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Game News Divinity: Original Sin Kickstarter Campaign Begins + Hands-on Preview at RPGWatch

BigWeather

Augur
Joined
Apr 8, 2007
Messages
271
Just FYI: I've brofisted you for shifting funds to a more deserving campaign but unbrofisted forpledging to LB's pet raising simulator in the first place :rpgcodex:

Haha, I deserve that! I pledged at the early-early bird level in case it turned out not to be what I feared it would be (and has since clearly confirmed itself to be). I've just got to let go of any possibility of a proper Ultima (by EA or by LB) and just cherish its past.
 

Deacdo

Liturgist
Joined
Oct 24, 2004
Messages
585
Why is this game turn-based, again? As much as I love Fallout, I have some trouble seeing why a game is turn-based when you only control one character (if you play OS in co-op, as it is designed to be played).
 

ForkTong

Larian Studios
Developer
Joined
Nov 8, 2012
Messages
314
Location
Krynn
VD: As total marketing/PR noobs, we were pretty happy with that video :l

Why is this game turn-based, again? As much as I love Fallout, I have some trouble seeing why a game is turn-based when you only control one character (if you play OS in co-op, as it is designed to be played).

Because we've always wanted to make one and were never "allowed to". We wanted to make one, because we like playing them, and when we started thinking about our next Div game (2009-2010 I think), no one was really making one...
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
VD: As total marketing/PR noobs, we were pretty happy with that video :l
It's a good video. As a gamer who happened to be in your core audience group (except for the co-op thing, that's just heresy), I liked it.
 

Metro

Arcane
Beg Auditor
Joined
Aug 27, 2009
Messages
27,792
You fuckers have a long way to go into making this a PRESTIGIOUS magazine! Then you will get all the scoops.
 

Deacdo

Liturgist
Joined
Oct 24, 2004
Messages
585
You play a party of 4 total in the game.
Didn't one of the devs say you could hire two more, but it was balanced for two?

You start the game with 2 people. You then can hire up to 2 more henchmen for a party total of 4.
Yes. I implied that, but my point is that the additional two are option and the game, overall, is balanced for two in total. In short, the additional two is if you suck at RPGs.
 

Zeriel

Arcane
Joined
Jun 17, 2012
Messages
13,963
I have noticed a tendency from the smaller RPG developers to group RPGWatch in the same category as the Codex, even though they're a much smaller site. They have a sort of "important site" reputation that they don't entirely deserve.

I wonder why that is. Did RPGWatch used to be bigger than it is today? Do they just gain attention by default due to being a kind of SFW version of the Codex?

Pretty sure it's all about being willing to play the game. They're a reliable hype-machine in the vein of a lot of the bigger sites, that + any "prestigious credentials" aura they may or may not have make them better than a much more popular website that will bag on your shit 24/7 (i.e us). In other words, it doesn't matter how hot you are if you don't put out. Yes, RPGWatch is the ugly but eager ladyboy in this scenario.
 
Joined
Jul 11, 2010
Messages
3,213
Location
Vostroya
Oh fuuu---! Haven't visited 'dex for a week and look what I've missed. As a result I've learned about kickstarter from RPS, and immediately pledged. But hell, couldn't Larian just wait a little? I really don't get that RPGWatch situation. Right now almost all my free money have gone to Torment, so I can afford only 25$ tier, and even it is kinda steep.
 

Arkeus

Arcane
Joined
Oct 9, 2012
Messages
1,406
You play a party of 4 total in the game.
Didn't one of the devs say you could hire two more, but it was balanced for two?

You start the game with 2 people. You then can hire up to 2 more henchmen for a party total of 4.
Yes. I implied that, but my point is that the additional two are option and the game, overall, is balanced for two in total. In short, the additional two is if you suck at RPGs.
I will need a quote on that. ForkTong, any words?
 

Mangoose

Arcane
Patron
Joined
Apr 5, 2009
Messages
26,492
Location
I'm a Banana
Divinity: Original Sin Project: Eternity
Why is this game turn-based, again? As much as I love Fallout, I have some trouble seeing why a game is turn-based when you only control one character (if you play OS in co-op, as it is designed to be played).
What? Of course turn-based matters. Unless you don't coordinate tactically with your co-op partner for some god-awful reason.

