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HiddenX February 2nd, 2017 23:54

Torment: Tides of Numenera - A Look Back
 
Colin McComb looks back at the development of Torment: Tides of Numenera:

Quote:

Updated Our Journal (63): A Look Back on Development

tl;dr: Colin talks about Torment's development and the future; Monte Cook's novella now available; new Torment media

Hello Exiles,

Colin here. It's crazy to think that it's just about a month from Torment's release date. To start, we wanted to give you a taste of some of the game's quests in this interactive trailer. Hosted by, well, me, there's some early game side-quest spoilers, but it'll give you a taste of what the game has to offer if you haven't already jumped into the early access version.

A Look Back on Development

As our release date nears, we decided to look back on the game's development, to talk about where we are, how far we've come, and how we move forward from here.

When we set out to make Torment: Tides of Numenera, our vision was to make a thematic successor to Planescape: Torment. We’d explore a new setting, and use a new core question to explore a similar vein of philosophical thought. I am proud to say that the response from you, our backers, has been incredibly positive. I’ve told this story before, but it bears repeating: when Brian asked me to be the creative lead for Torment, I had to take some time to think about it, and I almost turned down the opportunity. I knew what Planescape: Torment meant to people, after all. For people to say that we have succeeded in creating a tonal and thematic successor is… well, it’s overwhelming, and I – WE – are grateful for the opportunity.

As with any creative work, game development is an iterative and uncertain process. When we over-funded at a higher level than we could ever have expected, that led to an increase in scope and size of the game accordingly. We went from one major city hub to two. We added new companions, more locations such as the Ascension, the Castoff's Labyrinth, new cults like the Dendra O'hur, and more. We added Meres to the game, whole text-based mini-stories that themselves have their own reactivity and many branching paths, and even more surprises to find. We have an expanded soundtrack that's longer than Planescape: Torment's by a decent margin, and a universe rich enough to fill multiple novellas.

During the Kickstarter, we had to move fast. We had to make decisions and add content on the fly. The problem is, as with any plan, some of those decisions looked great on paper but didn’t survive contact with reality. Building a game is not a straight line from start to finish. It’s not as simple as creating a design document, implementing it, and shipping it. It’s an endlessly iterative process, one where ideas must be thought up, discussed, prototyped, iterated on again, and tested in game. The cycle repeats frequently. Sometimes, these ideas don’t work out the way you intended or just don’t feel like they fit properly in the theme of the game. A lesson we've taken away since the Kickstarter campaign is to avoid being too specific in detailing early designs, locations, and characters – it's fun and exciting at the time for us and you, but…

Well, what can change the nature of a game? This is one (non-canonical) answer: Creating it. For instance, the story we launched with, while still being true to the vision of the game, has undergone at least seven major revisions.

Some of our players and community members recently pointed out that they noticed that some features had changed from what we initially detailed. The one that has come up the most is the companion roster. The early access version doesn't feature the companion list we initially had our sights on. This is true: for the release version, there will be six. While we laid the groundwork for more, while building the game we realized that we had to make a tradeoff between companions with depth, or a larger amount. We chose to focus on the added richness and personality that you expect with a smaller group. The game’s scope increased considerably over what we originally set out to build, and we underestimated the amount of time and iteration it would take to make our companions as reactive and branching as they needed to be.

We didn't want these characters to end up with storylines that felt incomplete. We didn’t want to force them into the late game. Focusing on a smaller number gave us the opportunity to add more banter, more voice-over, and deeper storylines and outcomes for them.

Crafting is another stretch goal feature that we did some initial design on, but that work did not mesh well with the rest of the game's systems. Rather than adding an element that felt tacked-on (and worse, out of place for Torment), we repurposed those resources. We added more cyphers and artifacts to the game. We also added some other, more story-based elements to further flesh out equipment and items. That helped the items fit with the structure and style of the emerging game.

Some of you have been asking about the Oasis, an area we talked about during the campaign as our second major city. Though we fully intended that the Oasis would be our second city, story changes, plus our growing fascination with the Bloom, turned that location into our second major hub instead. In fact, the Bloom and surrounding areas are much larger than we originally discussed building for the Oasis. This didn't adversely affect the length of the game – we’re still delivering a second major hub, and the Oasis will still appear in a smaller form. We feel this was the right move for the game creatively. It meant we could focus on a setting that felt darker and more distinctly Torment, and it improved the pacing immeasurably.

