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Game News Bloom - "Action adventure with a dose of RPG" on Kickstarter

Joined
Sep 29, 2012
Messages
143
Project: Eternity
I grew up playing those types of games so old no one is doing anymore....and....really...there is a reason. Go back and play some of those games you have nostalgic feelings for :P Suddenly a lot of things don't seem so grand about them.

General ease-of-use notwithstanding, this is exactly the type of logic that the Jay Wilsons of the world like to wrap themselves up in at night to stay warm. Refer to the popular opinions on the internet toward Diablo 3 to see how well that worked out for him.

We're not on 386's anymore, and that's dandy, but the majority of today's gaming "advances" are grounded in technology, instead of improving the medium as a medium, with thoughtful game design. There's a plenty to admire about (and learn from) oldies.

I guess what I'm getting at is that this sort of mindset is wicked-unpopular on a forum like this.
 
Self-Ejected

ScottishMartialArts

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If you want to make another thread about trannies, go for it and message me the link. Then I'll drop in and give everyone a lecture on the realities of transgenderism. Whatever you think you know about it, you are wrong (well, unless you have had more experience in that world than most the population...but, chances are you haven't).

ScottishMartialArts Kaiserin

Spambot's talking shit.

Meh. Spambot seems like a hipster artfag, but I will say this: RPGCodex is a hostile environment for trannies. Yeah, RPGCodex has trannies deeply embedded in the forum lore, but that doesn't mean we're exactly welcome here (see pretty much every thread I or Kaiserin have ever posted in). I'm here largely out of force of habit, plus the Best Thread Ever and its offshoots, not because I feel like this is a cool place to be a tranny.
 

Jaesun

Fabulous Ex-Moderator
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MCA Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech
Ray Muzyka ‏@RayMuzyka
Good Oatmeal wisdom: 'Art is not born in a vacuum, but it's not born in a tornado full of shrieking trolls, either' -
 

Kaiserin

Liturgist
Joined
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Messages
4,082
If you want to make another thread about trannies, go for it and message me the link. Then I'll drop in and give everyone a lecture on the realities of transgenderism. Whatever you think you know about it, you are wrong (well, unless you have had more experience in that world than most the population...but, chances are you haven't).
HAND NEST HORNETS
 

Moribund

A droglike
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If you want a new type of game, do you ask the middle aged overweight guy to do it? Or do you ask someone "different"?

There is a reason the most creative people tend to be a bit different.... our brains are different...we create different things... sometimes it is just strange, other times it is simply beautiful and what the industry really needs ;)

Max Phipps and/or Alan Moore! We are proud to have you here, sir.
 
Joined
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Messages
7,428
Location
Villainville
MCA
If you want to make another thread about trannies, go for it and message me the link. Then I'll drop in and give everyone a lecture on the realities of transgenderism. Whatever you think you know about it, you are wrong (well, unless you have had more experience in that world than most the population...but, chances are you haven't).

ScottishMartialArts Kaiserin

Spambot's talking shit.

Meh. Spambot seems like a hipster artfag, but I will say this: RPGCodex is a hostile environment for trannies. Yeah, RPGCodex has trannies deeply embedded in the forum lore, but that doesn't mean we're exactly welcome here (see pretty much every thread I or Kaiserin have ever posted in). I'm here largely out of force of habit, plus the Best Thread Ever and its offshoots, not because I feel like this is a cool place to be a tranny.

It's always just a couple of loudmouths. Neither you or Kaiserin seems to realise how much most people here hold you in high esteem.
 
Joined
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You can learn all of that in a couple months and if you got some talent/aptitude and perseverance, you can even do an okay job in a couple more months.

Lol ...uhh... soo... lol just great :) Sorry, just, speechless :) Yea, anyone can be an artist in just a couple months! That is totally how the world works :D

Yes, they can. Shocked because you had to waste three years (and omg, what a long long time that is! back in renaissance, apprentices spent fucking years to even get to anywhere. How the fuck can anyone learn anything in three fucking ears? You must be special)?

Get the fuck off of your entitlement, faggot.

Now, there is no such thing as "artist programming".

Uhhm, I guess if you say so. ((This was done by a professional animator who decided to make a game. He started making it not knowing how to program....taught himself along the way ~while making the art~ ...took him a total of 2 years))



I don't see the practice of the art itself giving birth to programming. You said it yourself: "taught himself along the way... took him a total of 2 years". How in earth you try to ridicule me by proving what I have just said is sad and isn't a great indicator of your intellect.

