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Real Name Will   
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Nickname Dev
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Homepage http://
Signed On Dec 13, 2004, 01:09
Total Comments 6688 (Guru)
User ID 22548
 
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News Comments > GeForce Tomb Raider Fixes Inbound
38. Re: GeForce Tomb Raider Fixes Inbound Mar 7, 2013, 17:31 Dev
 
First time in a long time I remember nvidia having serious issues at a launch of a game. Most of the time its ATI, especially with their crossfire stuff (which can take weeks or months after release for them to get around releasing a driver to support).  
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News Comments > Torment Kickstarter Soars; Stretch Goals in Play
35. Re: Torment Kickstarter Soars; Stretch Goals in Play Mar 7, 2013, 16:56 Dev
 
saluk wrote on Mar 7, 2013, 14:10:
I wonder how many hours to pass all these stretch goals. 2, 3 more maybe? This is crazy. I haven't been able to play all the way through the first game. I like it a lot but I don't quite get the rabid following it seems to have.
Its at about 35,000 backers. Why is it hard to believe that worldwide, there's 35k people interested and fans of the original?
On gog, there's 8000+ REVIEWS (it's a 5 star average) of the game. And this is many years after its release. How many people actually write up a review of a game they like, a classic older game? 1 out of 10? 1 out of 100? If its 1 out of 10, then the gog customer base alone is 80,000 for the original game. If its 1 out of 100, then its 800,000 people. I'm guessing the GoG sales are somewhere between those 2 numbers.

Even if backers hit 100k, this is still a tiny drop in the bucket compared to something like minecraft (nearly 10 million), or portal 2 (4+ million). Or the 10 million who pay $15 a month for WoW. And microscopic compared to something like CoD: Blops, which is over 25 million worldwide.

All of this publicity is being generated by a mere 35,000 customer product (at the moment anyway, and after release it will likely grow even further). In most mass markets, numbers like that would be considered a failure.
I don't consider it a failure, but what I'm trying to convey is that while its a big deal on kickstarter and bluesnews, in the wider market place, this is a drop in the bucket. Even if you just look at a week of steam sales, its way way higher than something like that.

I don't know what the worldwide PC gamer market is, lets make a wild guess and call it 50 million (worldwide xbox 360 consoles are 76m). 35k is a mere 0.07%, or something like 3 out of every 50,000.
Those numbers just made me think. If its 50 million worldwide, that means 1 out of 5 PC gamers subscribe to WoW. OMG. Even if the PC gamer market is 100 million worldwide, that still means 1 out of every 10 PC gamers pays monthly for WoW. ZOMG.
And since CoD:blops has 25m+ sales (and PS3 is similar in installed base to xbox 360), that means 1 out of every 6 console owners has purchased that game.

This comment was edited on Mar 7, 2013, 17:18.
 
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News Comments > Torment Kickstarter Soars; Stretch Goals in Play
32. Re: Torment Kickstarter Soars; Stretch Goals in Play Mar 7, 2013, 16:40 Dev
 
Mr. Tact wrote on Mar 7, 2013, 12:04:
I don't know.... seems to me it could work in reverse. If you would like to get the $125 all digital tier, but it's sold out you might throw your hands up and just buy the game for $25...
They are banking that that won't be the majority
jacobvandy wrote on Mar 7, 2013, 14:03:
The more expensive rewards are always limited, on every Kickstarter
They certainly are NOT limited on every kickstarter. But they SHOULD be, I agree, because of those reasons and more, especially for physical rewards. Such as more people than anticipated buying physical rewards and it screwing up cost calculations and taking too much money away from the actual development. I've seen this happen in other kickstarters, where they didn't allow for that mix of funds properly.

This comment was edited on Mar 7, 2013, 16:51.
 
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News Comments > Torment: Tides of Numenera Kickstarter Live
170. Re: Torment: Tides of Numenera Kickstarter Live Mar 7, 2013, 15:38 Dev
 
Optional Nickname! wrote on Mar 7, 2013, 12:22:
To lose the fertile and vivid mental playground of Placescape is disappointing at the very least and action should be taken to be able to secure that IP away from those who don't wish to share it.
What kinda action were you imagining? Waiting 100 years?
 
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News Comments > SimCity Adding Servers
58. Re: SimCity Adding Servers Mar 7, 2013, 15:35 Dev
 
xXBatmanXx wrote on Mar 7, 2013, 15:31:
nin wrote on Mar 7, 2013, 14:48:
I smell a HUGE lawsuit coming.

We'd never be so lucky.

Although this is the most recent....not good.

You need to send that link into Blue.


