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KickStarter Kickstarter Watch.

Jaesun

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MCA Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech
Word Mark: AMERICAN MCGEE'S ALICE
Goods and Services: IC 009. US 021 023 026 036 038. G & S: computer game software and related instruction manuals sold together as a unit. FIRST USE: 20001205. FIRST USE IN COMMERCE: 20001205

Owner: (REGISTRANT) Electronic Arts Inc. CORPORATION DELAWARE 209 Redwood Shores Parkway Redwood City CALIFORNIA 94065

So EA does own the trademark to American McGee's Alice, I wonder then if he is going to try and buy it back? Or will he be doing this with EA's permission?
 

Spectacle

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Word Mark: AMERICAN MCGEE'S ALICE
Goods and Services: IC 009. US 021 023 026 036 038. G & S: computer game software and related instruction manuals sold together as a unit. FIRST USE: 20001205. FIRST USE IN COMMERCE: 20001205

Owner: (REGISTRANT) Electronic Arts Inc. CORPORATION DELAWARE 209 Redwood Shores Parkway Redwood City CALIFORNIA 94065

So EA does own the trademark to American McGee's Alice, I wonder then if he is going to try and buy it back? Or will he be doing this with EA's permission?
He's calling the game "Alice: Otherlands" so I would guess no.

-Spectacle
 

Jaesun

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I wonder if it is because EA owns the IP to Alice (that character)? That possibly could be it. Would be nice if he could just clarify what he needs form EA.
 

tuluse

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Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
I wonder if it is because EA owns the IP to Alice (that character)? That possibly could be it. Would be nice if he could just clarify what he needs form EA.
Lewis Carroll died before copyrights were even a thing in the US.
 

AstroZombie

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This strip just became a reality

i-FKNNKxh-950x10000.jpg


http://www.kickstarter.com/projects/pennyarcade/penny-arcades-podcast-downloadable-content-the-ret

Now I see why the PA report defended Susan Wilson so vigorously.
 

Zed

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I'm happy to just circumvent publishers. I won't lie - I see Kickstarter more like a pre-order system nowadays. And it's true a percentage of my pledges will land in KS and Amazon pockets... but I'd rather pay a cut to them than to publishers.

There's no singular reason to why I pledge. In some cases, it's mainly because it's the one way to get a game made (WL2, PE). But in others, it's more of a 'support an indie business' angle. FTL was the first case of this. But in addition to this - in every case - it's to grant creative control. I suppose you could argue backers take the place of publishers, but since the devs aren't legally bound or financially threatened by backers post-campaign, I don't see this as a problem.
 

Jigawatt

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Blaine

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Grab the Codex by the pussy
Unfortunately, it's in Kickstarter's financial interests to allow celebrities, the rich, and veteran game developers who could publish via normal means to start their own Kickstarter projects.

The rich assimilate everything worthwhile and exploit it to further enrich themselves. It's the way of the world. It happened to YouTube (anyone else remember the early days?), it even happened to the Internet itself.
 

almondblight

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Not the same, is it? Mind you, I'm not even bitching about it (yet), but it certainly seems like there is a tendency to keep your own money safe and rely on the public to sponsor your projects. Like Fargo saying that he'll use KS from now on. I mean, if his games are successful, he should be swimming in money, no?

Anyone has any thoughts on that?

A few months ago I thought it was kind of stupid for Fargo to plan to keep coming back to Kickstarter, but now I'm liking the idea more and more. It turns development from a regular publisher/retail system where businessmen with money try to figure out what game will be liked by the greatest number of people, to more of a patronage system, where people like Fargo, because they plan to keep coming back to a small group for money, realize that they have to make that group happy.

I don't know if this will end up working out, and we don't know if the games will be any good, but I'm glad it's being tried, just as I'm glad that alpha funding and bundles are.
 

Zewp

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Doesn't that violate the Kickstarter ToS? Either way, I'll report it just for the chance that it might see a lulzy removal.
 

Kz3r0

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Doesn't that violate the Kickstarter ToS? Either way, I'll report it just for the chance that it might see a lulzy removal.
It's not the first case, there was an indie movie trying to raise as much money as possible to partecipate to a festival or something similar, the movie was already finished and ready to be shipped on DVD tho.
 

Infinitron

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Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
You've probably noticed the one dollar funding goal and are wondering WTF. Well, as I’ve been working on this game I’ve fallen in love with it, and I’m going to finish it, no matter what, even if I don’t raise a dime. Now, since I went indie years ago I’ve been bleeding money, and I don't know how much indie resolve I have left. And having a family to support, it would be irresponsible of me to keep working on the game for too much longer or blow what’s left of our savings on it, which is why I’m trying to raise some money—to get an idea of how much people want this game, and find out how much more time and money I can responsibly spend. So it’s up to you: whether I’m going to spend just a few months tying a bow on this and shipping it, or, in my dream world, spend many months, bring more people onto the team, and do something super-extra-awesome.
 

Zed

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I'm more annoyed by the fact that Penny Arcade exists than the low minimum goal. I'm actually fine with the spiderman game going for a dollar. Let people be fucking idiots and back whatever they'd like.
 

Infinitron

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Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Comment here: http://indierpgs.com/2013/04/how-to-not-fail-at-kickstarter-in-12-easy-steps/


Sadly we did all of the above and only ended up with 4% of a very modest goal (our goal was ten times less than what Telepath Tactics asked for). In all, we raised less than $100 and it was probably the worst decision I’ve ever made as a developer; I put gobs of time into it, and it set development of our game back by weeks with nothing to show for it at the end.