And ultimately, that is a pathetic example (no, not the game itself) because an experienced programmer could program that entire game in under six months sans the art but he could easily create and use bland placeholders to communicate the concept of the game, which is what matters. Can't say the same about your artist friend taking his sweet two years to make even a working prototype. Nonetheless, kudos to him for persevering and learning programming. Funny that he had to learn anything at all, no?

A programmer can even create art.

Totally :D Anyone can do art :) You don't even need to practice or anything. You are born with art talent or not :D

You are being quite retarded. Fucking art is fucking art, degree of quality notwithstanding. If necessary, it will take a programmer substantially less time to put together a working concept using "programmer art", ie. art created through computing, shitty or not. And that itself has its own aesthetic when done right, the kind of aesthetic only a good programmer with good taste could create. Stuff that you could never learn in *any* art school.

~i'm being pretty facetious here, you guys are too much haha. You realize I went to art school for 3 years right? Along side loads of people who works their buns off CONSTANTLY ...people sleeping in their cars...skipping meals....just....really simply working non stop for YEARS. What world are you guys living in? I'm not talking about pac-man pixel art...~

Oh so now you are saying that you, a hipster faggot who went to art school for 3 years, have managed to learn absolutely nothing, considering you find in yourself the authority to dismiss pixel art. How very elite of you. I bet if one of your friends go for pixel art, you will cum buckets and preach some more hipster bullshit because it will be another guy who wasted his 3 years in some retarded art school learning nothing about anything.

Congrats. Huge accomplishment.

Really, you say not to disrespect programmers (which I didn't, I totally think programmers are mega important, and take years of study and major hard work to get to)....but you guys think doing high quality art is just something you can pick up in a couple months or do if you really felt like it?

What is "high quality" art? Are we talking about high quality art as in traditional fine arts? or as in industry oriented insect-type of specialised drone work?

Either case, there are plenty of people who get there and produce brilliant stuff much sooner than most art school hipster piece of shits who have wasted three years learning nothing, much less humility and appreciation for the kinds of art beyond his curriculum and dogmatic world view.

So yes, some people happen to have the talent and it manifests itself whether that person tries his hand at pixel art, high quality textures and models and animations or oil and pastels. And yes, a lot of it are stuff anyone can pick up in a couple months, quality of results notwithstanding. What, you're telling me that it took you three fucking years to pick up how to texture, model, UV wrap, animate or do whatthefuckever else? Well then, see this is why you are retarded: taking more time to do basic shit anyone can do with some practice and then boasting about it. Plus the lack of real world exposure to see what people are capable of.

Again, I don't mean to be mean...but.... this is why I question things around here :P This forum is ...uhh... yea.... really something haha.

Are you socially retarded or is that how you always react when faced with new perspectives? Oh, I remember: 3-year special programme for people with "special" needs. I feel for you.

R00FLES!
 

Moribund

A droglike
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Sweet baby Jesus, tone it down a bit. If it took 2 months to learn art and 2 months to learn programming and 6 months to make a game then everyone here would have made 8 games by now, and WL 2 would have only needed a 10K budget.
 

Studio Fawn

Studio Fawn
Developer
Joined
Nov 11, 2012
Messages
190
And ultimately, that is a pathetic example (no, not the game itself) because an experienced programmer could program that entire game in under six months sans the art but he could easily create and use bland placeholders to communicate the concept of the game, which is what matters

Yea dood, it just takes a few months to learn coding and art and making games is easy. You seem to know a lot about games :) ~popcorn~
 

Burning Bridges

Enviado de meu SM-G3502T usando Tapatalk
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This kickstarter is gonna fail anyway. 3,600 / 150,000 with 32 days to go. That's just slightly better than Tortured Hearts did ( 12,600 / 300,000 ).

You simply ask for too much money too early and instead of questioning your strategy, lecture people about your amazing qualifications.

If you or your team members can get a 150k job in the industry then go fuck yourself and take it. If every one coming from university with a great idea can get such a princely sum, kickstarter becomes a risk free social service for high salaried people. I say again, this is supposed to be garage development, no champaign and oysters. Minimal living cost per person involved multiplied by one or two years is enough. Ideally a portion of the budget should be provided by the developer. For example by investing 6-12 months in a working prototype, before even coming to kickstarter. Then you may show what you have and ask for financial support for 12-24 months more.

