Perkel, thanks for feedback. Please see my previous post (once it gets approved -- I'm a newly regsitered member). I reacted to many points there (regarding the mobile support as well).
I don't know all members of their team, but many of them worked at big companies before (both gaming and other IT, mobile and non-mobile). So just because they are an indie team looking for crowdfunding doesn't mean they don't have experience. True, this is the first major game they will ship together -- but you have to start somewhere, don't you? AFAIK the team at Baldur's Gate / Fallout didn't ship much before these games, either.
read update to that post with link to that kickstarter
I get you. Since that older post of mine is still waiting approval, I'll copy the key points here:
Before I came to this forum, the devs asked me to send summarized points. This is what I plan to send them:
"Based on RPGCodex feedback:
- Present the unique features in a much more visible manner
- Get a better writer (for dialogues etc.)
- Consider dropping mobile support for now - it may frighten away potential fans at this point
- Don't show fan-made/draft concepts at all"
Regarding gameplay videos and ruleset/lore specifics, these will be definitely available by the time they launch a Kickstarter (I know this for sure).
Add to that:
- do proper budget transparency, show people behind it with their exp. Asking for XXX amount of money without that will raise question and turn on scam alert on people. Once that will happen you will be playing ball of who your are and who you aren't. Backers will keep digging info about you and if they won't like it they will tell other people about it and post things to avoid your kickstarter.
Dude with experience in IT even if he didn't do any game is worth a lot more than TRUST US !. Even finished schools will be good idea to post.
- proper hook on game systems. Why combat in game will be fun and try to visualize it.
- proper game visualization. How story starts, why people start their journey and what drives them, what player will be doing in game.
- milestones. When you expect finishing it, when you expect alpha, when you expect things to be assembled
As for writter part. Like someone here said some names are stupid BUT game writter is the one making shots here. Just because something is called Purple Inn doesn't mean there is nothing behind that name that could be interesting (why purple?). Problem starts when you have shitty names for everything. You are dwelling then in 12 years old retardo land.
Same with everything else. IF you fallow human history names started as something usually description of something and then evolved.
Just calling something Rowardit'sa doesn't make it interesting without context "why". If you give "why" context then name could work.
Example
Rowardit'sa mentioned earlier. We have some tribe and that name is used for harbor. Roward it that tribe language means literally harbor and it'sa is short for their "fucking" and that slur kit'sa (full slur) is used in game often so players could connect dots that this name has something to do with fucking xxxx. It is a harbor then probably fucking harbor since people living here actually don't like this place much. Bonus points if there was earlier actual given name to that place officially but locals didn't bother to use it and they will tell you at some point about it.
If you look at our world it is full of shitty names for places. It's "why" component makes them valid not name itself.
edit:
like poster above said Y-something don't mean anything to me. You need to tell me why it is named like that and what it represents.
example:
Planescape. In it's name it has main hook. It's multiverse with planes and you can visit other planes. Sound dumb when you think about name itself but with context it is cool name.