Cosmic Misogynerd
Self-Ejected
That ain't the truth, that's your perception of the things. I agree about the borked Kickstarter, but Neal is a fine fellow and I wish him success.
That ain't the truth, that's your perception of the things. I agree about the borked Kickstarter, but Neal is a fine fellow and I wish him success.
I love you, Crooked Bee...
~Achievement unlocked: Codex romance~
What he really needs is team up with some big name who's also good at project management.* It's p. clear he isn't cut out for doing Kickstarter campaigns on his own.
* (Like Warren Spector )
Creator Neal Hallford 4 days ago
Ladies and gentlemen, give it up for another completely useless comment from Ten Tron! He must spend HOURS working on these insults. Really, I'm honored that this project -- that he spent a whole dollar on -- means so much to him that he'll literally go out of his way to waste time on. Ten, take your own advice, stop wasting YOUR money, your time, and your effort trolling other people's projects, and actually DO something productive with your own life. Whenever you've actually made a game, or a book, or a movie (and I've done all three), then you can come and criticize my methods. Until then, you have nothing at all to say.
It seems to me that at least one flaw in the Kickstarter, which I've backed, is that the reward tiers seem all off. You don't get an eBook (which has zero marginal cost for him) until $20, and you don't get a paperback until $40. While I fully understand that backing a KS project isn't preordering, nevertheless what you typically see is that the end product is at a reward tier corresponding to a lower-than-release price (not accounting for major sales). Thus, for example, you could get Torment: TON for $20, and I assume the release-day price will be at least $25, if not $40.
Maybe I'm just the world's biggest cheapskate, but when I buy books, I buy them used; even with shipping, I seldom pay more than $4 for a book. The idea of paying $40 for a paperback strikes me as insane. It seems like he would've been better off having the books at a fairly low price, then having more engaging higher-level rewards.
Asking people to fund your dream on Kickstarter works when you're (supposedly) a little girl or an autistic kid dreaming of making an RPG, or a group of teenagers trying to build a robot, or whatever. he's already published a novel, made a game, made a movie. He accomplished his dreams a long time ago. And even setting that aside, "I want to write a novel" is the kind of dream that you don't need KS money to achieve.
While I certainly haven't had success as a writer comparable to Neal's, I have published a couple dozen short stories, worked on seven shipped games, and currently write on a children's TV show; I've also written but failed to sell a few novels and dozens more stories, and designed but failed to pull off probably a dozen or so games. But that's always been moonlighting while working a full-time, demanding day job (and, for the past few years, while raising kids). I appreciate that it would be easier with funding that made working a day job unnecessary; but saying, "I want you to make my dream easier" is a quite a bit different from "I want you to make my dream possible."
He just reported a $5000 donation. Wow.
It would be a very expensive way to hold a successful Kickstarter, if it is who I think you are suggesting, but I guess we'll never know.
I'm not suggesting that. I'm just asking if this is the airstrike donor or is it a separate guy?
Well, the Kickstarter is aimed at complete strangers, and as a novelist, does he have any track record at all? He co-wrote an adapted novel based on a video game based on an existing series about 15 years ago. Since then, he's written two books, but neither is a novel and the second one appears to be self-published.Asking complete strangers when you have no track record, would certainly be begging, but existing fans that already know your work and like it enough to follow you for a decade and longer?
I certainly don't think artistic patronage is charity, although, as a historical matter, artistic patronage worked very different from Kickstarter -- the artist would do commissioned works for the patron, the patron would keep many of the works, etc. To the extent you're giving money to an artist and getting nothing back, that is charity -- the same way it's charity if you give money to a non-profit museum or university. That doesn't make Neal a beggar, of course! There's nothing wrong with asking for charity, I just don't think it's especially effective on Kickstarter unless you can present an emotionally appealing story of need.Artists have been funded by benefactors for hundreds of years and it is still occurring even today. I know one through a relative, that has lived entirely from the funding given by a rich benefactor, for the last 15 years. He gets so much from this man, he is able to support his wife and two children very comfortably. That is clearly not charity.
I'm not sure what to make of this. It's not that hard to be a writer in the game industry; Neal's credibility comes not from being any old game writer, it comes from a specific masterpiece he worked on in the 90s. None of the games he's worked on since then have well-regarded stories (as far as I know), and being a writer on Golden Axe isn't that hard to do. Moreover, I have no idea what Neal would or wouldn't do. I mean, people in competitive industries do things for free all the time: actors act in no-budget indie films, lawyers take pro bono cases, academics do public debates, etc. Sometimes there's a small honorarium involved in these things, but no one is doing it for the money.Neal is a professional that is hired to work in one of the most competitive industries in the world. If you are good at something, you do not work for free. If you look at his website, he offers to work on contract. If someone came to him and said work on this project free and you might get paid at the end, as a professional he would refuse.