Changes like these happen in the development of any game. Speaking for inXile, I can tell you that we always undertake them to deliver you a better experience. To do anything else would be doing you a disservice.

But our focus on the game led to a different disservice. Namely, our lack of communication. We have always been major proponents of openness during development, but we did not communicate these changes earlier, and we should have done so sooner. For this, you have the entire team’s sincerest apologies. Going forward both with Torment and our future games, we hope to increase our efforts in making sure that you know the status and future plans for inXile’s projects.

So, you might be asking, what’s up after Torment releases next month? Fortunately, we're in the era of internet connections and ongoing post-release support. We still have plenty of ideas for Torment! We'll be thinking about ways we can restore some of the remaining ideas that work in the game. Of course, as our backers who helped make the game happen, any of these updates – such as DLCs and expansions – will be yours free of charge. This goes for both Kickstarter backers and those who backed through our website.

[…]

More information.

joxer February 2nd, 2017 23:54

Quote:

any of these updates – such as DLCs and expansions – will be yours free of charge. This goes for both Kickstarter backers and those who backed through our website.
While some are disappointed with something, this pleases me more than moaning over some cut away NPC.

HellRazor February 3rd, 2017 04:17

I really don't like how dismissive they seem to be about cutting stretch goals.

bjon045 February 3rd, 2017 08:19

Of course stuff changes in any creative project. If people can't understand that then they should stay away from kickstarter/fig. Dropping italian is disappointing but they are doing the right thing and offering refunds.

Avantenor February 3rd, 2017 13:24

If companies don't understand that they have to communicate their decisions before their customers find out, they should stay away from kickstarter/fig as well.

Game development is not a grassroot democracy. But lending money for not developing what has been promised could also been interpreted as fraud, even if it's not indictable. For outsiders the difference only exists in the way things get handled. And from a morale PoV it is at least worth mentioning. Especially if you call your stakeholders "fans".

you February 3rd, 2017 15:18

Well one tiny correction. It is not lending - it is giving (money for development). It is at best an early pre-order (sometime above and sometime below retail release price with no guarantee that a product will actually be released).

Ripper February 3rd, 2017 15:28

It's not lending or giving - it's a essentially a sales contract for future goods. If anyone could be bothered, they'd almost certainly get their money back in court if the contract is not fulfilled. But no-one does that over a few bucks in these cases.

you February 3rd, 2017 18:10

Actually this is NOT true. Read the terms for kickstarter; there is no promise of delivery of goods and FURTHER it states that goods might not be delivered.

Quote:

Originally Posted by Ripper (Post 1061433583)
It's not lending or giving - it's a essentially a sales contract for future goods. If anyone could be bothered, they'd almost certainly get their money back in court if the contract is not fulfilled. But no-one does that over a few bucks in these cases.


booboo February 3rd, 2017 18:49

Quote:

Originally Posted by you (Post 1061433581)
Well one tiny correction. It is not lending - it is giving (money for development). It is at best an early pre-order (sometime above and sometime below retail release price with no guarantee that a product will actually be released).

I must admit I never really read the T&Cs…but now that I have, it seems someone can simply collect all the money, on reaching their target, and then bolt with your money and everyone else's. And You'd have to mount a legal claim yourself to pursue them yourself. Actually quite a crappy system. Another reason why I pledge the minimum these days. When I pledge, I *do* expect a finished product at least - other's seem happy to "donate" very large sums and just say "ah well'. Fortunately I have never been placed in this position on KS, but I do think their should be greater accountability - for me KS was about funding accessibility, not providing an easy source of funding for unscrupulous people. Of which there are many.
Back on topic: I am a bit miffed at the changes, reductions, but at least a game will be produced and based on what I played so far, I'm sure I will like it.

wolfing February 3rd, 2017 20:17

Kickstarter may not provide protection, but as a customer you do get protection (until Trump removes that too I suppose). Several Kickstarters have been successfully sued over failure to deliver the product.

luj1 February 3rd, 2017 21:17

Waiting for Directors Cut, then I will have a blast for sure!

