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Information Thorvalla Kickstarter goes online

EG

Nullified
Joined
Oct 12, 2011
Messages
4,264
In other words, you are not emotionally engaged enough by Thorvalla. Well, wasting time "making more to show" won't change that.

But what if the new additions were emotionally engaging? ;)
 

J1M

Arcane
Joined
May 14, 2008
Messages
14,739
In other words, you are not emotionally engaged enough by Thorvalla. Well, wasting time "making more to show" won't change that.
Not at this point, no. It would have made a difference if he had made those time investments up front. If they had involved sacrificing something to make his "10-year dream" happen. A sacrifice of time or money greater than 20 minutes in iMovie.
 

Moribund

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In other words, you are not emotionally engaged enough by Thorvalla. Well, wasting time "making more to show" won't change that.

But what if the new additions were emotionally engaging? ;)

I think you could only do that by having emotionally engaged them in the past on some other game. Really, that's the only way it would work and I think most the people complaining aren't in the market for RoA 2020 anyway.
 

~RAGING BONER~

Learned
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420
nothing short of a big name celebrity telling all their followers and fans to donate will save this now...has guido fucked a Kardashian?

edit: http://www.kickstarter.com/projects/1473965863/sui-generis


THAT is a passion project Guido...check out that self made engine, the guy did that shit all by his lonesome and without all the "years of experience"...the result? game soon to be funded.

hell, I hadn't even heard of this 'till 5 minutes ago.
 

stony3k

Augur
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Strap Yourselves In
nothing short of a big name celebrity telling all their followers and fans to donate will save this now...has guido fucked a Kardashian?

edit: http://www.kickstarter.com/projects/1473965863/sui-generis


THAT is a passion project Guido...check out that self made engine, the guy did that shit all by his lonesome and without all the "years of experience"...the result? game soon to be funded.

hell, I hadn't even heard of this 'till 5 minutes ago.
There was an article on the codex on Sui Generis. The Kodex verdict was meh!, if I recall
 

Zed

Codex Staff
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Codex USB, 2014
Esteemed gentlemen of the Codex - fellow Kickstarter researchers, I present to you my first draft of guidelines for A Framework For Successful Kickstarting.

Fond Memories - You need to tug on people's childhood memories and nostalgia. While your game does not necessarily have to be a rip-off, "spiritual successor" or something similar, you really ought to name-drop titles that inspire your game. Were you on the web team for Baldur's Gate? Name-drop that bitch. "Storytelling inspired by PS:T?" - Well, no-one's gonna buy your bullshit, but name-drop it! Draw similarities between your games' features and classics.
Awareness - PR, pre-Kickstarter hype, interviews and press material. Getting a story in a big media outlet or something like a re-tweet by a popular internet figure is huge. Create a twitter account.
Groups and Communities - Kickstarter allows users to leave comments on updates and on a comments page. It's not enough. You need to reach out to communities. This will also generate Awareness.
Generate a Steady Flow of Updates - Update at least once a week. Perhaps every or every second day the first and last week. Be transparent about your work. Don't do backers-only updates.
Options - Consider your pledge tiers carefully. Digital tiers are key to raising people from $10-15 to $30+. Be generous with digital incentives - they have no individual production and shipping costs. Consider why people have an interest in your project and create thematic physical rewards.
Timing - Don't launch your Kickstarter when there are several other Kickstarters running. One competitor might even be beneficial to you, but several creates too much pressure on competitive advantages and chances are you won't have the most attractive project.
 

FeelTheRads

Arcane
Joined
Apr 18, 2008
Messages
13,716
I don't care about what he has updated since the initial ask. It doesn't matter.

Ah, yes, makes a lot of fucking sense. Didn't tickle your balls right from the start, fuck it, who cares what they say and do after. Congratulations for being part of the lowest common denominator.

From the Thorvalla pitch I knew that I wanted it to fail.


Don't like it, it must die. I see. Like other games that "failed" because the company who made them didn't have the funds or didn't know how to market them. They surely deserved to fail and sell much less than others. Congratulations for being part of the fucking lowest common denominator, again.

Seriously, anyone who claims on the Codex that a game DESERVES to fail because it didn't appeal to the LCD is a moron.

I knew from that first video exactly what Wasteland 2 was about and how it would play. I also knew it was something I wanted. Didn't know who Fargo was till I saw the video.

I knew exactly what FTL was from the first pitch video and that I wanted it. Made by two nobodies.

I knew that P:E would be Baldur's Gate 3 from the first pitch video and I wanted it, not because it was BG3, but because it was a chance for a good studio to escape the yoke of publishers who fucked them over on things like F:NV. You are right that Obsidian didn't include many details. But I've played several recent games made by them so I know they will make something I like.

