GhostBadger
Guest
..nothing at all except a name and its oldschool, how oldschool ?
Oh yes an the new ultima : ultimate garage sale
..nothing at all except a name and its oldschool, how oldschool ?
Oh yes an the new ultima : ultimate garage sale
A million dollars is nowhere near AAA-standards (think 20 million and higher) and no one's getting a salary on AoD. As a better example, Jeff Vogel does give himself a salary and he said it cost him $120,000 to make Geneforge 4 and estimates would have been 50% higher had he done the graphics/code from scratch.
I'm not so sure. It was in development for 3.5 years and had some pretty detailed death animations, and a few talking NPCs. Wikipedia citing Game development and production claims the average game budget in 2000 was 1-3 million with an additional 250k-1.5 million on marketing. It seems likely that it was closer to a million than not.I doubt Fallout 1&2 cost a million dollars, and I don't see why Fargo needs it unless he plans to spend most of that money on the visuals.
http://www.escapistmagazine.com/news/view/97413-Study-Claims-Average-Game-Budget-Is-23-MillionYou are right that 1 million dollars is not an AAA budget, although I think you are mistaken if you think that $20 million represents the median budget of an AAA game.
uh..... well fuck me running. There might be some hope after all?
uh..... well fuck me running. There might be some hope after all?
Seriously? Read what he said again. Old school vibe doesn't mean anything. Top down/isometric probably means Bards tale iOS type action game. Stats means, level up, and shoot faster.
Here's Fargo on his Bard's Tale remake:
"And specific to the console side, we're bringing more of the PC attitude to a console RPG. That is, not linear, different players get different experiences depending on their party mix, the feats that they focused on, the route that they played the game (because things get cut off depending on the route that you take). So we're bringing more of that kind of experience. Plus the old classic secret doors, and darkness areas, and magic mouths -- kind of the classic D&D PC RPG stuff, which has been minimalistic at best (on consoles), if it exists."
http://archive.gamespy.com/interviews/october03/fargo/index2.shtml
Add DoubleBear 's Dead State and this post would be perfect.Why should we give money to studios that aren't making the kinds of games we want, when there already are people working on these games? 200k would go a lot further with VD, the Eschalon guys, Vic Davis, the KotC guy, funding Cyclopean, etc. With these large companies, it'd just go to more bloom, and they'd probably put the kick-starter goal at a million or so. At the same price of funding one of these guys you could fund several good indie studios already working on the kinds of games we want for several years. Hell, if the money they probably want from one kick-starter was spread out over the developers I just mentioned, we'd probably already AoD out, Cyclopean on it's way, KotC almost done, etc.
Fund the people that are doing this stuff now, not the people that suddenly salivate when they see the dollar signs.
My point was that setting the minimum budget at one million dollars illustrates that this game is probably going to suffer from the wasteful obsession with graphics and sound that are endemic to modern commercial games. I feel like you would get more bang for your buck if you funded some other developers who are more divorced from that mindset.
I probably could have expressed it better, admittedly.
Seeing that even the monocled Codexers complain about graphics all the time, I bet they wouldn't touch a game with Ultima 4 graphics in this day and age. I ceratinly wouldn't. Being monocled is one thing, but the game should have M&M6 or Ultima 7 graphics at least.My point was that setting the minimum budget at one million dollars illustrates that this game is probably going to suffer from the wasteful obsession with graphics and sound that are endemic to modern commercial games. I feel like you would get more bang for your buck if you funded some other developers who are more divorced from that mindset.
I probably could have expressed it better, admittedly.
But what is the problem with having decent graphics and sound? AoD certainly looks better than most games from the 90's. Should they have gone down with Ultima 4 tile sprites instead? Would that help or hinder their sales even among the monocled here? Now if they want to go all Bioware in presentation then you may have a point, but having at least a somewhat decent budget so the game looks ok and conveys the relevant information and atmosphere should be essential even in an indie title.
InXile though can suck dogs' balls. You may as well get Infinity Ward to make an RPG, although to be fair I enjoyed InXile's Choplifter 'remake'...
It would require a lot less people to reproduce a similar game today (and with better graphics). Development tools are an order of magnitude better, there are existing assets to use for a lot of things and you don't have to worry about constraints on hardware if you're making a low-end game. Aside from the writers (and I doubt they all worked full-time), you could probably use just a handful of people for the rest of the stuff.Edit: After digging around, I found an interview with Richard Garriott from 1992 where he mentions that Ultima 7 cost a million dollars to develop. And where the money went:
G: "It took 25 person-years to develop Ultima VII. We about had 8
programmers, 4 artists, 4 writers, 4 TDA's (Technical Design
Assistants), 2 audio engineers, myself, and Michelle (production
assistant). That's basically it. The group fluctuated a little, and
it was as high as 30 for a while, and lemme tell ya, that's a nightmare
to manage."
No that doesn't sound very reasonable at all.I think expectations are damn high even if it's a oldschool game. Games such as Fallout and BG set the marks pretty high and I assume people expect something of equal quality.
10 people working on it for 1 year at 40,000 $ salary (not much) = 400.000 €. A good game would need 2 years I guess plus some additional money for random stuff and marketing. Sounds that reasonable? How much people worked on Fallout fulltime?
What you're describing would be like Schafer asking for $1M right of the bat and people expecting a modern version of "Day of the Tentacle".Schafer: We do, but we’ve been thinking about how...at first, at the earlier, smaller budget, it was going to be a cool, cute, little fun game, but it would probably be kind of hobbled as far as adventure games go. It wouldn’t have compared Day of the Tentacle or our old games.
He explained that since he game will not be tied to a publisher, he and the team at InXile will have more freedom to create a game for dedicated Wasteland fans, rather than a large-scale, mainstream audience.
I'm not really sure if Schafer and Gilbert's Point & Click is as comparable in price point since the genre itself is a lot more linear than most cRPGs and it seems to have an abundance of well-developed engines with good licensing terms to pick and choose from.
I'm not saying it was bad or average, it was good. Just not great as some people think it is.
Brian Reynolds
Don't worry. This game will have those ingredients that made the first one shine with lots of additional atmosphere.