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Real Name Will   
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Nickname Dev
Email Concealed by request - Send Mail
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Homepage http://
Signed On Dec 13, 2004, 01:09
Total Comments 6737 (Guru)
User ID 22548
 
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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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News Comments > Torment: Tides of Numenera Kickstarter Live
97. Re: Torment: Tides of Numenera Kickstarter Live Mar 6, 2013, 17:06 Dev
 
polygon interview
http://www.rockpapershotgun.com/2013/01/09/planescape-torment-sequel/

A couple good interviews. Here's some tidbits:

InXile believes it has learned a critical lesson from its crowdfunding success. The creative leads at InXile believe that the traditional publisher/developer model of funding video games is broken, and the developer is staking its future on that claim.

and
RPS – Can you talk about why Wizards of the Coast were resistant to licensing Planescape again?

Fargo: We asked and were rebuffed. In reality we didn’t push very hard on licensing it as the team was excited to work with Monte on Numenera and they felt that there would be less creative restriction. And WotC has been pretty silent on this space for some time. Neither Feargus nor I was able to get a Baldur’s Gate 3 project going.

RPS – Did you meet any resistance when seeking the Torment name?

Fargo: I patiently waited for someone to do something with a Torment concept but nothing happened. After many years the rights expired and allowed me to step in and put together a great team to make another title of its kind. We will improve on the mechanics and deliver a deep narrative story that is deserving of the name Torment.

So apparently the torment trademark was expired which is how they can use that, but they don't have IP from wizards.
And they've tried to do BG3.
 
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News Comments > Torment: Tides of Numenera Kickstarter Live
89. Re: Torment: Tides of Numenera Kickstarter Live Mar 6, 2013, 16:29 Dev
 
Riker wrote on Mar 6, 2013, 16:23:
Torment has never been on my radar, so I'm going to hold off on this (well, that, and they don't have funding options for non-Americans at the moment).
Way back in the doublefine days, ways were found to do funding from other countries and still use kickstarter. As I recall, they were things like getting a pre-paid credit card (since many in europe don't have credit cards), and creating a amazon.com account (which worked even if you weren't in US).

I imagine they will add paypal options though.
 
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News Comments > Torment: Tides of Numenera Kickstarter Live
87. Re: Torment: Tides of Numenera Kickstarter Live Mar 6, 2013, 16:27 Dev
 
http://www.kickstarter.com/projects/inxile/wasteland-2/posts/420739

A much more detailed explanation why they are doing this now rather than waiting for wasteland 2 to finish was done in a wasteland 2 update.
Some quotes from it:

inXile, with all of our internal employees and outside contractors, consists of enough people to be considered about the size of a team and a half. This is by design. We always want a small and efficient team (the “half team”) to design both our product and our product development plan. This is called pre-production. It is the most important time in a project’s life cycle
[...]
The “half team” in our team and a half model consists of writers and artists as well as designers and a producer. They are the ones that define the game design, write the dialog, define the combat, the UI, the missions, and even parts of the level design. We spent about 6 months working on this pre-production for Wasteland 2 and we would like to spend even longer doing it on Torment. For inXile, this “half team” that did the pre-production for Wasteland is done, their work on Wasteland 2 is completely finished. We want to get this group into pre-production on Torment to keep them working together on a project we are all passionate about.

Currently, Wasteland 2 is in full production with a team of 15+ people cranking away on it. This is the full team that consists of engineers, scripters, character modelers, environment artists, and animators. This team is implementing the plan created during the Wasteland 2 pre-production cycle.
[...]
• We do want to be abundantly clear that no Wasteland money is to be spent developing Torment. No Torment money is being spent on Wasteland 2. That said, lots of tools, plug-ins and pipeline processes that have taken man months to create will be shared between the projects if we can keep team continuity.

• The pre-production of Torment is not going to hinder the development of Wasteland in any way. As explained above, they are different teams during the pre-production.
emphasis added
 
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News Comments > Torment: Tides of Numenera Kickstarter Live
85. Re: Torment: Tides of Numenera Kickstarter Live Mar 6, 2013, 16:15 Dev
 
nin wrote on Mar 6, 2013, 14:46:
Creston wrote on Mar 6, 2013, 14:44:
Being an utter tit, I only now just realized that the first picture is a video.