Make no mistake, I am not criticizing your game nor your talent. The concept screens look very good and your art looks just amazing.

What I am criticizing is that you invest so very little in preparing this kickstarter, and are now trying to talk yourself out of it. But everyone can see that the project is in its infancy. The alleged 2 years planning is just fantasy.

Your website went online with the kickstarter. This shows that you are not so experienced as you make it sound. Because you could certainly not expect that your website / project becomes a popular brand in merely 30 days. This is actually a rather naive way of starting a campaign.

And it won't change a thing if you preach how professional you are and people should be thankful that you even offer to make a game on kickstarter. What you are presenting is merely an idea - you still need to do the homework and prepare a prototype with some gameplay. With such outstanding art it would certainly look good, and should be fun to make too. But if you demand every penny in advance, you will go the way of others before you, some of them very highly regarded people.

Projects like Xenonauts have run for years, released alpha versions all the time, with hundreds of users discussing in their forum, and they are still not there. Others like Legends of Eisenwald went to kickstarter with an already half finished game and still got only a very modest sum.
 

Grunker

RPG Codex Ghost
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Copenhagen
I'll distill the above post for you in a short form: Keep deflecting every bit of criticism, and you lose. Take some of it to heart, and you might win. Note that your project is being praised, so you're already half-way there. You just need to accept that maybe next time you should plan the Kickstarter better and learn humility in the face of those you ask to pledge money to a project they have no real idea of knowing whether will be finished or not.
 

Jarpie

Arcane
Patron
Joined
Oct 30, 2009
Messages
6,704
Codex 2012 MCA
Also, as I said before, there's a reason why such projects as Double Fine Adventure, Project Eternity and Wasteland 2 has gotten a lot of pledges even though they only had an idea and some concept art: The devs already have credentials we all know of, history of delivering games and we know they are competent enough to carry project from start to finish so we know we can trust them to at least finish the game and we actually get the game even if we can't be sure how good that game will be.

You don't have any of those three not matter how much you try to yell and convince us otherwise.

Like Burning Bridges said, get something done first, like alpha-version and then launch Kickstarter to finish the game and you have much better chance for reaching the goal.
 

Studio Fawn

Studio Fawn
Developer
Joined
Nov 11, 2012
Messages
190
Make no mistake, I am not criticizing your game nor your talent. The concept screens look very good and your art looks just amazing.

How long / how much work do you think it takes to make that stuff? Really, think about it for a minute. I have over 100 pieces of concept work, dozens of models, and a bunch of story / design .

How long do you think it takes to make a 3d animation like the one I did with composting? Or even lets just take the Studio Fawn logo. How long do you think it takes to do something like that?

Yea, I haven't invested anything in this project. I threw this together over the weekend?
 

Moribund

A droglike
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This kickstarter is gonna fail anyway. 3,600 / 150,000 with 32 days to go. That's just slightly better than Tortured Hearts did ( 12,600 / 300,000 ).

The problem with TH is they had no idea how to make a game, no ability at all. And they didn't have any more conception on what it takes to make one than villain of the story seems to have. It was just halfassed in every way and nothing was shown as evidence anyone involved had any shred of talent let alone skill.

This one has got a lot more going for it than that.

You simply ask for too much money too early and instead of questioning your strategy, lecture people about your amazing qualifications.

Well, what else are they supposed to do, seriously? Make the whole game then hope they get paid? There's no point at all to kickstarter if that's how it's supposed to work.

That doesn't mean they can realisitically get the money, but if they can generate enough interest maybe they can. This project is a lot more realistic and better than Dead State for example and look what it got.

If you or your team members can get a 150k job in the industry then go fuck yourself and take it. If every one coming from university with a great idea can get such a princely sum, kickstarter becomes a risk free social service for high salaried people. I say again, this is supposed to be garage development, no champaign and oysters. Minimal living cost per person involved multiplied by one or two years is enough. Ideally a portion of the budget should be provided by the developer. For example by investing 6-12 months in a working prototype, before even coming to kickstarter. Then you may show what you have and ask for financial support for 12-24 months more.

They already have more to show than WL 2, PE or all but a few kickstarters. Art looks very good. Was Banner Saga even half as good? One tenth as good?

It's a sad fact name dropping work at a mediocre game company has more weight than anything else, but that's nothing to say about how deserving the game is.

