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Sogi-Ya: no, LB can tear me whatever new one he wants to (I'm a total man-whore for him), I just don't like the fact that doing these kickstarters has become less about getting indie funding from your customer base pre-development and more about what kind of swag you bribe out for people to donate .... if this keeps up they really should think about changing the name from "Kickstarter" to "Kickbacker."
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if you only donate to absolute minimum to get the kickback tier you want it sends the message that what you are really interested in is buying a reward instead of pre-funding development; so I like to toss in a few extra bucks over the requirement to show that while I did aim for a reward tier, I'm more interested in funding the game than whoring for swag.
Many people like getting a return on their "investments".....in the business world this occurs through things like getting a cut of the product/service's profits, or returns from owning stock. Why should this be any different or be expected to be?
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*Knocks Sogi off his high horse with a conveniently placed "Limited Edition LOTR troll bashing stick"[now available on all new RPG KickStarters for the low, low price of 99.99!]*


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Elmofongo: I say by tonight it will reach its goal.
Wut did I say about updates?!? Gah! *Rips out hair before running into the nearby woods*

;)
Post edited March 18, 2013 by GameRager
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Sogi-Ya: no, LB can tear me whatever new one he wants to (I'm a total man-whore for him), I just don't like the fact that doing these kickstarters has become less about getting indie funding from your customer base pre-development and more about what kind of swag you bribe out for people to donate .... if this keeps up they really should think about changing the name from "Kickstarter" to "Kickbacker."
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if you only donate to absolute minimum to get the kickback tier you want it sends the message that what you are really interested in is buying a reward instead of pre-funding development; so I like to toss in a few extra bucks over the requirement to show that while I did aim for a reward tier, I'm more interested in funding the game than whoring for swag.
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GameRager: Many people like getting a return on their "investments".....in the business world this occurs through things like getting a cut of the product/service's profits, or returns from owning stock. Why should this be any different or be expected to be?
----------------
*Knocks Sogi off his high horse with a conveniently placed "Limited Edition LOTR troll bashing stick"[now available on all new RPG KickStarters for the low, low price of 99.99!]*

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Elmofongo: I say by tonight it will reach its goal.
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GameRager: Wut did I say about updates?!? Gah! *Rips out hair before running into the nearby woods*

;)
Huh?
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Elmofongo: Huh?
Post 233. ;)
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Elmofongo: Huh?
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GameRager: Post 233. ;)
But nijuu does it in Tormant.
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GameRager: Post 233. ;)
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Elmofongo: But nijuu does it in Torment.
I actually read this thread more than that one(due to this thread going slower than that one, among other things).

(I usually only read most/all of the posts in shorter threads/threads with smaller replies[due to my ocd/mental wiring/etc].)

(Also: I was only being semi-serious, btw. ;))
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GameRager: Admit it, you only did that so LB wouldn't tear ya a proverbial "new one" via the KS page comments. :P
;D
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Sogi-Ya: no, LB can tear me whatever new one he wants to (I'm a total man-whore for him), I just don't like the fact that doing these kickstarters has become less about getting indie funding from your customer base pre-development and more about what kind of swag you bribe out for people to donate .... if this keeps up they really should think about changing the name from "Kickstarter" to "Kickbacker."

if you only donate to absolute minimum to get the kickback tier you want it sends the message that what you are really interested in is buying a reward instead of pre-funding development; so I like to toss in a few extra bucks over the requirement to show that while I did aim for a reward tier, I'm more interested in funding the game than whoring for swag.
For me, LB's game I gave the $29 minimum, because I am just not that wild on his idea (MMO and all that, just give me my Single Player game). I have reservations about the amount of content in his Single Player game.
On the other hand, I gave well above that for Torment, because they are concentrating on an SP game.
As for the swag, the only Swag that really matters to me is the DRM-Free game, Boxed collector's edition, and Alpha/Beta access. The credits and tombstone is nice swag given to Torment backers, but not the reason why I paid for Torment's development. The other extras, Soundtrack, Prints, Comic Book...just not interested in at all.
Well its almost there:

14,594
backers
$996,075
pledged of $1,000,000 goal
19
Days to go

By tomorrow it will reach its goal.

And GameRager don't look at my post
Post edited March 18, 2013 by Elmofongo
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Elmofongo: And GameRager don't look at my post
You....bastage......:*(
Finally, it's funded. I thought this would had happened much sooner than this, but hey, I'm happy. Funding @ 1,006,256

I have to admit, the new stretch goals sound a bit lame. Pets @ 1.1 mil, Weather @ 1.2. /yawn
Post edited March 18, 2013 by oldschool
14,780
backers
$1,025,794
pledged of $1,000,000 goal
19
days to go

Strech goals:

"We've had a lot of requests to share our stretch goals beyond the initial $1 million goal, so here's what we know so far:"

$1 M INITIAL GOAL!

$1.1 M PET SYSTEM!

One word, "Pets!" We're adding both social and combat pets which players can control using simple commands
$1.2 M SEASONAL WEATHER!