There are other Country's that don't put up with that kind of stuff that the US does....
I read similar things in lots of other threads, things about licensing not standing up, etc. Yet I rarely read about anything actually being done (aside from the used games thing).
 
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News Comments > SimCity Adding Servers
56. Re: SimCity Adding Servers Mar 7, 2013, 15:31 Dev
 
Quboid wrote on Mar 7, 2013, 12:50:
Who are P4R Gaming? Is there any reason to believe them? That article looks fake, even the comment from EA looks fake.
I think they take small nuggets of things and make stuff up to be funny. Thats the impression I got from their front page.

For example from this article:
http://www.p4rgaming.com/?p=1453
PETA Says Virtual Whaling in Assassin’s Creed 4 is a Gateway Drug That Will Lead to Actual Whaling

We saw the story on blues earlier, but as I recall it was more about them objecting to the game than it being a gateway.
 
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News Comments > SimCity Adding Servers
54. Re: SimCity Adding Servers Mar 7, 2013, 15:23 Dev
 
EA can easily afford to get a bunch more servers ahead of time based on pre-orders, this is inexcusable.
 
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News Comments > Torment: Tides of Numenera Kickstarter Live
160. Re: Torment: Tides of Numenera Kickstarter Live Mar 7, 2013, 07:03 Dev
 
Kajetan wrote on Mar 7, 2013, 06:57:
Dev wrote on Mar 7, 2013, 06:10:
I'm actually impressed that it will only take $2 million to do all the stuff that's planned so far.
No middle management. No bloated structures where the descision on, for example, how to make doors open in the game requires half a dozen meetings and waiting 'till the descision process wanders up the chain of command and down again while several dozen artists and programmers sit idle, not being able do anything, only producing expenses while they are waiting.

Compare this to Project Eternity, where the main programmer just implemented this feature in a few hours, because he can make such detail descisions for himself.

THAT is the reason why majors are no longer able to produce games on a moderate budget. And comparing the visuals and production value of a game like THE WITCHER 2 with DA2 or Skyrim and realising that TW2 had a budget of only 10-15 mio. dollars ...
Oh I know and I agree. And there's other factors too, like marketing sometimes taking as much money as the game itself.
And knowing doesn't do anything to make me less impressed
netnerd85 wrote on Mar 7, 2013, 06:27:
@Dev come up for air once in a while

Not going to bother with a "real" reply since you have made so many assumptions. Hope you enjoy your well thought out story, as long as you enjoy.
Yes I did make a number of them. But then you didn't have much in the way of detail there . Feel free to elucidate your thoughts, and if I was wrong, I'll apologize.
Edit:
netnerd85 wrote on Mar 7, 2013, 11:56:
lol, "rewarding"... hook line and sinker for you then ey

Incentive for the rat to do as master demands.
Given your comment in the other torment thread, and lack of further response here, pretty sure I didn't misinterpret.

This comment was edited on Mar 7, 2013, 17:27.
 
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News Comments > Torment: Tides of Numenera Kickstarter Live
157. Re: Torment: Tides of Numenera Kickstarter Live Mar 7, 2013, 06:10 Dev
 
netnerd85 wrote on Mar 7, 2013, 05:43:
I don't get it, it's like the other extreme.

"Give us money money money and you get 'deeper story'"
Doing a deeper story takes resources like time and *gasp* money. Did you even bother to look at the stretch goals in the latest update?
KS stretch goal update
[1.2 Million]
[...]
we have already passed what would have been our first Stretch Goal and are excited to announce that, though you will play Torment as a specific character, we will provide you with the choice to choose your character’s gender when you begin a playthrough.

Besides the obvious impacts of PC gender (e.g., character model, animations, increased localization work for languages for which gender matters, etc.), there will be appropriate reactivity from NPCs in the game world. This doesn’t mean that the overarching story will depend on your gender, but the level of reactivity will be significant and noticeable.
ZOMG, wait wait, having to do double the main character modeling and animations and writing a bunch of extra dialog... isn't that like automatically done by tools nowadays? Isn't that just free? And instantly rendered?
$1.5 Million: Richer Story – Writer Mur Lafferty and Designer Tony Evans join the Writing Team, plus a Bonus Novella)
ZOMG it takes money to hire writers? Since when?
$2.0 Million: Monte Writes, Mark Composes, and Goo Oozes
We will continue to increase Torment’s story depth and reactivity as Monte Cook also joins our writing team, contributing directly to in-game content.
[...]
At this Stretch Goal, Mark Morgan will write more music for Torment to complement the additional game areas and content we will be adding. Furthermore, he will incorporate a live orchestra into his work.
[...]
Our initial plans for Torment included four possible companions for the player and at this Stretch Goal, we will be adding a fifth, which we’ve nicknamed “The Toy.” (That’s not its in-game name. ) The Toy is a changing ball of goo: Is it a pet, an abandoned toy, a dangerous weapon? Whatever it is, it responds to the way you treat it by changing its appearance and abilities to reflect what it perceives as your desires.
Wait, I thought things like live orchestras and hiring original planescape composer was free?
Plus, isn't hiring someone to closely work on the writing, instead of just consulting, shouldn't that be free too? I mean ZOMG how dare people expect to be paid for their time. Surely they can just move back in with their parents so they won't have living expenses.
And another party member that has multiple appearances and animations, surely thats like done all by unity automagically when you type "MAKE ME ANOTHER PARTY NPC KTHX BAI"

