This is the problem I have with crowd funding, if they are running out of funds after getting exponentially more than they asked for how would they have made the game for half a million dollars? While the extra money is being spent on production and polishing and expanding the content what would the $500k game have been like?Jadak said:For a game launched by a kickstarter originally asking for $500,000... What in the fuck.
I don't believe this is the only chance for kickstarter at all, don't kid yourself. There have already been a lot of very successful kickstarters, take Divinity for example. This is just one game so don't act like it would be the end of kickstarter, at the very worst it would be the end of one...single...game.Rainbow_Dashtruction said:Or it wont be good, because feature creep causes incredibly poor design quality. If they kept at it, its eventually gonna lose support, and if this games development crashes, then that is plain it for kickstarter models. They'll be dead. Completely dead.jpoon said:So long as it keeps ALL publishers far the fuck away from this game, I care not. Let them make their own game, no need to complain about them funding themselves when PEOPLE WANT THIS GAME TO HAPPEN. Let it go folks, let the devs dev, and let us all enjoy a good space sim in a couple years.
Nope. I, and many, many other people, aren't showing them a dime (they don't need it at this point) until the game is out and has good buzz.Karadalis said:In the end they wont sell a single copy because everyone who wants the game has allready pledged and will receive their copy when the game finaly launches...
In short they allready saturated most possible customer sales... so there wont be any real "profit" to speak off since they burned it all in development.
Atleast thats my guess with how crazy this whole scenario is.
It was originally going to be $18M or so. The Kickstarter and external crowdfunding campaign's original goal was $2M, to attract investors.J Tyran said:This is the problem I have with crowd funding, if they are running out of funds after getting exponentially more than they asked for how would they have made the game for half a million dollars? While the extra money is being spent on production and polishing and expanding the content what would the $500k game have been like?
They allready wont get 50 million in sales.. how much more market can there be left for such a niche game project?lacktheknack said:Nope. I, and many, many other people, aren't showing them a dime (they don't need it at this point) until the game is out and has good buzz.
when your making oneoff game - yes. whne your making MMO the best thing you can do is make your core able to take massive changes without brekaing. it may not seem important now, but 5 years down the lifecycle you will hit a deadwall that you coded in 5 years ago before thinking something is possible that you want to implement now. having "fiddly extras" done at launch however expands the possibilities for later change significantly.Bke said:It sounds like they seriously don't know how to manage their time and organize their development schedule. Usually you want the base game done; have the core experience hashed out as soon as possible with the fiddly extras done later (to put it in very simple terms) that way if there is a sudden need to release its not like to lose any of that core experience. From what I've seen they've still to finish the persistent world which is meant to be the main feature in which the ships will interact... cause MMO.
This just screams of poor design process, plain and simple.
thats not how it works. you hire artists to do ships, as in, you pay them per ship. and how much they ask depends on polycount. supposedly, the poly count in this game is through the roof.MercyMike said:If you hire a full time 3d artist , their salary is 60,000 US dollar a year and that is already on the high side. That means 1 ship in SC will have had 2.5 years of 1 person's time to draw. 2 and a half years ! Which of course is just not true. Even a lazy artist with a complex design would be done in 3 months with a minimum of supervision, making the design of the first ship to cost 15k dollars, not a tenfold of that..
The second ship would take a lot shorter because of being able to reuse elements of the fist one.
so released on most profitable platform, where the space fighter userbase mainly resides. they know which market to pick, the question is only how big is that market.Karadalis said:We are talking about a PC only title after all that is also a space fighter simulator.. its not exactly the next GTA despite its aparrant high quality. So the entire fratboy demographic wont touch it.
So i doubt that there is a big profit left to be made by this game.
Polygon count can be easily upped to impressive numbers by any 3d package without actually adding workload, to make curves smoother for example. And like in any game, space games too , assets are reused. Think about things like textures, external weapons, little ship details, windows, tailgates, exhausts. After designing a few ship you will end up with a nice part bin that makes building each next ship less and less time intensive.Strazdas said:thats not how it works. you hire artists to do ships, as in, you pay them per ship. and how much they ask depends on polycount. supposedly, the poly count in this game is through the roof.
and yeah, you dont know space games if you think reusing ship assets is a thing.
Not that im saying they arent making thing up, just that your calculating it wrong to begin with.
~$20M original budget*RedDeadFred said:The more I hear about this game, the more I have a feeling that people are getting screwed over...
I don't care how much you've added, going from needing 500 thousand to over 49 million is ridiculous and I don't understand how they're still getting money. Then again, I would never fund ANY kickstarter, let alone one that's already made a ludicrous amount of money.