150k doesn't go very far, it's not like they gave themselves a 6 figure salary for one guy for one year (you can be sure for EVERY big KS this was the case, though). More like several people working full time several years or there won't be a game, and then it doesn't seem like a lot of money any more.

Make no mistake, I am not criticizing your game nor your talent. The concept screens look very good and your art looks just amazing.

What I am criticizing is that you invest so very little in preparing this kickstarter, and are now trying to talk yourself out of it. But everyone can see that the project is in its infancy. The alleged 2 years planning is just fantasy.

Your website went online with the kickstarter. This shows that you are not so experienced as you make it sound. Because you could certainly not expect that your website / project becomes a popular brand in merely 30 days. This is actually a rather naive way of starting a campaign.

And it won't change a thing if you preach how professional you are and people should be thankful that you even offer to make a game on kickstarter. What you are presenting is merely an idea - you still need to do the homework and prepare a prototype with some gameplay. With such outstanding art it would certainly look good, and should be fun to make too. But if you demand every penny in advance, you will go the way of others before you, some of them very highly regarded people.

So what matters with an adventure game, then? It's 100% art and writing, 0% programming. You can get wintermute engine and just enter in your quests and artwork and you are DONE.

Doesn't look good on getting the money but I don't think there's need to bash on people for simply doing the thing that matters for their game and hoping people will help out with seeing it through to the end.

Game devs should be making games, not pitches. So far all I see out of most game devs is they can make good pitches, no good games have come out of them since the ice age.

Projects like Xenonauts have run for years, released alpha versions all the time, with hundreds of users discussing in their forum, and they are still not there. Others like Legends of Eisenwald went to kickstarter with an already half finished game and still got only a very modest sum.

And they've never had a single demo where anything works. It's a complete shell of a game and even easy stuff like the end of month funding summary don't work. And the art is about the worst I've seen in my life.

I won't be surprised if the game never truly materializes, the only thing they've done well so far is make a website and get old xcom fans pumped.

Which ties in with sadly I think all KS will ever be good for is for dredging up every guy who made a game 20 years ago up from the grave to make a knockoff of their own game. And even that is getting kind of old already.

By contrast making an adventure game is like writing a novel. It's a million times easier. Why do you think AoD plays like a novel? Yes, because that is a hundred times easier. Bet you anything that's all there is to it.

I don't think they'll get the money either but seriously this is one of the least scamming kickstarters that I've seen. Most of them are just pure fantasy that no game would ever come from, and the rest are just john videogames asking for free money instead of investing their own company's money into anything.

I'll distill the above post for you in a short form: Keep deflecting every bit of criticism, and you lose. Take some of it to heart, and you might win. Note that your project is being praised, so you're already half-way there. You just need to accept that maybe next time you should plan the Kickstarter better and learn humility in the face of those you ask to pledge money to a project they have no real idea of knowing whether will be finished or not.

But it's just criticism about the business approach. That's kind of bs to get worked up over. Anyone is going to do the best they can, that's all they can do.

You can't make any game worth a shit for 150k, that's just a fact.
 

Studio Fawn

Studio Fawn
Developer
Joined
Nov 11, 2012
Messages
190
Like Burning Bridges said, get something done first

This is so crazy. Get something done first?

Why do I think people would be more impressed with a couple days following http://unity3d.com/support/resources/tutorials/ than massive amounts of pre-development and concept / story / artwork / models / assets .

This is why I hate the marketing business :P Make the burgers look yummy and people will buy, who cares what is in it :D
 

Burning Bridges

Enviado de meu SM-G3502T usando Tapatalk
Joined
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Messages
27,571
Location
Tampon Bay
How long / how much work do you think it takes to make that stuff? Really, think about it for a minute. I have over 100 pieces of concept work, dozens of models, and a bunch of story / design .

How long do you think it takes to make a 3d animation like the one I did with composting? Or even lets just take the Studio Fawn logo. How long do you think it takes to do something like that?

Yea, I haven't invested anything in this project. I threw this together over the weekend?

I don't see how this is relevant.

Look, everyone with a computer who can either code or paint or compose has lots of stuff in various stages of completion. But without software to hold it together these are just disconnected files and if you really want to sell this as software development then you are just very naive.

