luj1
SasqWatch
- Joined
- March 9, 2015
- Messages
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Alright I wanted to raise a couple of questions regarding KS-driven budgets and funding video games in general. I'll try to keep this simple.
I like KS in a sense that it abolishes the need for a publisher in a conventional manner and goes straight to the fans. What I don't like is the increasingly popular stretch goal approach and how it can manipulate gamers.
I'm taking this straight from the Project Eternity KS page.
I mean, really? That's pretty thin. At the time it didn't sit right with me. What the hell is a "base game" anyway?
So basically, what they're saying is, if you want a normal RPG with a standard amount of content we'll need more money. Now I may be alone in my impression but that sounds like blackmail. Stretch goals as an approach emerged from the crowd-funding community. I just don't think it's good for our games, as it is inherently limiting.
As a final note I'd like to remind everybody that Wasteland 2 KS pitch didn't have stretch goals (!). I also happen to rate Wasteland 2 a notch above Pillars of Eternity, but that's just my opinion.
Moving onto another issue concerning budgets…
Let me get this straight. I think 4$ million is enough to produce a long-lasting RPG classic for a Windows PC. But usually when I open this argument with somebody I instantly get the 4$ million isn't a whole lot, or Obsidian doesn't have the budget big AAA publishers do response.
There are video game budgets as high as 200$ or 300$ million, so what. Most of the time those AAA titles are trash anyway (CD Projekt RED being somewhat an exception here). Also has to do with over-focusing resources into graphical presentation but w/e. Superior video game products have been made 15 or 20 years ago, with low funds, a laughable staff count, and faulty game engines. Obviously not superior in a technical sense, but rather in regard to substance. If you're guided by passion 4$ million is a lot. Otherwise, even 500$ million won't do you good.
So they did it decades ago, why can't they do it today? Because most aren't motivated by the same things as before. People get older. But wait. What about Legend of Grimrock? Four guys in a basement did that. Furthermore their game boasts killer graphics. They also raised enough money to produce a sequel which expanded on each and every aspect of the first game. So obviously it can be done.
Looking forward to your thoughts and opinions.
I like KS in a sense that it abolishes the need for a publisher in a conventional manner and goes straight to the fans. What I don't like is the increasingly popular stretch goal approach and how it can manipulate gamers.
I'm taking this straight from the Project Eternity KS page.
1.1 million, Base Goal – Achieved!
Base game includes three races, five classes, and five companions.
I mean, really? That's pretty thin. At the time it didn't sit right with me. What the hell is a "base game" anyway?
So basically, what they're saying is, if you want a normal RPG with a standard amount of content we'll need more money. Now I may be alone in my impression but that sounds like blackmail. Stretch goals as an approach emerged from the crowd-funding community. I just don't think it's good for our games, as it is inherently limiting.
As a final note I'd like to remind everybody that Wasteland 2 KS pitch didn't have stretch goals (!). I also happen to rate Wasteland 2 a notch above Pillars of Eternity, but that's just my opinion.
Moving onto another issue concerning budgets…
Let me get this straight. I think 4$ million is enough to produce a long-lasting RPG classic for a Windows PC. But usually when I open this argument with somebody I instantly get the 4$ million isn't a whole lot, or Obsidian doesn't have the budget big AAA publishers do response.
There are video game budgets as high as 200$ or 300$ million, so what. Most of the time those AAA titles are trash anyway (CD Projekt RED being somewhat an exception here). Also has to do with over-focusing resources into graphical presentation but w/e. Superior video game products have been made 15 or 20 years ago, with low funds, a laughable staff count, and faulty game engines. Obviously not superior in a technical sense, but rather in regard to substance. If you're guided by passion 4$ million is a lot. Otherwise, even 500$ million won't do you good.
So they did it decades ago, why can't they do it today? Because most aren't motivated by the same things as before. People get older. But wait. What about Legend of Grimrock? Four guys in a basement did that. Furthermore their game boasts killer graphics. They also raised enough money to produce a sequel which expanded on each and every aspect of the first game. So obviously it can be done.
Looking forward to your thoughts and opinions.
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- Joined
- Mar 9, 2015
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- 2,714