Lucky Day February 3rd, 2017 23:19

Quote:

Originally Posted by you (Post 1061433620)
Actually this is NOT true. Read the terms for kickstarter; there is no promise of delivery of goods and FURTHER it states that goods might not be delivered.

Unless the courts rule otherwise and say they statement has no legal binding. Just like a lawyer at a company that sends you a cease and desist order it doesn't mean it has any merit.

The courts, and it was reported here a few times, have gone back and forth on EULA's for example. There's already been a few cases of fraud charged against kickstarters, like the Russian playing card thing. (The recent jury award against Oculus Rift was for breach of contract for an NDA, not the actual kickstarter).

HellRazor February 4th, 2017 04:19

When a developer uses kickstarter to secure funding for a project, and then announces stretch goals as incentives to get more backers and more funding beyond the original target, there is at least a moral obligation (if not a legal one) to provide the promised features. Failure to do so undermines the entire concept of offering stretch goals for more funding.

"Could not provide promised localization because stretch goals expanding the scope" and "Could not provide the promised companions because they would not be fleshed out enough" means they either did not estimate the costs needed for their stretch goals properly; promised more than they could deliver; did not properly plan; OR the addition of the publisher forced a release date they could not meet; or some combination of these.

"Crafting didn't fit in properly so we ditched it" really sounds like an excuse.

Regardless, if you promise something in exchange for money, you should deliver it. At the very least, you shouldn't take an "oh well, that's just how game development works" attitude about it.

If you promised a publisher a feature set, you can be damned sure the feature set would be provided. In a kickstarter campaign, the backers (not a publisher) are funding development, so not meeting any of the promises of the campaign should be considered a Big Deal to the developer, not something you mention in passing after someone snoops your beta code and then just say "ooops, oh well, that's how it goes sometimes".

Ripper February 4th, 2017 04:36

Quote:

Originally Posted by you (Post 1061433620)
Actually this is NOT true. Read the terms for kickstarter; there is no promise of delivery of goods and FURTHER it states that goods might not be delivered.

It is true. Kickstarter's terms essentially cover themselves, as the intermediary, but they also make it clear that the contract is between the creator and the backer. Legally, that is a sale of future goods. Even if the contract did say that the goods might never be delivered, that wouldn't stand up in court - the basic principle of the purchase of goods would override it.

Have a look here: http://www.gamasutra.com/blogs/DanRo…iabilities.php

Deleted User February 4th, 2017 04:54

There is an assumption often made when these things are cut that the other aspects of the game weren't enhanced or improved in exchange. If not an assumption it is something that is rarely considered at all when this comes up. That has to count for something as they have provided the funds and resources to improve other aspects of the game, so it's not as if they just cut the content and pocketed the money. You're still getting close to, if not the same gross amount of "stuff", just in a different implementation. IMO.

The game is still going to be the best thing since sliced bread so enjoy it. We're lucky developers are still out there making RPGs like this.

Ripper February 4th, 2017 05:31

I didn't see the need to back the game, so I don't even know what they've failed to do. I doubt anybody is going to court over it. I do think that these studios ought be a bit more cautious with the specific goals, and stick to things they know they can deliver. It just causes such bad blood with some backers when this stuff happens.

HellRazor February 4th, 2017 10:16

Fluent, you miss the point. I already expect a great game as described in the campaign, I wouldn't have backed it otherwise. But when the developer says "give us another $200,000 and we will do X", that doesn't mean "give us another $200,000 and we might do X, or we might use it in some other way as we deem appropriate to improve the game". If they wanted $200,000 to improve the game in other ways they should have said that.

In fact, "deeper story and reactivity" was a part of several of the stretch goals. If they had to cut features to accomplish it, they did not budget sufficiently for the stretch goals.

And since they didn't deliver X, who knows WHAT happened to the money, since there is no public accounting for the expenditures. It could have gone towards other facets of the game, it could have gone toward other games they are developing, it could have gone toward funding ports to consoles which was not part of the campaign, or it could have just gone in a general pool to fund the salaries of the studio. Who knows?