And the game is designed or intended to be played by either 1 or 2 people. It's not in any way their desire to sacrifice gameplay for one audience just to appease a different audience.
 

Alex

Arcane
Joined
Jun 14, 2007
Messages
9,221
Location
São Paulo - Brasil
Wow - the things you have to do to get your password reset on this forum - my bank has less security. And really ? Forcing me to read Todd & Pete misspell ERgo Draconis to get my password back ? Kinda cool but still...Anways - I figured I'd jump right in (and out, I've learnt from the experiences of my predecessors). Yes, we (well, I) did ruin it a little bit as detailed elsewhere in this thread, but we're scrambling, and we actually could use some feedback regarding what rewards you'd like to see.

I gathered from some posts you're not really happy with our rewards, but what I'd really like to know is, what is it that would make you... well, not happy... but ... well... less unhappy ? Honestly, we are making the type of game you guys (and occasional girl) should actually like, I think, so your thoughts actually do matter to us. (You cannot even start to imagine what this does to our psyche). So if you feel like offering some ideas, we'll pick them up (insert big disclaimer here)

Also - R. person - we welcome stats discussions. Actually, we even integrated an idea from your emissary already. I wonder if he'll pick it up. It's in the KS description. But from what you wrote/quoted, I gathered that you actually thought about this, so I'd be curious to hear your suggestions.

And thanks to all of you who have been pledging btw - you are going to be making a difference.

Toedeloe

Swen/Larian

Quoting this because it got stuck in the moderation queue.

Well, I am not sure what would be good rewards for this kickstarter. In fact, you sold it to me just on the pitch video, and I am already going to contribute as much as I can for it. But for me, the best kind of reward is something directly related to the game. Previous kickstarters already showed that kickstarter exclusive content seems like a very bad idea, but I think stuff like Infocom feelies, or old Ultima manuals that are written "in character" (like the spellbook from 4, or the Fellowship book). The difference between Infocom style feelies and just random toys based on something inside the game is that the feelies were actually part of solving the puzzle. This may be problematic for an RPG with a big scope like Original Sin though, specially since the object would need to exist in game as well for people who only bought the digital version. Still, since you are already making a cloth map, I think it would be interesting if the map also held some kind of clues for exploring the game world. Like Ultima IV marked moongates positions and stuff like that.

Aside from that, I think some kickstarters managed to make some very good money by having very expensive tiers where the purchasers got to play designer for a spell. This allowed online comunities to make donation drives with clear goals. Of course, you guys have some of that already, but like DU mentioned, it seems the $1000 one is the most expensive one, with the higher tier rewards not being all that useful for that. You guys already have a system in place to insert codes to unlock this content, which is a very good idea, I think. This way, people may even go a bit more wild without fear of spoiling the game. As long as the content is enabled by sharing the code, I think no one will have reason to oppose this kind of reward tier.

Also, people mentioned this kickstarter may draw in less people. As, instead of trying to sell a dream, it is trying to sell a game that is already pretty much made and will be released no matter what. I think the best way then to make people buy into the basic idea of this project is to make them realize what is at stake here. That is, to show them what kind of things their money is going to be used to. From the video in the Kickstarter, it seems you guys would like very much to see this kickstarter succeed so you can make this a better game. I think then what you need to do is put the potential backers into the same frame of mind as you are in. I have no knowledge of marketing or anything like this, but I think blurbs explaining what kind of work you are going to do could work very well. Maybe something like this:

Alex said:
While playing D:OS, one of the many characters you may come across is Ernest. There are quite a few things that can be said about Ernest. That he is an old mage, or that he sells spell components in his house in Orisis are some of them. That he is a big crook, always trying to get a leg up on his customers is another. Whether it is by forgetting his hand on the scale, or "miscalculating" the change, or by mixing blackberry roots with the mandrake ones, you should always keep an eye out on him when buying in his shop. Depending on the attributes of your character, Ernest's trickery may go unnoticed no matter what... at least until you are out of his shop and decides to open your reagent bag.

Now, different from most people in Orisis, you actually a choice about this. Going to the neighboring town is enough a hassle most simply put up with Ernest's shenanigans. But controlling a band of adventurers means you are always on the move anyway. So it is completely feasible to just not do business with Ernest. However, you may also try to beat Ernest in his own game. As things are, Ernest is too smart to be fast talked when bargaining, but if his intelligence was reduced somehow, it would be easy to use his greed against him, and pay a pittance for a ton of reagents.