I know its a huge shock that scaling up a game design with more features takes more money, but there it is. And they've clearly delineated what people will get with the additional resources. They haven't just said "it will be better, trust us, we won't say how, but it will hahahah"
I'm actually impressed that it will only take $2 million to do all the stuff that's planned so far.

It took 150+ posts, but we actually got some hate in this thread.

This comment was edited on Mar 7, 2013, 06:20.
 
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News Comments > Torment: Tides of Numenera Kickstarter Live
154. Re: Torment: Tides of Numenera Kickstarter Live Mar 7, 2013, 03:33 Dev
 
D4rkKnight wrote on Mar 6, 2013, 21:28:
Dev wrote on Mar 6, 2013, 20:28:
PHJF wrote on Mar 6, 2013, 20:24:
PST is far and away the best RPG and one of the greatest all-time video games ever made.
Which reminds me, I don't think I ever played that game all the way through.
I need to go dig that up.

GoG link if anyone needs:
http://www.gog.com/gamecard/planescape_torment
I seem to recall some mods and info being posted in another blues thread, stuff like how to get the game higher res. I'll have to see if I can find that.
Edit: Unless I'm remembering some other game.

GOG Forums almost always have all the info you need for mods, in this case it looks like they made a special news update for it specifically:
http://www.gog.com/news/mod_spotlight_planescape_torment_mods_guide/
Ah yes, thanks. Thats the link I wanted.
 
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News Comments > Torment: Tides of Numenera Kickstarter Live
153. Re: Torment: Tides of Numenera Kickstarter Live Mar 7, 2013, 03:32 Dev
 
mag wrote on Mar 7, 2013, 00:45:
I'm guessing you won't like this one either. A couple million won't hire voice actors for a few hundred pages of dialogue. Just based on what they've shown of Wasteland 2, there is going to be a ton of reading.
Yep. Planescape torment had a script of 5000+ lines. I'm guessing wasteland 2 will have less than that, and they are using that keyword system (which helps saves on reading if you don't want to play a game like that for the story, you can just click the keywords and not read much). But the new torment game might well have something close if the writers are going to spend 8 months on it.
 
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News Comments > Torment: Tides of Numenera Kickstarter Live
137. Re: Torment: Tides of Numenera Kickstarter Live Mar 6, 2013, 20:28 Dev
 
PHJF wrote on Mar 6, 2013, 20:24:
PST is far and away the best RPG and one of the greatest all-time video games ever made.
Which reminds me, I don't think I ever played that game all the way through.
I need to go dig that up.

GoG link if anyone needs:
http://www.gog.com/gamecard/planescape_torment
I seem to recall some mods and info being posted in another blues thread, stuff like how to get the game higher res. I'll have to see if I can find that.
Edit: Unless I'm remembering some other game.

This comment was edited on Mar 6, 2013, 20:36.
 
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News Comments > Torment: Tides of Numenera Kickstarter Live
134. Re: Torment: Tides of Numenera Kickstarter Live Mar 6, 2013, 20:20 Dev
 
sauron wrote on Mar 6, 2013, 20:12:
Dev wrote on Mar 6, 2013, 18:14:
3 posts of great stuff

Just wanted to give props after reading your posts on this page.

Great stuff, very interesting, thanks! Keep it coming!
Thanks! I appreciate it.

And where's all the bluesnews hate in this thread anyway? Recently I've been reading some of trollish posts saying stuff like PC gamers and bluesnews posters in particular are filled with hate.