So, for a game to deserve funding needs to be "something you want". Fucking A, we just solved marketing.
 

kaizoku

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Messages
4,129
I actually find the card combat a bad move on his side.

Not everyone likes that type of thing in their cRPGs. I'm not fond of the card concept at all.

Can't he implement the same system using point pools?

Not sure what you mean by pools. You mean, like different resources you get throughout the fight and use to make different attacks? If so, it kind of breaks the idea of making a deck out of your moves, which seems to be really important to him.

Yeah, that was it. I forgot about the concept of multiple card decks.
mmm, now that I think about it the decks can add a lot more strategy to the combat.
Still, having the concept of cards is an "immersion" breaker for me. I'm fine with it at other games, but it wasn't what I had in mind for this game.
In any case, I'm assuming there will be cards in the game UI, but maybe that's not even the case, and he just threw that concept for better understanding of what he had in mind.

fake edit: isn't PE magic going to be implemented in a similar way, in the sense that you choose your "spell deck" before combat?
 

Jaesun

Fabulous Ex-Moderator
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MCA Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech
fake edit: isn't PE magic going to be implemented in a similar way, in the sense that you choose your "spell deck" before combat?

Yes, that is what Josh is thinking of doing. Who knows what the finished product will actually be though.
 

Rake

Arcane
Joined
Oct 11, 2012
Messages
2,969
For me the "card combat" is the better part of the pitch simbly because it seems to me that is the only thing Guido has put some thought in it and is passionate about.I thing this combat system is what he had in mind 10 years now and he made the rest on the fly just for the kickstarter pitch. In one of his coments said that this is what the game is all about
 

Moribund

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Sui Generis getting funded with 40K and 60 hours to go is uncertain at best.

150k is not really a business for 5 years of work, it's charity.

Companies should invest in their future but if you want to hire people to work for you you have to pay them, they have 100 other games and a thousand other non game projects they could be working on.
 

Moribund

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Esteemed gentlemen of the Codex - fellow Kickstarter researchers, I present to you my first draft of guidelines for A Framework For Successful Kickstarting.

Fond Memories - You need to tug on people's childhood memories and nostalgia. While your game does not necessarily have to be a rip-off, "spiritual successor" or something similar, you really ought to name-drop titles that inspire your game. Were you on the web team for Baldur's Gate? Name-drop that bitch. "Storytelling inspired by PS:T?" - Well, no-one's gonna buy your bullshit, but name-drop it! Draw similarities between your games' features and classics.
Awareness - PR, pre-Kickstarter hype, interviews and press material. Getting a story in a big media outlet or something like a re-tweet by a popular internet figure is huge. Create a twitter account.
Groups and Communities - Kickstarter allows users to leave comments on updates and on a comments page. It's not enough. You need to reach out to communities. This will also generate Awareness.
Generate a Steady Flow of Updates - Update at least once a week. Perhaps every or every second day the first and last week. Be transparent about your work. Don't do backers-only updates.
Options - Consider your pledge tiers carefully. Digital tiers are key to raising people from $10-15 to $30+. Be generous with digital incentives - they have no individual production and shipping costs. Consider why people have an interest in your project and create thematic physical rewards.
Timing - Don't launch your Kickstarter when there are several other Kickstarters running. One competitor might even be beneficial to you, but several creates too much pressure on competitive advantages and chances are you won't have the most attractive project.

:salute:

I've never been more proud to be a faggot.
 

J1M

Arcane
Joined
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Messages
14,739
Sui Generis getting funded with 40K and 60 hours to go is uncertain at best.

150k is not really a business for 5 years of work, it's charity.

Companies should invest in their future but if you want to hire people to work for you you have to pay them, they have 100 other games and a thousand other non game projects they could be working on.
Kickstarter money is charity.
 

Commissar Draco

Codexia Comrade Colonel Commissar
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Insert Title Here Strap Yourselves In Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Divinity: Original Sin 2
Esteemed gentlemen of the Codex - fellow Kickstarter researchers, I present to you my first draft of guidelines for A Framework For Successful Kickstarting.

