To be fair, to me the alarms were ringing from them offering so much for so little. Wasn't the base amount that they wanted something like 30K?
Yeah, $30k was what they asked. Looking back it's a laughable sum but at the time I had far less understanding of what was really involved. My thoughts at the time were that the art, hardware and salaries would be the more significant aspects of the budget. Appleton said that he had servers already good to go ($50k's worth, which from what's been mentioned seems to be true - they were admittedly outdated, but hell, not like they were even necessary in the end anyway), my limited knowledge of Unity suggested that the asset store was an affordable way to quickly populate your game with basic content that could then be expanded upon when they had the game rolling and people playing and trading land parcels and as for the salaries I guess I just assumed that all the major people working on it were doing it for free under the promise of a share of the revenue at the end. So I figured it was a reasonable sum. I think he had also said that a significant amount of work had already been done on it.
And hey, Appleton had said the project was going ahead from his personal funds even if Kickstarter wasn't a success. A natural question in the face of that is "they why Kickstart now and not after you've got something playable?", but I optimistically took it to mean that as it stood they would be able to finish a tidy little game but were seeking extra funds in order to grow the scope of it. In conjunction with the allure of the close communication at the start and the supposed ability to help steer the direction of the mechanics involved and so on, it had me pretty eager.
From my vantage point of today it's a preposterous sum. I now work as a junior JavaScript developer on browser based slot gambling games for a large company and the cost of the code for a new one (we aim to churn out six in a year) is £16k. That's before taking into account any art or music and it's also using the libraries that can comprise of most of the game, only the game specific extra features are developed with that money. Hell, I'm omitting the testing process as well from that figure.
Okay, let's rewind that a bit. It was "MMO on Unity" that made me go nope nope nope nope.
Hahah, indeed. All I knew of Unity at the time was that it was a comparatively cheap game engine that has a lot of potential. I was aware that multiplayer was possible with it, thanks to having played a small game called Waiting For Horus (which was largely made by one guy in his spare time) and that with the asset store there was the ability to use premade stuff to avoid reinventing wheels and the like. Again, this was before the slurry of games that are ready made assets passed of as someone else's work that have spilled foully forth.
I hope you don't mind my asking. If you do, feel free to ignore or inform me that it is none of my business.
Not at all, go right ahead. I'd say that it should be simple enough to assume that I wouldn't have made my presence here if I wasn't prepared to answer questions, but then again the Three Jypps all posted in this thread...
Why back for such a significant sum?
Why not a lesser amount like ~$100 USD? Was it in the hopes that the amount itself would prompt others to also back? Basically a momentum building value? Or was it just getting caught up in the hype / excitement of the moment of pulling the trigger to back and going, "I can afford it so why not?"
It was a mix of the reasons you suggested and one more. I think I already said above that when I backed one aspect of it was in the hopes my largish pledge would encourage the same of others, because I really wanted to see this game be a thing. The exhypement was of course omnipresent all the while and a small aspect comprised that curious tendency to go all in when they're uncertain, as if by showing your gumption you might cajole fate into giving you one on the house.
The extra reason was that backing more offered greater returns. I'm not sure how familiar you are with the way the game was supposed to work so I'll give a quick synopsis:
- Players can build houses and shit on land they own
- This land costs real money, $20 per parcel I think, but backers were given parcels based on the value of their pledge. The $500 pledge offered 26 which would be bundled as a 'small city' and a couple other goodies
- There is a limited amount of land available and so once there is no more fresh stuff to buy players can get it by selling to one another, 15% cut of transaction taken by EC which was to support the running costs, pay people and develop more of the game
I backed in order to reserve a tidy, coherent plot that hopefully would form the basis of a guild in the game. At the time I was a member of a large clan that spanned many different games and knew a bunch of people somewhat from the couple games I played with them. They weren't people that I knew intimately enough to be comfortable pooling finances together with to split this initially, and moreover doing so a couple years in advance could get messy if people found they were no longer interested down the road and so on. I also figured that if when the game came out and I was no longer able to play it (due to lack of time or continued interest for whatever reason) I should be able to sell my virtual stake on and leave without regret and sunk cost fallacies holding me back.
And finally, the unspoken dream that after the game had really got going and kicked off properly I would be able to sell them at a premium and make a tidy profit all of my own. Greed Monger was an apt name in more ways than one. Simply calling it Greed would allow people to point and laugh at how the owners were greedy, but calling it Greed Monger? A dealer, trader, promoter, spreader of greed? Bam, now the name also describes the backers wanting grandeur or profit (or hell, a decent game; wanting one of those feels kinda greedy nowadays).
It honestly makes you wonder why Appleton settled on that name. Perhaps a part of his subconscious always knew the impracticalities of the project, a part that always considered it just another plot to make mint.
Note, I have backed projects on Kickstarter so I have no issues with the actual backing of a project even one that went nowhere like this one.
Yeah, I don't hold any great animosity towards Kickstarter. They just do what they do.
Which should be better, allowing for people to express their opinion be it positive or negative. Maybe an upboat system to better sort the more thoroughly reasoned arguments out so at a glance people could get an idea what people who knew their stuff had to say on a project.
Perhaps a willingness to return their cut of the money to backers of a project that failed to deliver quite so thoroughly as Greed Monger.
Because as it stands it makes people question their integrity, and by extension the integrity of every project that is hosted there. Valid for some but devastating for many other worthy pitches that never garner the interest they perhaps deserve because too many people have been burned before.
But they just do what they do. They're hardly at fault here.
There is actually another project I've tossed $40 at, an RTS some guy is putting together in its entirety I think by himself. If memory serves this was actually since Greed Monger that I pledged, but either way he's already released an alpha for backers to play.
I was busy at the time and never got around to it but things were looking impressive in the various vids he's made over time.
You will never be able to untangle the craziness of Appleton from the craziness of Proctor.
Seriously don't even try to break it down. You won't be able to separate it out. They are both nuts.
As futile as it might to attempt it is nevertheless highly entertaining to speculate on what was going through their heads and when.
For example, one might consider what made Appleton put Proctor in charge of directing the team. At a glance it would be reasonably to assume that whatever his initial intentions Appleton had by then come to realise the project was doomed and so set up the scapegoat to not only do all the work in communicating with the backers and holding the team together as everyone pretends to still be doing what they're meant to, allowing Appleton to then distance himself and spend his efforts on starting his next great adventure. But those chatlogs tell a different story, for he was seemingly perhaps still the MOST invested of the team in keeping everyone on top of things and moreover continued to buy game related stuff under the dubious notion that it would get the game working. So then did Appleton have Proctor assume that role believing that he was actually the most fit candidate for the job? (Afterall, Proctor no doubt assured Appleton that he knew about all the facets and how to put them together)
We will probably never know.