Besides, you're starting to sound subbass-ian. You know, that dude from Hungary who created a full NWN mod without programmer support and then asked for 300,000$ to hire people who could code a new game for him. When it became evident that they had not even written 1 line of code, he started talking of hundreds of thousands words of conversation text and gazillions of quests which had all been thoroughly tested and provided great gameplay. And yeah, he was boasting about his high renown in the industry, which important people he knew, and how he could not communicate such stuff to us ordinary gamers, too :lol: You can try to imitate this style if you're looking for a definite recipe to fail.

This is so crazy. Get something done first?

Why do I think people would be more impressed with a couple days following http://unity3d.com/support/resources/tutorials/ than massive amounts of pre-development and concept / story / artwork / models / assets .

This is why I hate the marketing business :P Make the burgers look yummy and people will buy, who cares what is in it :D

Good luck!
 

Jarpie

Arcane
Patron
Joined
Oct 30, 2009
Messages
6,704
Codex 2012 MCA
Well, what else are they supposed to do, seriously? Make the whole game then hope they get paid? There's no point at all to kickstarter if that's how it's supposed to work.

That doesn't mean they can realisitically get the money, but if they can generate enough interest maybe they can. This project is a lot more realistic and better than Dead State for example and look what it got.



Bullshit, Dead State already has actual screenshots of the game to show, and it's been made by the guy who was lead in Vampire The Masquerade: Bloodlines so I'd say it has lot more going for it than this one which is being done by someone completely unknown.

They already have more to show than WL 2, PE or all but a few kickstarters. Art looks very good. Was Banner Saga even half as good? One tenth as good?

It's a sad fact name dropping work at a mediocre game company has more weight than anything else, but that's nothing to say about how deserving the game is.

150k doesn't go very far, it's not like they gave themselves a 6 figure salary for one guy for one year (you can be sure for EVERY big KS this was the case, though). More like several people working full time several years or there won't be a game, and then it doesn't seem like a lot of money any more.


What more does this have than PE? Some models? Big deal. His art looks very impressive sure but we have no idea how good he is actually designing the game and game systems. When I look at the project in Kickstarter I look what the devs have done previously, how much I like what they've done and what they already have in the Kickstarter (the concept of the game, how much they already have done it etc).

Obsidian mediocre? Go fuck yourself. Project Eternity has MCA, Sawyer and Ziets who all have done some truly great games such as PS:T, FNV and NWN2: MOTB. I trust them with my money much more than some guy who has some concept for the game, concept art, mock-up screenshots and models when I have no idea how competent he is actually to finish what he started.

So what matters with an adventure game, then? It's 100% art and writing, 0% programming. You can get wintermute engine and just enter in your quests and artwork and you are DONE.

Doesn't look good on getting the money but I don't think there's need to bash on people for simply doing the thing that matters for their game and hoping people will help out with seeing it through to the end.

Game devs should be making games, not pitches. So far all I see out of most game devs is they can make good pitches, no good games have come out of them since the ice age.


See what I wrote before, why should I trust some complete unknown with my money when they have just some concepts for game and some art when I have no idea if they can even finish making it?

Those who don't have any credible credentials should first get alpha-version or something done, and then start Kickstarter to finish it when they can show people that they have gotten at least this far.

Which ties in with sadly I think all KS will ever be good for is for dredging up every guy who made a game 20 years ago up from the grave to make a knockoff of their own game. And even that is getting kind of old already.

I don't think they'll get the money either but seriously this is one of the least scamming kickstarters that I've seen. Most of them are just pure fantasy that no game would ever come from, and the rest are just john videogames asking for free money instead of investing their own company's money into anything.

But it's just criticism about the business approach. That's kind of bs to get worked up over. Anyone is going to do the best they can, that's all they can do.

You can't make any game worth a shit for 150k, that's just a fact.


At least those old devs have proved that they can make a quality games and they can deliver what they have started which is why people are much more willing to pledge for their projects than some complete unknown.

How do we know this isn't just a scam? Just because he has some models and concepts ready? How come it's just bs to get worked up over since the business plan is one of the most important things for setting up company and game project. Without proper and working business plan the whole project will almost certainly fail due mismanaging the funds and scope.

Like I've said many times before, when someone who we know have done games before and they have good credentials, we can at least mostly trust that they know what they're doing.

I bet Legend of Grimrock didn't cost much more than 150k so you can just shut the fuck up about how much it costs for doing quality game and I don't think Knights of the Chalice cost lot more than that, probably was even cheaper.
 