Fond Memories - You need to tug on people's childhood memories and nostalgia. While your game does not necessarily have to be a rip-off, "spiritual successor" or something similar, you really ought to name-drop titles that inspire your game. Were you on the web team for Baldur's Gate? Name-drop that bitch. "Storytelling inspired by PS:T?" - Well, no-one's gonna buy your bullshit, but name-drop it! Draw similarities between your games' features and classics.
Awareness - PR, pre-Kickstarter hype, interviews and press material. Getting a story in a big media outlet or something like a re-tweet by a popular internet figure is huge. Create a twitter account.
Groups and Communities - Kickstarter allows users to leave comments on updates and on a comments page. It's not enough. You need to reach out to communities. This will also generate Awareness.
Generate a Steady Flow of Updates - Update at least once a week. Perhaps every or every second day the first and last week. Be transparent about your work. Don't do backers-only updates.
Options - Consider your pledge tiers carefully. Digital tiers are key to raising people from $10-15 to $30+. Be generous with digital incentives - they have no individual production and shipping costs. Consider why people have an interest in your project and create thematic physical rewards.
Timing - Don't launch your Kickstarter when there are several other Kickstarters running. One competitor might even be beneficial to you, but several creates too much pressure on competitive advantages and chances are you won't have the most attractive project.

:salute:

I've never been more proud to be a faggot.

That's Marketing for Dummies, You want Jewgold for nothing become Politician not game developer.
 

Commissar Draco

Codexia Comrade Colonel Commissar
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Insert Title Here Strap Yourselves In Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Divinity: Original Sin 2
Sui Generis getting funded with 40K and 60 hours to go is uncertain at best.

150k is not really a business for 5 years of work, it's charity.

Companies should invest in their future but if you want to hire people to work for you you have to pay them, they have 100 other games and a thousand other non game projects they could be working on.
Kickstarter money is charity.

For me it is a form of pre-order and Patronage, but it works best for truly newbies and hardcore indies, professionals should find their jewgold elsewhere.
 
Self-Ejected

Davaris

Self-Ejected
Developer
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Idiocracy
Sui Generis getting funded with 40K and 60 hours to go is uncertain at best.

I was doubtful as well, but its Kicktraq graph is going exponential and it looks like it will make it. The number of backers on that project is falling, but the amount of money pledged is increasing rapidly.

I have seen people posting this in various places, but I haven't found the source:

"According to Kickstarter success stories, projects that reach their 30% funding are 90% likely to succeed and be fully funded"
 

Vival

Erudite
Joined
Apr 13, 2004
Messages
230
Project Eternity or Wasteland 2 sold the crowd a pretty effective on what's it all about without going into any specifics. I guess its like in politics where simplistic messages bring in the votes and in the end nobody will give a shit if you really fulfill all those promises as long as you do a good enough job. He should have just gone with something like: "i'm Guido Henkel and i'm going to combine the strengths of both Planescape Torment and the Realms of Arcania series". Then invest in some nice looking concept art, do the usual stretch goal shit (it's going to be even more awesome!) and rake in the cash.
 
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Well, I backed it as I'd like him to make a game similar to RoA games and I want to give my support to another crpg. Not that it matters, unfortunately. Obviously people got tired of giving away money, plus the "weak" pitch that doesn't "spark" interest as much as the other projects did. I did it as I don't want an defeatist attitude. If a lot of people though like I did and pledged if they wanted a good crpg from industry veteran that proved himself, maybe it could get funded. Unfortunately what has been said that PR and marketing are VERY important for kickstarter pitches is very much true, as we can see here.
 

Moribund

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Project Eternity or Wasteland 2 sold the crowd a pretty effective on what's it all about without going into any specifics. I guess its like in politics where simplistic messages bring in the votes and in the end nobody will give a shit if you really fulfill all those promises as long as you do a good enough job.

Not if the promises are just "we're gonna do really cool stuff".
 
Self-Ejected

Davaris

Self-Ejected
Developer
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Messages
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Idiocracy
For me it is a form of pre-order and Patronage, but it works best for truly newbies and hardcore indies, professionals should find their jewgold elsewhere.

It should be about helping the little guy raise their game to a professional level, so they have a chance in the market place. As for the larger companies, I think they will go back to their traditional funding models eventually.
 

Dorateen

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The Crystal Mist Mountains
He should have just gone with something like: "i'm Guido Henkel and i'm going to combine the strengths of both Planescape Torment and the Realms of Arcania series".

But Planescape Torment and Realms of Arkania are very, very different in scope and style. I cannot reconcile the two game designs. Any such statement would immediately raise red flags for me. And in a sense, I think that is what Henkel may have been trying to do, although not artfully at all.

To be perfectly blunt, from the comments made early on, it was clear this "Thorvalla" was not going to follow in the footsteps of Realms of Arkania and the project lost appeal for me. Marginalizing the hard-core base is not a recipe for success.
 
Joined
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He should have just gone with something like: "i'm Guido Henkel and i'm going to combine the strengths of both Planescape Torment and the Realms of Arcania series".

To be perfectly blunt, from the comments made early on, it was clear this "Thorvalla" was not going to follow in the footsteps of Realms of Arkania and the project lost appeal for me. Marginalizing the hard-core base is not a recipe for success.

Can you elaborate on this a bit more?
 

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