curry
Arcane
There's no way they're going to reach the $1M goal. It's a pity because they already have +$200k which should be more than enough to make a decent game.
So, did they even say wat this game is about guis?
They're actually trending to meet their goal if donations continue in-line with other KickStarters. Big bump on day one, then a slow drip every day until a spurge at the end. Be interesting to see if this project breaks the mold.There's no way they're going to reach the $1M goal.
But Druid: Daemons of the Mind wasn't developed by Sir-Tech. It was developed by a British company called Synthetic Dimensions. If we're to judge post-Crusaders Sir-Tech on their publishing deals, we have to bear in mind that they published the Realms of Arkania series in English.The existence of Druid: Demons of the Mind and Nemesis: The Wizardry Adventure are all the proof I need to take Cleve's word. How the fuck SirTech, the same company of developers who released all those magnificent games, could possible make such abominable is otherwise beyond comprehension.
No. I was refuting a post. But you're right. Common sense (and two seconds of research) was all that was needed.You're telling me that good developers can make bad games as well?
In b4By using the large font he emphasized his true feelings. And this makes his post very believable in my eyes. And I am not ironic.
The existence of Druid: Demons of the Mind and Nemesis: The Wizardry Adventure are all the proof I need to take Cleve's word. How the fuck SirTech, the same company of developers who released all those magnificent games, could possible make such abominable is otherwise beyond comprehension.
No love for the earlier Wizardries?The existence of Druid: Demons of the Mind and Nemesis: The Wizardry Adventure are all the proof I need to take Cleve's word. How the fuck SirTech, the same company of developers who released all those magnificent games, could possible make such abominable is otherwise beyond comprehension.
Wizardry 6, Wizardry 7, Jagged Alliance 1 & 2 were some of the most kick-ass games ever made, all by Sir-Tech. Mostly everything else they released was dreck.
OK. I am sober now.1. Banks I know do a very simple thing when it comes to loans: They'll look at three-years cash-flow. If the business is making money, you have a chance. If it isn't, goodbye. Most gaming companies (and small businesses) would be in the goodbye category. 2. They don't have three-years of steady income from a game, at best it comes in one big lump or its publisher funding 3. (investment) which is ignored (because it's not income).
But Druid: Daemons of the Mind wasn't developed by Sir-Tech. It was developed by a British company called Synthetic Dimensions. If we're to judge post-Crusaders Sir-Tech on their publishing deals, we have to bear in mind that they published the Realms of Arkania series in English.The existence of Druid: Demons of the Mind and Nemesis: The Wizardry Adventure are all the proof I need to take Cleve's word. How the fuck SirTech, the same company of developers who released all those magnificent games, could possible make such abominable is otherwise beyond comprehension.
Nemesis: The Wizardry Adventure? Yes, that was a dud. But was it developed by incompetent people? Well, let's take a look at the credits shall we?
Project Leader: Linda Currie
Original Concept: Ian Currie
Story and Game Design: Linda Currie
Additional Design: Derek Beland, Ian Currie, Bret Rowdon
Scripting & Dialogue: Brenda Brathwaite, Linda Currie
Some of these names sound familiar. Didn't some of them work on something just two years prior for Sir-Tech? Let's take a look at the Jagged Alliance credits:
Producer: Linda Currie
Original Concept: Ian Currie
Design: Ian Currie, Linda Currie, Shaun Lyng
Programming: Ian Currie, Alex Meduna
How about afterwards? What did they go on to create at Sir-Tech just three years after Nemesis? Here's the Jagged Alliance 2 credits:
Producer: Ian Currie
Director: Ian Currie
Game Design: Ian Currie, Linda Currie, Shaun Lyng
Additional Programming: Derek Beland, Mark R. Carter, Bret Rowdon, Ian Currie
Scripting: Ian Currie
Sector Design: Linda Currie
Writers: Brenda Brathwaite, Shaun Lyng, Josh Mandel
And was Sir-Tech an infallible beast in the pre-Crusaders years? Look what our Ian Currie was up to at Sir-Tech back in 1990, during the D. W. Bradley years. Here's the credits for the 1990 smash hit Freakin' Funky Fuzzballs.
Design: Ian Currie, Robert Koller
Programming: Ian Currie
Graphics / Artwork: Ian Currie, Robert Koller
I'm missing out a whole bunch of games like Sir-Tech's 1987 epic science fiction action game Deep Space: Operation Copernicus!
Also remember Alpha Popamole and SEGA demanding several changes. And look how it turned out. A poor Mass Effect derivative popamole console corridor shooter with cutscenes.
Yep. And game development companies (a notoriously difficult market to predict winners in) aren't energy companies. Energy companies build power plants (quantifiable, mostly the same) and operate based on current market prices. Your Liquid Gas is the same as my Liquid Gas - we can reasonably determine the demand - and the price - for that product in a given area. Where-as your First-Person 3d Tactical Shooter is not the same as my First-Person 3d Tactical Shooter.OK. I am sober now.1. Banks I know do a very simple thing when it comes to loans: They'll look at three-years cash-flow. If the business is making money, you have a chance. If it isn't, goodbye. Most gaming companies (and small businesses) would be in the goodbye category. 2. They don't have three-years of steady income from a game, at best it comes in one big lump or its publisher funding 3. (investment) which is ignored (because it's not income).
1. Depends on the type of business.
But it's all speculation. There are just as many games that don't have any long-tail - they just disappear from existence. Where-as I can find a guy who'll happily tell you what the price of Gas will be in 6 years from now, and what the long-term trend for demand is. Now while I might be able to do that for the "computer games market" as a whole, I can't do that for your specific computer game.2. Not that they need it. The faster the loan is repaid the better. It takes a company 3-4 years to develop a game. Now if it would take additional three years to repay the loan, it would mean that the loan period would be longer by 3 years. Then the interest would kill you. Now games also have a feature what statisticians would call the long tail. The games especially RPG's are sold through time, but at the small quantities. It also add to the source of revenue.
Also remember Alpha Popamole and SEGA demanding several changes. And look how it turned out. A poor Mass Effect derivative popamole console corridor shooter with cutscenes.
What changes did they demand?
From Camel:
I am actually not sure about capital adequacy as publishers structure their contracts in such way, that you will always be doing contract work. Efficiently making the devs their slaves as I have never heard that any of the Devs started going solo I the last 14 years. That's why I stressed the importance of personal guarantee.
1. Bioware(pre-EA buyout) and Gearbox are two examples of developers that have been successful and have been able to develop under publishers while keeping IP and presumably royalties. 2. Publishers have had to ask for more control and ownership over the results since they are having to sink more and more money into each game. The RPG genre has been effected by this more since they tend to have longer development cycles and the publisher's perception that they are as not capable of reaching the sales numbers that other genres are. That perception looks to be changing some though due to the success of the Mass Effect series and Skyrim.
I'm really glad that Kickstarter is proving to be a viable way to fund smaller, niche games.
Also remember Alpha Popamole and SEGA demanding several changes. And look how it turned out. A poor Mass Effect derivative popamole console corridor shooter with cutscenes.
What changes did they demand?
We don't know. I highly doubt Obsidian will ever state specifics, since they do still work with publishers. The same with them answering what publisher approached them to do a KS scam.
Also remember Alpha Popamole and SEGA demanding several changes. And look how it turned out. A poor Mass Effect derivative popamole console corridor shooter with cutscenes.