Shadenuat

Arcane
Joined
Dec 9, 2011
Messages
11,977
Location
Russia
How long / how much work do you think it takes to make that stuff? Really, think about it for a minute. I have over 100 pieces of concept work, dozens of models, and a bunch of story / design .

Yes, but ultimately, people here don't care. They are interested what's the game about, not in how grass blown by wind or in your portfolio. Here's an example of how I like games presented:
http://www.youtube.com/watch?v=e-Oz5Jn3JQU
See how much stuff that trailer tells about? It says: "You will have combat like that. You will have dialogue like that with consequences. You will have crafting. Ton of weapons. Factions."
Your kickstarter says - "there are cool faerie-like womyn and grass".
 

Jarpie

Arcane
Patron
Joined
Oct 30, 2009
Messages
6,704
Codex 2012 MCA
Like Burning Bridges said, get something done first

This is so crazy. Get something done first?

Why do I think people would be more impressed with a couple days following http://unity3d.com/support/resources/tutorials/ than massive amounts of pre-development and concept / story / artwork / models / assets .

This is why I hate the marketing business :P Make the burgers look yummy and people will buy, who cares what is in it :D

Why is it crazy? I have no idea how good you are actually leading a game project, have no idea how good you are in game design, have no idea how good you are making the gameplay and YOU DON'T HAVE ANY CREDIBLE CREDENTIALS TO SHOW WHAT YOU HAVE DONE SO WHY I SHOULD TRUST YOU WITH MY MONEY.

Haunts actually has project lead who has produced actual games I can look up, they had alpha-version to show and they still failed so tell me why we should trust you with 150k which is a lot of money.
 

Moribund

A droglike
Joined
Oct 20, 2012
Messages
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Location
Tied to the mast
Games don't cost anything if you don't pay people for their time. Now where's the knights of the chalice sequel, then? Exactly.

If there's no demand for the game then why should someone waste their time making it. That's not a business, it's a hobby. Only a madman like cleve is going to spend 250k on his own to make a game, which then gets 6k on indiegogo.

DS had nothing to show of any merit, and I won't be surprised if it never comes out. You can put some models into a game in 5 minutes, making it a game takes a lot longer. All the art that was there looked terrible and there was not even a video of one round of combat, like the xcom knockoff it's just a shell of a game and likely won't ever materialize.

Maybe PE just didn't tickle my fancy but like most of these KS things it's really just capitalizing on the game, and for me not one thing they showed made me the least bit excited.
 

Jarpie

Arcane
Patron
Joined
Oct 30, 2009
Messages
6,704
Codex 2012 MCA
Games don't cost anyone if you don't pay people for their time. Now where's the knights of the chalice sequel, then? Exactly.

If there's no demand for the game then why should someone waste their time making it. That's not a business, it's a hobby. Only a madman like cleve is going to spend 250k on his own to make a game, which then gets 6k on indiegogo.

DS had nothing to show of any merit, and I won't be surprised if it never comes out. You can put some models into a game in 5 minutes, making it a game takes a lot longer. All the art that was there looked terrible and there was not even a video of one round of combat, like the xcom knockoff it's just a shell of a game and likely won't ever materialize.

Maybe PE just didn't tickle my fancy but like most of these KS things it's really just capitalizing on the game, and for me not one thing they showed made me the least bit excited.

And you still claim this has more merit than DS which has Brian Mitsoda doing it who made VTMB which is almost worshipped in here?

If MCA, Sawyer, Tim Cain and Ziets doing a RPG doesn't tickle your fancy, what kind of RPGs you then like?
 

Studio Fawn

Studio Fawn
Developer
Joined
Nov 11, 2012
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190
Well, I finally understand why companies treat their customers the way they do. It is a good lesson to have early on (so thanks for that).

Anyhow, thanks for the time :) Look for our project coming up (and another project we just got going for the near future). It will be under the Bloom IP, so check it out when it pops up :)
 

Jarpie

Arcane
Patron
Joined
Oct 30, 2009
Messages
6,704
Codex 2012 MCA
Well, I finally understand why companies treat their customers the way they do. It is a good lesson to have early on (so thanks for that).

Anyhow, thanks for the time :) Look for our project coming up (and another project we just got going for the near future). It will be under the Bloom IP, so check it out when it pops up :)

Leaving so soon after we gave some constructive criticism to which you didn't even reply?

:butthurt:
 

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