Jaesun
Fabulous Ex-Moderator
Is Buzz trying for Try Hard of the year?
It won't hit 1 million before 12 months, so you can relax.I was just asking, you dunce. The 250k figure mentioned in the magazine sounds a bit disappointing considering they got 160k in the first days and have been running the top spots for almost an entire month. Of course, they still sold well, but I was expecting some miracle 1 million thing to happen
Of coruse, they're gonna continue the series. This is like the 6th game in the Divinity series. LMAO
It should ell a million copies because even DD did.
But, this idea that DOS is somehow super popular is bullcrap. And, I like the game (though don't let that stop people from lying).
BIS made FO2 (maybe give credit for FO1 too), IWD, and PST. that's it.
BIO made BG1, BG2, NWN, KOTOR, ME series, DA series, and JE.
BIO wins. No contest.
It won't hit 1 million before 12 months, so you can relax.I was just asking, you dunce. The 250k figure mentioned in the magazine sounds a bit disappointing considering they got 160k in the first days and have been running the top spots for almost an entire month. Of course, they still sold well, but I was expecting some miracle 1 million thing to happen
I also hoped that this was THE success story that was going to break good RPGs out of its niche shell. You know, with Bioware and Bethesda going "We want Div:OS's audience" and companies all over the world competing in this area instead of military shooters and Hollywood-style action games .This MIGHT still happen though, especially if consoles keep blowing like they do right now.
I'd back another KS like this.
DD sold over a million fukkin' copies.
"Fallout 1 and 2, Icewind Dale 1 and 2, and Planescape Torment all made money."
And, how about the canceled games? Sure wasn't enough to pay their bills and stay in busineess. BIS was a failure plain and simple.
1. Why go non-KS? Ok, I see "some" benefits. But the benefits of remaining independant of publishers/"investors" with KS (or at least vastly reducing the quantity of outside financing) seem to be much bigger.Two things are going to be really important, but difficult to quantify at this stage:
1. How many of the kickstarter backers will translate into purchasers for a non-KS sequel? Sales haven't been spectacular for these KS games, but most of those sales are pure gravy. If they can maintain the profitability, they can do more games of the same style - but that means KS backers would need to become purchasers for the non-KS sequel (for KS to really affect the game industry in the long term, these genres need to show that once KS gives them a start, plus ownership of their IP, they can kick on without needing their costs to be covered in advance).
1. If the "IP" is valuable the easiest way to find out is KS. No?2. How much value is retaining ownership of their IP worth? You'd expect that retaining the IP would be worth a LOT - in some cases (where the IP carries potential for a big-money series of sequels), it might be more than the value of the game itself. But it's buried (unreachable) value unless the developer can get enough funding to actually make a sequel exploiting that IP. The ideal scenario would be one where the developer has enough resources inhouse that they can bridge the gap using investment banks or other non-publisher investors, so that when they do a publishing deal, all they need to negotiate for is having their game distributed (like with Steam). But that's a pipe-dream - the outside investors aren't there at the moment, and the nature of creative industries like this is that they need funding due to the 'hit-miss' nature of the product, and because development costs begin several years before they can get an income stream for that product.
Again, why would a small/mid-sized company, that fought hard to get free of a publisher's leash or never got a chance, use its success to get back into bed with a publisher, even at better terms than before?So instead, the question is whether their ownership of the IP will increase their bargaining position enough so that they can get funding from a publisher, without that publisher having much of a say over design, and definitely without the publisher buying the IP from them. I.e. will it be enough for the publisher to just get a cut of the profits?
This, I fully agree with.Publishers will resist that like crazy. They'll be personally irritated by it, as people who they expect to arrive cap-in-hand start getting uppity. And commercially, they'll be scared that if the practice gets off the ground, it will hasten the collapse of their oligopoly. So it would need either to be a safe enough bet that the publisher can't refuse, for fear of looking like an idiot when the next publisher has a hit with it, or for a clear demarcation between mid-tier games and AAA games (the old 'single A'), so they be assured that their primary income isn't being threatened.
This I also agree with, but with the devs still being attached to KS, and not with them trying to get back into bed with established publishersI suspect the latter will occur. But that's a cultural shift, and it could take some time. Either way, I'm holding off to see what happens in the product cycle AFTER these KS games, to see if any of these developers can convert KS success into a genuine independence from the publisher model.
Since we're already hypothisysing: Any chance of GOG moving from pure distribution to funding? (Not that I think it'd be a good idea.)
Dunno man, maybe they're done playing the game.Why the fuck are you people still arguing with Volly?