I’m not here to rag on the article; all of the advice makes perfect intuitive sense. I will say, however, that whether people ever notice your Kickstarter seems to be a complete random dice throw, and it’s possible that the real reason why only 1 in 4 Kickstarters succeed is because the “little little” guys will always be eclipsed by the “bigger little” guys who start out with an advantage however small that advantage might seem to those who have it.

Despite the name “Kickstarter” which implies that someone can succeed from humble beginnings by simply showing off hard work, I still firmly believe this isn’t really possible. Not on Kickstarter, anyways. You have to already have some kind of built-in advantage, be it wealth, popularity, random chance, or a combination of these things.

Every outlet we contacted refused to write an article, many were rude and didn’t acknowledge us one way or the other, and a handful instead offered to let us *buy* advertisement space on their site. Imagine, a gaming journalism site (let alone half a dozen of them) refusing to do their job and cover the happenings of the video game world and instead trying to sell advertising space when we have no money, as clearly evidenced by the fact that we were running a $2,000 Kickstarter.

Developers beware, you could indeed succeed at Kickstarter, but you could also come out scuffed up, bitter, and at a loss for something you’ll never get back, that being time (depending on how long your campaign is).

Who was this?
 

Zed

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Comment here: http://indierpgs.com/2013/04/how-to-not-fail-at-kickstarter-in-12-easy-steps/


Sadly we did all of the above and only ended up with 4% of a very modest goal (our goal was ten times less than what Telepath Tactics asked for). In all, we raised less than $100 and it was probably the worst decision I’ve ever made as a developer; I put gobs of time into it, and it set development of our game back by weeks with nothing to show for it at the end.

I’m not here to rag on the article; all of the advice makes perfect intuitive sense. I will say, however, that whether people ever notice your Kickstarter seems to be a complete random dice throw, and it’s possible that the real reason why only 1 in 4 Kickstarters succeed is because the “little little” guys will always be eclipsed by the “bigger little” guys who start out with an advantage however small that advantage might seem to those who have it.

Despite the name “Kickstarter” which implies that someone can succeed from humble beginnings by simply showing off hard work, I still firmly believe this isn’t really possible. Not on Kickstarter, anyways. You have to already have some kind of built-in advantage, be it wealth, popularity, random chance, or a combination of these things.

Every outlet we contacted refused to write an article, many were rude and didn’t acknowledge us one way or the other, and a handful instead offered to let us *buy* advertisement space on their site. Imagine, a gaming journalism site (let alone half a dozen of them) refusing to do their job and cover the happenings of the video game world and instead trying to sell advertising space when we have no money, as clearly evidenced by the fact that we were running a $2,000 Kickstarter.

Developers beware, you could indeed succeed at Kickstarter, but you could also come out scuffed up, bitter, and at a loss for something you’ll never get back, that being time (depending on how long your campaign is).

Who was this?
Sounds like someone with a shitty fucking game (and who won't accept that his/her game is shit).

By the way, from that article...
No other single site even comes close: not Twitter, not RockPaperShotgun, not Destructoid, not the RPG Codex. Kickstarter is a big honkin’ deal. Use Kickstarter.
Booooo!
 

Kz3r0

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Comment here: http://indierpgs.com/2013/04/how-to-not-fail-at-kickstarter-in-12-easy-steps/


Sadly we did all of the above and only ended up with 4% of a very modest goal (our goal was ten times less than what Telepath Tactics asked for). In all, we raised less than $100 and it was probably the worst decision I’ve ever made as a developer; I put gobs of time into it, and it set development of our game back by weeks with nothing to show for it at the end.

I’m not here to rag on the article; all of the advice makes perfect intuitive sense. I will say, however, that whether people ever notice your Kickstarter seems to be a complete random dice throw, and it’s possible that the real reason why only 1 in 4 Kickstarters succeed is because the “little little” guys will always be eclipsed by the “bigger little” guys who start out with an advantage however small that advantage might seem to those who have it.



Every outlet we contacted refused to write an article, many were rude and didn’t acknowledge us one way or the other, and a handful instead offered to let us *buy* advertisement space on their site. Imagine, a gaming journalism site (let alone half a dozen of them) refusing to do their job and cover the happenings of the video game world and instead trying to sell advertising space when we have no money, as clearly evidenced by the fact that we were running a $2,000 Kickstarter.
Total retardation, he first says that to succeed is random then tell us that no media outlet covered the project, complain that people should already know you to pledge money, yeah, why people doesn't throw money at absolute strangers, that's unfair, what a moron; but the cherry on the top is the money he asked for, 2000$, really, is he a fucking hobo?
 

Space Satan

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Lord British inspiration is hard in this one.
Ha ha ha, oh wow.
88472286.jpg

  • Combat that can be won through sensuality or brute force.
  • SSTD's - Sexy Sexually Transmitted Diseases. Examples: the Futa Flu, the Dick-Thickening Tremors, or the Sneezing Tits. All curable at appropriate medical facilities, unless you like what they're doing to you.
  • Selectable classes at creation, each with their own unique roster of talents and abilities. At launch, two classes will be available, with more added during the life of the game.
  • A diverse perk system that allows you to enhance your abilities in combat and in the bed.
  • Sex scenes that are short stories in their own right and mold themselves to match your appearance using dynamic descriptors to ensure that your unique body is perfectly described.
  • NPC's that can be recruited to join your crew and follow you around on your galaxy-spanning adventure, each with stat blocks and body types as robust and the player characters themselves, allowing for easy additions of ways to modify them.
  • Possibility of ambushes in space with pirates, strange xenos, and more.
 

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