwun: Hong Kong
    This might be off-topic but I just recently heard about this game and they put your name in the features. How long would you say you worked with them? About a month, similarly?
     
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  4. Grimlorn Arcane

    Grimlorn
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    Well one of the responses from someone claims they're still coming across corpses of dead monsters in levels, even with ones they removed.
     
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  5. Glic2000 Educated

    Glic2000
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    That picture of the plastic figures is a great visual metaphor for how badly managed this project was.

    The figures they originally planned to make were based on characters that didn't even make it into the game. Why would you dedicate money to plastic figures when the game's development desperately needs money?* And if you were originally inspired by D&D, why wouldn't you make them the right scale for a miniatures game? Nobody uses 4" tall figures for gaming.

    *I know that they had to produce the plastic figures because people paid for them during the Kickstarter, but that seems like the kind of thing you might want to branch out into only after you've got plenty of money raised to actually make the game. It's not like Sir Cabirus was some beloved character that needed to be immortalized in plastic.
     
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  6. Doctor Sbaitso SO, TELL ME ABOUT YOUR PROBLEMS. Patron

    Doctor Sbaitso
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    Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Grab the Codex by the pussy Serpent in the Staglands
    It's symptomatic of short-sightedness during KS campaigns. Unwise devs are willing to fuck success by getting into businesses they know nothing about, such as figurines and physical goods beyond a box, manual and map. At this point I would argue that KS project outcome success is inversely proportional to the number of achieved stretch and physical good goals during the campaign.
     
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  7. Old Hans Arbiter

    Old Hans
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    Anyone remember that video demo of the shadow beast? it looked like something you'd see on the box of a 3D graphics card back in the late 90's
     
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  8. Old Hans Arbiter

    Old Hans
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    it seems like a lot of these people love the thrill of the initial KS campaign when anything is possible. when they finally reach their $50,000 KS goal they realize the spin-off TV show & online multiplayer xbox port stretch goals were really bad ideas
     
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  9. Glic2000 Educated

    Glic2000
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    Okay, so why did "a lot of the prototype work have to be scrapped?" They definitely did not communicate anything about that to their backers.
     
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  10. Hines Learned

    Hines
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    I guess because the only publisher who would sign them was 505, and so they had to drop features in favor of a more modest game. No excuse for not fronting up and informing backers though. Though a tacky design, the old Shadow Beast gameplay is still cooler than everything in the shipped game.
     
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  11. aweigh Arcane

    aweigh
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    looks fine?
     
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  12. Terenty Learned

    Terenty
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    Yeah, no way they could produce the game with the depth and detail he describes in this video with the money they raised, it was all a pipe dream.
     
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  13. udm Arcane Patron

    udm
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    Maybe if they hadn't fucked around during the first 3 years doing jack shit and expanding their team (with hacks, no less), they could have avoided blowing all that KS money down the drain. I'm not saying $860k is a lot (especially when you have physical rewards to take into consideration), but 3 years with a team of 5-6 getting a decent salary of $3k should have been doable under $1m, even when you factor in the cost of capital (rent, software).

    Unless I'm missing something about the game development business?
     
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  14. Sinatar Arbiter

    Sinatar
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    10k per month per person is generally how much it costs to run a game studio in a first world country.
     
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  15. Curratum Cipher

    Curratum
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    That's a pretty fucking high estimate.
     
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  16. Sarkile Augur

    Sarkile
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    Possibly, but $3K a month to live in the crapsack that is Southern California? Outside of living in some pretty extreme conditions, you would likely have to commute hours each day to sustain that with any reasonable quality of life.
     
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  17. Zakhad Savant

    Zakhad
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    We can agree that 3k is too low while also agreeing that 10k is probably too high. Other numbers do exist.
     
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  18. Ranarama Learned

    Ranarama
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    The full cost of having employees is generally about 2x their salary total. Its an average, but once you've got about 8 people it becomes true almost always, barring some particularly capex heavy enterprises.
     
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  19. rusty_shackleford Arcane

    rusty_shackleford
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    it's cheaper if you don't hire women or minorities because then you don't need an hr department
     
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  20. Cael Dumbfuck! Dumbfuck

    Cael
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    Then one of them turns out to be named "Kevin" and then you are completely fucked.
     
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  21. mindx2 Codex Roaming East Coast Reporter Patron

    mindx2
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    Gazing at his now empty game shelves :-(
    Codex 2012 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech
    They're located outside of Boston, MA not California. Mass. is a high taxed state (we call it Taxechusetts) but game studios do get big tax breaks.
     
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  22. Thal Arbiter

    Thal
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    You know one of the things that impressed me about Phoenix Point in this regard is that Gollop was willing to move to Bulgaria in order to lower costs and squeeze every dime out of that crowdfunding cash. That move alone indicates to me, that not only he's dedicated to the project, but that he's got enough management capabilities to deliver the game. Stylistic and design choices aside, at least they're making a game that is more or less what they promised.
     
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  23. LESS T_T Prestigious Gentleman Arcane

    LESS T_T
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    Codex 2014
    Actually he moved to the country because his wife was Bulgarian, also partially to get way from game development. (But then he got involved in the forming of the local Ubisoft studio, and then came to found Snapshot.)

    Of course I agree that he seems to have decent management capabilities, and he admits that the low living costs of Bulgaria making the production possible. Great choice of starting base location, accidentally.
     
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  24. Infinitron I post news Patron

    Infinitron
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    Grab the Codex by the pussy Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker
    Spotted on OtherSide forums - Nightdive Studios devs comment on Underworld Ascendant release:

     
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