One thing we DO know is that $200,000 did NOT implement X as promised. Which means they did not deliver something they promised they would do if they reached the targeted amount.

Then when they not only didn't deliver X, but also not W, Y, or Z, that becomes a real integrity issue (to me, anyway). It is an abuse of the backers who funded the project believing they would receive everything that was promised.

And there is just NO excuse whatsoever for not providing the promised number of companions. They had over 4 million dollars and hired staff specifically to write some of the "extra" companions.

Regardless of the above, I am still highly looking forward to the completed game. But I think if someone is going to ask for money to provide something, then they should provide it. If for some reason it doesn't fit, they should have made a statement about it. And having multiple stretch goals not included is really pretty disrespectful to the backers IMHO.

Quote:

Originally Posted by Fluent (Post 1061433725)
There is an assumption often made when these things are cut that the other aspects of the game weren't enhanced or improved in exchange. If not an assumption it is something that is rarely considered at all when this comes up. That has to count for something as they have provided the funds and resources to improve other aspects of the game, so it's not as if they just cut the content and pocketed the money. You're still getting close to, if not the same gross amount of "stuff", just in a different implementation. IMO.

The game is still going to be the best thing since sliced bread so enjoy it. We're lucky developers are still out there making RPGs like this.


Deleted User February 4th, 2017 15:59

I'm not missing the point, just choosing to look at it in a positive way. They have said that several of the features they cut were because they weren't working like they wanted, so they in turn used the time and resources that would have been pumped into those systems to make other game systems better.

It's not perfect and I understand that people pledge to see those stretch goals achieved, but if the developers have tried to implement them and it's not going so well, then bolstering the other systems more in the game is a reasonable move to make.

I mean, what is the reasonable way to react to this? Put bamboo shoots under their fingernails or take legal action against them? Or just shrugging, being more careful about pledging for stretch goals in the future and just enjoy what's going to be a great RPG regardless?

I'm giving them the benefit of the doubt. They're making quality old-school CRPGs again. I think that's a good thing.

sakichop February 4th, 2017 19:49

Quote:

Originally Posted by Fluent (Post 1061433755)
I'm not missing the point, just choosing to look at it in a positive way. They have said that several of the features they cut were because they weren't working like they wanted, so they in turn used the time and resources that would have been pumped into those systems to make other game systems better.

It's not perfect and I understand that people pledge to see those stretch goals achieved, but if the developers have tried to implement them and it's not going so well, then bolstering the other systems more in the game is a reasonable move to make.

I mean, what is the reasonable way to react to this? Put bamboo shoots under their fingernails or take legal action against them? Or just shrugging, being more careful about pledging for stretch goals in the future and just enjoy what's going to be a great RPG regardless?

I'm giving them the benefit of the doubt. They're making quality old-school CRPGs again. I think that's a good thing.

I think it's great to have a positive attitude about things, but I think you need to be careful. Being to accepting allows things to become a norm that shouldn't be the norm.

Deleted User February 4th, 2017 20:38

Quote:

Originally Posted by sakichop (Post 1061433775)
I think it's great to have a positive attitude about things, but I think you need to be careful. Being to accepting allows things to become a norm that shouldn't be the norm.

I'm not blindly "accepting" anything. I'm giving them the benefit of the doubt and actually believing them when they say they used those resources to make other elements of the game better.

Couchpotato February 4th, 2017 20:42

Regardless of accepting a developers word, this is why I only back at the minimum pledge for most crowdfunding games. As I just want to pre-order at a cheaper price.

So I'm not disappointed but I can see the point of the other backers. As inXile should of communicated this earlier with the major delay updates over the last two years.

Deleted User February 4th, 2017 20:52

I agree, they probably should have communicated it, but that's also their decision. Whether they do or not it's still a no-win situation for them. Even if they make the most gentle announcement of a cut feature you can make, a lot of people will still go nuts over it (like they are now) and totally ignore the fact they said they are making other aspects of the game bigger and better.

Avantenor February 4th, 2017 22:30

Depends. From a cold economic PoV they took money for a promise, invested in their product, speculating for future interest. Then they changed their business plan and in some case made the result worthless for the backer (italian translation). They do indeed offer a refund, but after three years of calculating with that money. The refund sum is the same as the pledge sum three years before, without any incentive. Thanks to inflation, this money is now worth less than three years before, so the bottom line is: you lose, they make a plus with selling their product. Don't tell a class action specialist about that.

