Ghost of a Tale - Interview and Fixed Funding
An interview for Ghost of the Tale, currently on Indiegogo (currently at 1/3th of the asked 45K Euro) can be found at The Verge.
In order to keep the project manageable, Gallat is making Ghost of a Tale relatively small. There will be exploration, combat, secrets to uncover, and even some role playing game elements, but don't expect a game on the scale of Skyrim. You'll explore a haunted island as opposed to a vast world. "My goal is to craft a small yet beautiful game with environments that look a bit like movie sets and characters that have a sense of stylization in their design, while retaining a certain simplicity and immediacy as far as gameplay is involved," Gallat explains.
He began development on Ghost of a Tale last year after a lengthy career as an film animator, starting in 1996 with Dreamworks' The Prince of Egypt and ending with 2011's The Lorax, where he served as animation director. "The set of skills needed to make a game or a movie are virtually the same," he explains. "So for me it doesn't really make a big difference. I feel what I have learned working on movies is absolutely relevant to Ghost of a Tale."
Even still, the process hasn't been easy, mainly due to the fact that — as Gallat explains it — he's not a "real" programmer. Progress was slow early on, and Gallat says that he struggled for close to a year trying to wrangle his ideas into a particular game engine. Eventually he switched to the Unity engine, a popular game creation tool among smaller studios, and things started moving much faster — the alpha was built in just two months, and that includes the time he spent learning a new programming language.
In addition on his Indiegogo page he explains why he went to fixed funding instead of the commonly used flexible funding campaigns.
Lately I’ve been asked about the campaign type for “Ghost of a Tale”. As you know, Indiegogo offers the option to keep whatever money has been pledged, even if the goal is not reached by the final deadline. But as I said on the main page, this is not the case for this campaign. If it is not successful, the project will not get any money at all. All the money that you guys have pledged will be refunded to you in its totality.
Why did I do it this way? Because I couldn’t morally justify the “flexible” approach. If I set a budget goal, it’s because that’s what’s needed to complete the game to a suitable standard. So if the campaign only gets to, say, a third of the budget, I don’t want to go “Oh well, too bad. I’ll take that, bye!”. What would it then mean for you backers? Your money would be taken away and then what? You would have basically paid for a product that won’t be made? Anyway, I’m just speaking for myself and for “Ghost of a Tale”; I’m sure in some cases flexible funding makes perfect sense.
Information aboutGhost of a Tale
Release: In development