Well, as an initial matter, my day job isn't making games (that's my hobby!). But I've never heard of game companies not letting writers write novels in their spare time. It's pretty common at Bioware (Drew Karpyshyn and Dave Gaider, at a minimum, right?), and some of my friends have done both. I'm confident that a game writer of Neal's stature can negotiate contracts in which he's allowed to write novels in his free time!And I'm surprised you were allowed to work on other things in your spare time. AAA game industry jobs are so demanding and competitive, they expect 100% effort all the time.
Well, by definition, you can't put 100% of your passion into two things at once. That said, assuming a person has a finite supply of passion, I'd hate to think of anyone using all of it (or even most of it!) on a game project. (What about family, food, and fun?) In my experience, though, it's not that hard to juggle multiple projects where you're just doing the writing. It becomes much harder when you've got a quality assurance role or some non-writing role. Otherwise, it's frankly a bit refreshing to have multiple projects at once because -- at least for me -- there's usually fruitful cross-fertilization, and sometimes I've got ideas that don't fit neatly into one box, so it's good to have another one to receive them.I doubt you could put 100% passion into two projects at a time. Surely one of them would suffer.
I'd be delighted if he did! But I'm not sure that renders the discussion moot.Anyway, looks like this discussion is moot. He had a big influx in donations yesterday. If he has another day like that, he will reach his goal.
Well, by definition, you can't put 100% of your passion into two things at once. That said, assuming a person has a finite supply of passion, I'd hate to think of anyone using all of it (or even most of it!) on a game project. (What about family, food, and fun?) In my experience, though, it's not that hard to juggle multiple projects where you're just doing the writing. It becomes much harder when you've got a quality assurance role or some non-writing role. Otherwise, it's frankly a bit refreshing to have multiple projects at once because -- at least for me -- there's usually fruitful cross-fertilization, and sometimes I've got ideas that don't fit neatly into one box, so it's good to have another one to receive them.
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Who are you talking about at this point? As I've pointed out, lots of professionals work for free. I even know successful game writers who work for free! But I'm at a loss at this point as to what this has to do with whether a person can write a novel in his free time. As for game artists, it depends -- I've seen plenty who do, but you're right that it's fewer than designers. My experience is that volunteer designer/writers are more common than volunteer coders.One reason they would not work for free, is to ensure their work is not devalued. Also if they are good, they have plenty of people lined up and willing to pay them to work on interesting projects. In my experience I have seen plenty of programmers and some writers that are willing to work unpaid on games, but game artists that will do it for free are very rare.
When did I say it was relatively easy? I just said that it wasn't "one of the most competitive industries in the world." In any event, has Neal worked on a AAA RPG in the last 10 years? I guess Dungeon Siege II was 8 years ago, so maybe that counts.As for what you said about it being relatively easy to get a writing job in the game industry, how many of those writing jobs would be to work on a quality AAA RPG? Not many in the last 10 years I imagine.
I guess I just find your dystopian image of being a game writer (impossible to get a job, no one would ever work for free, if you're not 100% dedicated some young gun will steal your job) completely at odds with what I've personally observed, and also completely at odds with what I've observed in other competitive industries. Maybe professional sports and hedge fund management, but beyond that, I don't think most of the world works that way.
Err, I said:Straw men.I guess I just find your dystopian image of being a game writer (impossible to get a job, no one would ever work for free, if you're not 100% dedicated some young gun will steal your job) completely at odds with what I've personally observed, and also completely at odds with what I've observed in other competitive industries. Maybe professional sports and hedge fund management, but beyond that, I don't think most of the world works that way.
Poor work/life balance is driven mostly by hours, not by the amount of dedication they expect; it's a fine distinction, but a real one. Regardless, it's not an issue that affects writers the same way it does other game jobs, in large part because in AAA games, the writing gets locked in place fairly early on because of voice acting. It's still not an easy job, but it's not "100% effort all the time" and prohibitions on outside creativity. If anything there probably should be considerably more competition among game writers; you see it to some extent at the high-end jobs (not RPGs, the cinematic action-adventure games), but in most instances, companies are happy to just keep using the same people they hired years and years ago. So, for example, the lead story person on Starcraft is Chris Metzen, whose background was in concept art, but moonlighted as a writer in early Blizzard days, and has stayed in that role ever since. Inertia matters a lot, which is one reason why it's hard to break into the industry.Poor work/life balance in the game industry.