I don't say I would do that, but if you're very angry imho this is valid personal opinion. If they had communicated their plans before, you could at least negate deception. Stock listed companies have the obligation to announce immediately every company-related news that can affect their shareholders. You could expect the same from a crowdfunding project. If not from a legal obligation than at least from a morale one.

sakichop February 4th, 2017 23:01

Quote:

Originally Posted by Fluent (Post 1061433779)
I'm not blindly "accepting" anything. I'm giving them the benefit of the doubt and actually believing them when they say they used those resources to make other elements of the game better.

Not to be argumentative but isn't believing them and giving them the benefit of the doubt with no way to know if they put the money into other areas of the game or not the same as blindly accepting it.:)

Deleted User February 4th, 2017 23:04

No, it's called trusting a developer at their word. :) Why would I believe they are lying? Are they trying to sneakily pocket some money? In the grand scheme of things that would be ridiculous considering they are poised to make much more money in the long run if they do the best of their ability to make great games. IMO.

As for morale obligations, they have an obligation to deliver a game to the best of their ability. If that means they have to sacrifice stretch goals to make that happen, then that is what they have to do. Again, there is an assumption that these features are cut and the resources were just removed or lost. They clearly said they reinvested into the game to compensate by making other features of the game bigger and better. They gave specific examples, such as making the area known as The Bloom much bigger than it would have been if they had included the stretch goal city, etc. They essentially took the same pie and split it into different size pieces rather than removing pieces and trying to pass it off as a whole pie. IMO.

In any event, I'm interested in the game and hope it does well for them. I understand people are upset they didn't get some things in (I was upset when D:OS didn't have a day/night cycle, as I'm sure everyone else was. :P), but the game will still be great. If anything, wait and see how the final game is. But more CRPGs are a good thing, even if a few details are different when the game ships.

forgottenlor February 4th, 2017 23:59

I'm also ready to believe that InExile spent all the money they got on the game, and that it turned out better for it. Still I find the negation of 3 companions very disappointing. If nothing else it really cuts down on the game's replayability. It also reflects badly on the developers, IMO, that they made promises for things they decided not to do. On the other hand I've backed games which I haven't enjoyed playing all that much. So if Torment turns out to be a good game, I'd be willing to overlook this sort of thing. I think I'd be really upset if I had pledged a massive amount of money though.

Deleted User February 5th, 2017 00:05

Quote:

Originally Posted by forgottenlor (Post 1061433813)
I'm also ready to believe that InExile spent all the money they got on the game, and that it turned out better for it. Still I find the negation of 3 companions very disappointing. If nothing else it really cuts down on the game's replayability. It also reflects badly on the developers, IMO, that they made promises for things they decided not to do. On the other hand I've backed games which I haven't enjoyed playing all that much. So if Torment turns out to be a good game, I'd be willing to overlook this sort of thing. I think I'd be really upset if I had pledged a massive amount of money though.

I want more companions in all RPGs (less fleshed out story-wise but offering more choices that affect gameplay), but that's just me. And it's also beside the point. :P

To address what you just posted, what if the remaining companions are twice as fleshed-out than they would have been otherwise? That's kind of what I'm getting at.

Quote:

"The companion roster has been slightly reduced from our initial plans," wrote inXile staffer "sear" on Reddit.

"During development, we found that the more far reaching and reactive our companions were, the better they felt and the more justice it did to the original Planescape: Torment. This trade-off meant we were able to add more companion conversations, banter, voice-over, quests, and story endings. We did not want to leave some companions feeling shallow, with storylines that felt incomplete, or be forced to shove them into the late game.
Doesn't sound too bad, IMO.

sakichop February 5th, 2017 00:36

Quote:

Originally Posted by Fluent (Post 1061433808)
No, it's called trusting a developer at their word. :) Why would I believe they are lying? Are they trying to sneakily pocket some money? In the grand scheme of things that would be ridiculous considering they are poised to make much more money in the long run if they do the best of their ability to make great games. IMO.