This thread is definitely fun, building on each others posts and extending them further, thinking things over.
Plus the KS itself is exciting
 
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News Comments > Torment: Tides of Numenera Kickstarter Live
130. Re: Torment: Tides of Numenera Kickstarter Live Mar 6, 2013, 19:17 Dev
 
Creston wrote on Mar 6, 2013, 18:33:
And that in return motivates them to bust ass and make the best games they possibly can. They know full well this is their absolute best chance to never, ever, EVER again have to listen to some EA cunthole whine about wanting sexier NPCs so that marketing can make posters of them...
And this is why backing anyone with even a little history of putting out games and dealing with publishers is a fairly safe bet. They are putting their reputation on the line, and they actually know what the stakes are and what they will have to go back to if they fail on this. People with a once in a lifetime dream opportunity that they've tried to do for years, are far more likely to do everything they can to make it succeed. And we haven't yet much so far seen the other side of the coin.

That the devs will OWN the final product, free and clear. They won't get a tiny bit of royalties, or get screwed with a flat under cut payment, or owe money to the publisher (dunno if owing ever happens in games, but it happens quite frequently in music industry). They will get the ENTIRE chunk of future profits. They will own the IP, they can do sequels as they please, they can put it on steam for a hefty profit, and perhaps make a sweet side deal with a publisher for just the retail product (such as what valve has done with games like portal 2). They won't have to leave the IP sitting for a decade without a publisher since its not CoD, they just start a KS and see if there IS actually demand for a sequel.
If the KS was planned and executed properly, they won't have any debt afterwards. They will have gotten a lot of "free" marketing just from the kickstarter (free as in not the mega millions EA pays, but a KS still takes a lot of effort to spread the word while it happens, and will take time even afterwards), so demand and hype should have already built up by the time the game is released. They have early adopters and word of mouth jump started by the time game comes out (this can be incredibly important for a product, which is part of why apple sends out its stuff in advance to famous people).
In a "worst" case scenario, even if there's zero demand after the product is released, at least it was done and paid for, and they can pursue something else.

A single big game on KS can mean a large chunk of financial security afterwards from years of sales, which will help so a studio won't have to live project to project always on the verge of bankruptcy.

So I'm excited about what crowdfunding can mean for the industry. And we haven't seen nothing yet!

This comment was edited on Mar 6, 2013, 19:49.
 
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News Comments > Torment: Tides of Numenera Kickstarter Live
123. Re: Torment: Tides of Numenera Kickstarter Live Mar 6, 2013, 18:36 Dev
 
Flatline wrote on Mar 6, 2013, 18:28:
Now. That being said. What Kickstarter *can* do is bring back niche games. Seriously. All projects I've backed are either niche boardgames or niche computer games. And that's an AWESOME thing to say.
Amen. Wasteland 2 would NEVER have happened otherwise. Brian has tried to shop it around to many publishers, and gotten shot down every time.
Plus, the whole community art thing they are doing, that alone may stimulate change in how things are able to be done. I think its great that they are allowing beginning artists/modelers to not only get credited on a published game, but they get paid for their word, and get their work put into unity library store for the future (and many of these projects are using unity, especially since they added linux support)
 
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News Comments > Torment: Tides of Numenera Kickstarter Live
121. Re: Torment: Tides of Numenera Kickstarter Live Mar 6, 2013, 18:32 Dev
 
ASeven wrote on Mar 6, 2013, 18:10:
Dev wrote on Mar 6, 2013, 17:57:
I don't get the hatred and vitriol towards crowdfunding from people who aren't even in publishing business.

The main reason for this hatred directed at crowdfunding from certain sectors of the entertainment industry is, I believe, simple to explain.

Crowdfunding threatens the status quo of publishers, gaming and otherwise. The dinosaurs don't want anything to threaten their ancient business model and crowdfunding is the biggest threat to classic publishing yet. It threatens the whole status quo of the publishing world and hence a lot of corporate people and their cronies can't wait to see this new model fail and fail hard. Bad news for them though, due to the nature of this model this can never, ever fail.
I get all that. Which is why I specified "from people who aren't even in publishing business." That's the part I don't get.

Also, while I think its here to stay (thankfully), I don't agree that it can't ever possibly fail. And even a $2, $5 or even $10 million project isn't close to threatening the big publishers. More the smaller ones (or perhaps smaller projects). Which is fine, let them keep pumping out CoD clones. I think many projects will do much better funded without a publisher screwing everything up.

Edit: While I beat creston and his post--immediately after mine--by a huge amount of time since he types so slow (yes this is a joke, just in case any humor challenged people are reading), he came up with additional points that I didn't think of.

This comment was edited on Mar 6, 2013, 18:42.
 
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News Comments > Torment: Tides of Numenera Kickstarter Live
117. Re: Torment: Tides of Numenera Kickstarter Live Mar 6, 2013, 18:14 Dev
 
ASeven wrote on Mar 6, 2013, 17:33:
And Chris Taylor (and numerous idiots) announced the death of Kickstarter when his project failed.