LOL at that kid. "I just love it, Brian! You just say 'there's kickbacks! Deal with it!'"
HAHAHAHAHAHA. Fucking fantastic. Fuck publishers.

Creston


"Don't you just fire them when they're done?!"

Kid/publishers: "Months? For writing?"
Brian: "That's the way we did it back in Interplay days."
 
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News Comments > Torment: Tides of Numenera Kickstarter Live
83. Re: Torment: Tides of Numenera Kickstarter Live Mar 6, 2013, 16:09 Dev
 
peteham wrote on Mar 6, 2013, 14:03:
My Kickstarter-total is getting ridiculous with close to 10 backed games, but no way am I skipping this one.
Wimp. Say that when you get over 50.
 
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News Comments > Star Wars: The Old Republic Login Change
15. Re: Star Wars: The Old Republic Login Change Mar 6, 2013, 16:03 Dev
 
InBlack wrote on Mar 6, 2013, 10:46:
jacobvandy wrote on Mar 6, 2013, 10:28:
Meh, those are just Star Wars logos that were cool before and will remain cool (as far as nerdy tats go). Not like they tattooed "SWTOR IS GOTY OF ALL TIME WOO BIOWARE!!!" underneath...

I would pay good money to see someone put that in ink on their body...
How much is good money? Because for $1 mill, I'd do it, in small writing, somewhere where no one can see it.
 
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News Comments > Ships Ahoy - SimCity; Refunds Offered for Launch Issues
108. Re: Ships Ahoy - SimCity; Refunds Offered for Launch Issues Mar 6, 2013, 15:58 Dev
 
ASeven wrote on Mar 6, 2013, 12:16:
You can't make this shit up. Polygon lowered the review score due to all the problems that this new SC has.
Button press sounds apparently get above the fold props now.

From the review:

Our own reviewer, Russ Pitts, has suffered disconnected sessions this afternoon that resulted in lost progress, corrupted avenue placement, and twin monster attacks.

Joy, the EA server problems don't just cause momentary pauses in gameplay, but lost time and corruption too.
 
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News Comments > Steam Box Prototypes in "Three to Four Months"
8. Re: Steam Box Prototypes in Mar 6, 2013, 08:55 Dev
 
Optional Nickname! wrote on Mar 6, 2013, 03:40:
No comments about the 'biometric feedback controller'?

FTFA: "You need to actually be able to directly measure how aroused the player is -- what their heart rate is, things like that -- in order to offer them a new experience each time they play," Newell said.

WTF?
Gabe himself said that link

Yet another reason why I think its years away, if they are trying to put something like new types of controllers and sensors, in addition to being just a steam box.

Presumably he meant aroused as in adrenaline while gaming. Not the other way. Then again, with gabe, who knows.
 
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News Comments > Ships Ahoy - SimCity; Refunds Offered for Launch Issues
90. Re: Ships Ahoy - SimCity; Refunds Offered for Launch Issues Mar 6, 2013, 02:32 Dev
 
DarkCntry wrote on Mar 6, 2013, 00:11:
Also, I did lose connection to the Net a couple times (one a 10min break) and it didn't kick me out of the game/city.
Slightly better than ubi's then, because I bought settlers on a good sale and got kicked out on even a short disconnection.
 
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News Comments > Ships Ahoy - SimCity; Refunds Offered for Launch Issues
88. Re: Ships Ahoy - SimCity; Refunds Offered for Launch Issues Mar 5, 2013, 23:55 Dev
 
Redmask wrote on Mar 5, 2013, 22:39:
Also if that jerkoff EA defender pops his head in here to give me shit about how EA is sunshine and roses and people are such meanies to Origin then let me preemptively say: get stuffed you moron.
He already did, or at least one of them did.
 
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News Comments > Steam Box Prototypes in "Three to Four Months"
2. Re: Steam Box Prototypes in Mar 5, 2013, 21:15 Dev
 
[VG]Reagle wrote on Mar 5, 2013, 21:07:
"though he makes no mention of how hardware is impacted by Valve Time"

HAHAHAHA Hilarious!
3-4 years
 
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