Again I don't see a difference but I see no reason for us to debate in circles. I'll just agree to disagree. I don't think they are trying to scam people or pocket money, however I'm not trusting enough to take them at there word. I'm more inclined to believe things are taking more time and money than they thought so things are getting cut.

At the end of the day though it doesn't matter who's right or wrong. If they deliver a worthy game people will forget all about this and line up to kickstart their next game. Much the same as D:OS.

Ripper February 5th, 2017 00:43

I do have some sympathy with the fact that "no plan survives contact with reality"; that the realities of development mean that some features are changed or cut for the good of the game.

However, I think Avantenor makes a good point. When it comes to cutting something like a localisation, that seems a bit more cynical. That is simply a matter of the cost of translation being higher than they hoped, and, rather then taking the hit, they simply refund people's money that they've been sitting on for three years. If it were my business decision, I would argue that the right thing to do in that case is to absorb the cost, which is virtually guaranteed to be only a fraction of the profits, and extremely important to customer goodwill.

Deleted User February 5th, 2017 03:07

Quote:

Originally Posted by sakichop (Post 1061433824)
Again I don't see a difference but I see no reason for us to debate in circles. I'll just agree to disagree. I don't think they are trying to scam people or pocket money, however I'm not trusting enough to take them at there word. I'm more inclined to believe things are taking more time and money than they thought so things are getting cut.

Well I do disagree because there is no evidence your assessment is correct. For one, things aren't just getting cut now, they seemed to have made these decisions earlier in development and just didn't communicate them. Two, again, they explain the decisions, so unless you are saying they are making that story up that instead of including a stretch goal city they chose to expand The Bloom area by leaps and bounds because it was more Torment-y (their words), then why not take them at their word? If the game comes out and The Bloom is a one shack village with a random NPC that says "I am error" you can tell me how wrong I was. :P Until then I see no reason not to believe them.

Ripper February 5th, 2017 03:24

I'm certain you're right about the decision being made much earlier, at least in the case of the Italian translation. They said they delayed the game for months for translation time. Surely they knew at that time they were cutting the Italian translation to reduce costs, even though had promised it. Don't you think that's a bit cynical, and quite different from making hard creative decisions about changing elements of the game? There's no way they couldn't afford it, if they wanted to.

Deleted User February 5th, 2017 03:29

From InXile:

Quote:

Thanks for contacting us. When we initially set out to create Torment, the planned size, and thus word count of the game, was significantly smaller. Torment in its final form grew to a much bigger, deeper RPG, and has over 1.2 million words. We are very proud of what the game has become.

However, later in development, it became clear the costs for Italian localization would be in the hundreds of thousands of dollars, and our stats and sales of prior RPGs showed the number of Italian backers and sales we could look forward to were too low to support those efforts. Rather than attempt a low-quality localization that would not do justice to the game or satisfy our fans, we ultimately made the difficult decision to not do an Italian version. We certainly understand that some Italian users backed the game with the hopes of playing that localized version of the game. If that was the case for you, and you would like a refund, please let us know by contacting us over at our support page, here: https://inxile-entertainment.com/support
I don't think there's anything wrong with that. They are also giving out refunds for anyone who wants one, even though they aren't really obligated to do so. I'm not a Kickstarter history buff but have other Kickstarters given refunds to customers who wanted them for the game missing stretch goals?

Ripper February 5th, 2017 03:44

I think that is wrong, and I don't think much of their post. The deal was that there would be an italian translation, along with a number of others. Not that they would determine how many of each nationality were backers, and make a decision on which ones should be honoured.

The history of what previous Kickstarters have seen fit to do by means of restitution doesn't really have any bearing on the situation. As was discussed in the legal article I posted, you have legal and moral duty to delever what you promised. As I said, I think it is reasonable to show some flexibity on tough game-related decisions. I think cutting out a language group because you've estimated that they're the smallest and your costs have overrun, despite having made deal with them - I think that's far less defensible.

Deleted User February 5th, 2017 03:45

They're offering refunds. If Italian backers and/or those who wanted to play the game in Italian want to get their money back, they can. It ain't that serious.