Grab your cloak, because we're adding Weather to the game!
$1.3 M To Be Revealed!
New interview with Richard Garriott.

http://www.pcgamer.com/2013/03/19/richard-garriott-game-designers-suck/
“But other than a few exceptions, like Chris Roberts, I’ve met virtually no one in our industry who I think is close to as good a game designer as I am. I’m not saying that because I think I’m so brilliant. What I’m saying is, I think most game designers really just suck, and I think there’s a reason why.
Surely he will gain some new fans.
no, he is just quoting truth, and even though he kind of does it softly he is also stating that being worse than him is a bar that kind of takes effort to crawl under.

most game designers (at least those in the position of "lead design") do come from QA instead of an artistic or programming background (at best they may have a level design credit or two) and couldn't paint, sculpt, program, or write their way out of a plastic bag.

being able to slap together multiplayer maps in a level editor is a far cry from being able to conceive and implement non-standard designs; yeah it was kind of dickish to out and say it, but that dosen't mean it isn't true and the dude is an old dog himself so it is kinda natural that his short list of the best would mostly be of other old dogs.

say what you will about the bluntness of this statement but don't forget that nearly every "great name" in the biz got their start at Origin (or in relation to Origin) and it was LB who picked them out as talented even when most of them didn't have shit to prove that they were:


Andrew Sega was a Software Engineer/Composer who went on to work for Digital Anvil.

Britt Daniel was a composer for numerous titles and went on to found the rock band Spoon.

Chris Roberts creator of the Wing Commander series. Founder of Digital Anvil, later acquired by Microsoft.

John Romero was shortly working for Origin in 1987-1988 before co-founding id Software.

Ken Demarest created the technical prototype for Ultima Online, directed Bioforge, led programming on Ultima VII and coded on Wing Commander.

Martin Galway was a Sound Designer/Composer and Audio Technician who went on to work at Digital Anvil.

Mike McShaffry was lead developer of several of the Ultima series. Later co-founded other Austin studios and has written and taught on game development theory.

Paul Isaac was technical lead on the Wing Commander and Strike Commander series. He later became a lead developer at Digital Anvil worked on Freelancer and more recently joined Certain Affinity as engineering lead.

Paul Steed was a leading artist on the Wing Commander series and went on to serve as an art lead for id Software on the Quake series.

Raph Koster was lead designer of Ultima Online and later joined Sony Online Entertainment in Austin developing Everquest II and Star Wars Galaxies.

Raymond Benson was head writer on Ultima VII: The Black Gate, contributed some writing to Ultima VII, Part Two—Serpent Isle, and went on to work as a game designer for MicroProse and Viacom New Media, then later became an official continuation author of the James Bond novels.

Richard Garriott, aka "Lord British", creator of Ultima, and cofounder of Origin. Later founded Destination Games, acquired by NC Soft.

Rob Corell worked on the Wing Commander franchise, Ultima VIII and Crusader. He went on to Simtex where he worked on Master of Orion II. He then spent 11 years at Adobe Systems as a senior architect for numerous projects, including CreatePDF.com, Adobe Bridge and Photoshop.com. He currently works at Portalarium.

Robert Garriott, brother of Richard Garriott, cofounded Origin and Destination Games.

Sheri Graner Ray was a writer and designer on several of the Ultima series. Went on to work with several major companies including Sony Online Entertainment and Cartoon Network. Also founder of Women in Games International.

Tom Chilton was lead designer on Ultima Online: Age of Shadows and went on to be a lead designer for Blizzard Entertainment.

Tony Zurovec was the designer on Crusader: No Remorse and Crusader: No Regret and worked on Ultima VIII: Pagan. He went on to work with the company Digital Anvil on Loose Cannon.

Warren Spector producer of Ultima Underworld which was developed by Doug Church and Looking Glass Studios as well as System Shock, Wings of Glory and numerous other titles. He later joined Ion Storm Inc. and managed its Austin office, creating Deus Ex.

Zack Booth Simpson was Origin's director of technology and research fellow and went on to co-found Titanic Entertainment and later became a pioneer of interactivity as a fine art with installations in museums around the world.
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Elmofongo: $1.1 M PET SYSTEM!

One word, "Pets!" We're adding both social and combat pets which players can control using simple commands
$1.2 M SEASONAL WEATHER!

Grab your cloak, because we're adding Weather to the game!
$1.3 M To Be Revealed!
I find it amusing that these optional "stretch" goals were things already built into the core game of Ultima VII twenty years ago (weather effects in Ultima VII, some quite elaborate, and you could cast a spell to gain a familiar).
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Sogi-Ya: Chris Roberts creator of the Wing Commander series. Founder of Digital Anvil, later acquired by Microsoft.

John Romero was shortly working for Origin in 1987-1988 before co-founding id Software.
I knew about Chris Roberts, but I didn't know that Romero working briefly at Origin. Although RG is a very talented game designer, making a statement like that comes off as really snobby. Did he forget about legendary designers like Sid Meier or Brian Fargo?
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Elmofongo: $1.1 M PET SYSTEM!

One word, "Pets!" We're adding both social and combat pets which players can control using simple commands
$1.2 M SEASONAL WEATHER!

Grab your cloak, because we're adding Weather to the game!
$1.3 M To Be Revealed!
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MaridAudran: I find it amusing that these optional "stretch" goals were things already built into the core game of Ultima VII twenty years ago (weather effects in Ultima VII, some quite elaborate, and you could cast a spell to gain a familiar).
I agree. The stretch goals presented thus far seem quite bland.
Post edited March 20, 2013 by oldschool
Does anyone want my 25$ spot? I'm thinking of pulling my pledge.
Post edited March 21, 2013 by Mrstarker