Then again, Ernest is a mage. If you were to cast a spell on him reducing his mental accuity, chances are he would figure out what is going on right away and refuse to do business until he felt better. And even if you managed to cast a powerful enough spell on him that he couldn't figure what is going on, he would probably figure it out later, and refuse to do business with you again. But if you decide to be attentive, you may find out another way. For example, if you were to visit Ernest a little past noon, you might see that he always eat his lunch in the local tavern. You might also notice that he always downs it with a cup of wine. But if you really had it out for Ernest, you might see that he can't hold his alcohol at all. Every saturday evening, he will get plastered in the tavern with just 1 cup of whiskey. Thus, if you were to mess with his drink... Maybe changing his cup while he is not looking, or maybe mixing something stronger in his wine... You would find him a lot more loose in his calculations later on in his shop.

One of the elements we are really looking forward implementing in Original Sin is the schedule system. Like in Ultima 7 before it, NPCs in OS have their own lives. They wake up in the morning, open their shops, eat their lunches, go to their churches and so on. This, of course, opens up a whole lot of possibilities to interact with them. If we manage to get $600,000, we will be able to do a good do over on these various possibilities, adding quests, tidbits, interesting quirks and such that would otherwise fall outside our budget, like the interactions with our friend Ernest above.

Anyway, sorry for the long post. I don't really know how to make this kickstarter more successful, but I know what, as a player, would really draw me in, which I hope will be useful for you guys to know.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
If it doesn't, why seek funding? It's very black-n-white.

Why? If you fail to sell one game it doesn't mean you'll fail to sell another unless you make them identical?
Failing to sell AoD would change everything. Namely, I'd no longer be free to try different ideas (like keeping combat difficulty high to keep the setting, which makes the game less appealing and limits sales to a certain degree; make non-traditional RPGs and such). I would have to worry and think about sales, which would take all the fun out of the fucking exercise.
 

Metro

Arcane
Beg Auditor
Joined
Aug 27, 2009
Messages
27,792
I think the funding is going fine right now. Unless interest falls off a cliff $600k is certainly attainable. As far as changing things I think it's a bit too late to put the crap back in the goose but as others have mentioned I would have made the $25 digital game tier unlimited and had a $15-20 limited 'early bird' tier.
 
Self-Ejected

HobGoblin42

Self-Ejected
Patron
Developer
Joined
Aug 25, 2012
Messages
2,417
Location
Munich
Codex 2013 Codex USB, 2014
Failing to sell AoD would change everything. Namely, I'd no longer be free to try different ideas (like keeping combat difficulty high to keep the setting, which makes the game less appealing and limits sales to a certain degree; make non-traditional RPGs and such). I would have to worry and think about sales, which would take all the fun out of the fucking exercise.

Do you already have some break-even in mind (numbers of sold copies) where you would call AoD a success?
 

Metro

Arcane
Beg Auditor
Joined
Aug 27, 2009
Messages
27,792
What? I hear the marketing campaign alone (excluding bribes) is going to be $100 mil.

VD has already bought commercial time during the Walking Dead season finale. Hey, it worked for Bioshock Infinite!
 

MicoSelva

backlog digger
Patron
Joined
Sep 10, 2010
Messages
7,521
Location
The Oldest House
Codex 2012 Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Divinity: Original Sin 2 Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I helped put crap in Monomyth
I was thinking 5 could be reachable but, thats out of the question now.
You think?
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There's usually a pretty big spike in the end. I wouldn't rule anything out.

Yeah, also look at attempts to sell new IPs without info.

Guido Henkel, Chris Taylor? ring a bell?

I didnt think so.
Yeah, also that Project: Eternity thing.
Oh, wait...
 

Jestai

Augur
Patron
Joined
Mar 24, 2013
Messages
135
Unlike some people here, I believe further emphasis on the editor itself is ultimately useless (except to say "it's very very easy, anyone can use it, even retards like you"). I mean, anyone even remotely interested in modding should pledge right now or is a moron. On this question, information on the existence of a centralized platform to release and play adventures (a la NWN) and how it would work is way more important.
 

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