Deleted User February 5th, 2017 03:47

And cutting the Italo translation was a tough game-related decision, too.

Ripper February 5th, 2017 03:57

No, I think that cutting a discrete piece of work, like a translation, that doesn't actually change the game in any way, is categorically different than a creative decision for the benefit of the game itself. One could maybe make that argument if you were dealing with a tiny indie that was absolutely constrained by cost, but that is not the case for a company like this.

With regards to refunds, I think you proceed under the assumption that return of funds is proper restitution for failing to deliver on a contract. That is by no means always true, legally or morally. In many cases the proper legal remedy is to force the party in breach to carry out their commitments. Of course, you're right that because we're only dealing (individually) with nickels and dimes, no-one is likely to commit to a legal action, which is why so many Kickstarters get away with so much. But in principle, I don't think it stands at all.

Deleted User February 5th, 2017 04:01

Then it's bamboo shoots under the fingernails, I guess. :slap:

Ripper February 5th, 2017 04:13

I'm just making a point of principle, one that many backers feel, and not one that says people are due dire penalties. It's a bit of a cop out, on the central point, to belittle the significance because it's only a few bucks on a computer game.

What I'm saying is that when one makes a contract, the purchasing party is entitled to what they purchased. Let's say that, due to some weird circumstances, I sign a contract to sell you my car for a hundred bucks, and then I welch on the deal. Legally and morally, I don't owe you a hundred bucks, I owe you a car. In some circumstances, a straight refund on a deal is sufficient, because one could take that money and buy a straight replacement. But, when one can't get that thing anywhere else, like a copy of Numenera in Itailian, a refund is not sufficient - one is due the thing itself, period.

If they were in a position where they had no options, and a refund was their best effort at restitution, that would be one thing, but here they are making a hard-nosed decision to save some money by deliberately breaching a deal.

Deleted User February 5th, 2017 04:38

Kickstarter Terms of Use:

Quote:

Throughout the process, creators owe their backers a high standard of effort, honest communication, and a dedication to bringing the project to life. At the same time, backers must understand that when they back a project, they’re helping to create something new — not ordering something that already exists. There may be changes or delays, and there’s a chance something could happen that prevents the creator from being able to finish the project as promised.

If a creator is unable to complete their project and fulfill rewards, they’ve failed to live up to the basic obligations of this agreement. To right this, they must make every reasonable effort to find another way of bringing the project to the best possible conclusion for backers. A creator in this position has only remedied the situation and met their obligations to backers if:

they post an update that explains what work has been done, how funds were used, and what prevents them from finishing the project as planned;

they work diligently and in good faith to bring the project to the best possible conclusion in a timeframe that’s communicated to backers;

they’re able to demonstrate that they’ve used funds appropriately and made every reasonable effort to complete the project as promised;

they’ve been honest, and have made no material misrepresentations in their communication to backers; and
they offer to return any remaining funds to backers who have not received their reward (in proportion to the amounts pledged), or else explain how those funds will be used to complete the project in some alternate form.

The creator is solely responsible for fulfilling the promises made in their project. If they’re unable to satisfy the terms of this agreement, they may be subject to legal action by backers.
They've already done all of the things required of them.

Ripper February 5th, 2017 04:52

Quote:

Originally Posted by Fluent (Post 1061433852)
Kickstarter Terms of Use:

…there’s a chance something could happen that prevents the creator from being able to finish the project as promised.

…they post an update that explains what work has been done, how funds were used, and what prevents them from finishing the project as planned;

…they work diligently and in good faith to bring the project to the best possible conclusion in a timeframe that’s communicated to backers;


They've already done several of those things.

As was explained in that article, the KS terms are merely brief guidelines for the benefit of both parties. They do not have legal force over the fundamental contract to purchase that is made.

I highlight the terms above, as if they were binding. As I said before, if one were dealing with a tiny indie that had no other funds than those provided by the KS, then terms liked "prevented" and "best possible" would have meaning - it may literally be that they can do no more. However, if it is a company with greater resources, those terms do not apply. The fact a company may exceed the budget provided by the KS by fulfilling their obligations, but still have money to their name - that is tough luck. They must use whatever resources they have in total to fulfill the contract. That is how business works!


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