HAH! Crowdfunding is here to stay.
Nothing stood out about wildman to me.
In general (this isn't addressed to any particular project), before people start a kickstarter they need to look at how ones that succeeded handled things. They also should be well planned out in advance, not just slapped together as the kickstarter happens. For instance, some I've backed have failed to think about how much physical reward fulfilment will cost. Others failed to think about how stretch goals increased physical package size/weight and had to send out 2 shipments internationally, at a shipping loss.
Its like when a small business is started, starting without at least some minimal basic business plan is likely a bad sign and a bad start.
And planning for GROWTH is super important! Many small business fail when they try to scale up when growth happens.

Also, I see some kickstarters undercut the actual project cost thinking they will chip in personal funds if (in their mind the unlikely possibility) it doesn't overshoot. Then they have trouble when it barely passes. Only undercut if you can deliver on your promises at that amount (see above about planning), and can afford to drop other funding into it without a problem.
Others have this huge goal for games that don't seem like they should require that much. Be realistic. Don't build giant profits into the KS, building enough to have a small margin for unexpected consequences should be fine. Since you are getting funded up front, any sales afterwards will be mostly pure profit. Reducing the profit in the KS may well help with a larger profit after its done.
But don't go with absolute at cost estimates either! The VAST majority of software projects go overtime and over budget. Several I've backed have run out of funds when things went past their optimistic dates. I.e. they budgeted only for 4 months of full time development, and it ended up being only half done at that point and out of money.
Doing something like double fine does, with frequently updated estimates based on current project progress helps. That's why I was encouraged when they figured out, AHEAD OF TIME that they were going to go long on development at the wishful thinking scale, and figuring out what they needed to scale back to be realistic. Successful projects tend to do this, and its healthy to do this, without it you end up throwing everything but the kitchen sink into the design and small features that don't add much take way way too much resources and time to implement.

Also, keep the pledges and add-ons not terribly complicated to understand. Think it through that you will have to actually deal with hundreds or thousands of orders of shipping and fulfillment (probably best to figure out a cost of having a business that does that for a living take care of that side of things). And keep updates coming. People want to be involved. So let them! Encourage them!
Offer some early backer discounts to get things rolling (but not too many). Generate pre-press shortly before the project starts, otherwise a lot of time of the KS duration is wasted building up the spread of the project. Torment did this well.

Anyways just some few thoughts from observing some KS, both failed and successful.

This comment was edited on Mar 6, 2013, 18:27.
 
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News Comments > Torment: Tides of Numenera Kickstarter Live
113. Re: Torment: Tides of Numenera Kickstarter Live Mar 6, 2013, 17:57 Dev
 
ASeven wrote on Mar 6, 2013, 17:33:
And Chris Taylor (and numerous idiots) announced the death of Kickstarter when his project failed.

HAH! Crowdfunding is here to stay.
I don't get the hatred and vitriol towards crowdfunding from people who aren't even in publishing business. Its like they can't WAIT for this stuff to fail horribly and are gleefully standing around with a gas can to pour onto the fire when a project goes south.

There WILL be projects that fail. It doesn't mean the rest will, or that crowdfunding is stupid and should die and go away in a year. Its like investing in a startup. Protip, they sometimes fail.
KS's model of only funding if it reaches the goal reduces a lot of crap from getting funded. People are also expected to use a modicum of common sense, if something doesn't sound legit... guess what? It might not be!

This comment was edited on Mar 6, 2013, 18:09.
 
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News Comments > Torment: Tides of Numenera Kickstarter Live
111. Re: Torment: Tides of Numenera Kickstarter Live Mar 6, 2013, 17:54 Dev
 
Creston wrote on Mar 6, 2013, 17:46:
There are so many people backing this project that the Kickstarter server has begun to crap out. I can't get any page to pop up anymore.

Creston
And here I thought they would have upgraded their servers/bandwidth sufficiently seeing the trends from other huge kickstarters like DF and eternity.

Don't take a page from valve's book here guys.
 
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News Comments > Torment: Tides of Numenera Kickstarter Live
98. Re: Torment: Tides of Numenera Kickstarter Live Mar 6, 2013, 17:08 Dev
 
Creston wrote on Mar 6, 2013, 16:56:
Oh, and there will be paypal. Check the FAQ at the bottom of the KS. They don't set it up until the project is funded, though. (Because Paypal doesn't like these "it only gets paid if the project makes it" shenanigans. So by waiting until they know they are funded, they avoid Paypal's handwringing.)
I always thought it was because companies didn't want to take a chance that the KS goal wouldn't be reached from cannabalizing funding. But your explanation makes a lot of sense too
 
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