groze: I hope it funds, it was a really groundbreaking game for its time (I only learned about it last year, through the GOG community, and bought it right away), but like you said, things aren't looking great.
Maybe it's the fact it's a relatively unknown European-developed game, I have this perception that particularly American gamers look a bit down on less-known European-made video games -- I distinctly remember a video podcast on IGN, in which they were previewing RPGs to be released in 2014, Divinity: Original Sin came up and they all went like "I know nothing about this game, looks like your typical European RPG" and moved on. The only truly successful European studio I can think of is CD Projekt, The Witcher series has great production values and manages to include something to appeal to different markets, audiences and regions.
I know this may sound stupid, but having big industry names vouching for your game goes a long way. Even the guys Kickstarting
Dead Synchronicity managed to get quotes by Tim Schafer, Charles Cecil, Ragnar Tornquist and Josh Mandel praising the game. Granted, it was a much lesser ambitious project, asking for a lot less money, but having the big, cherished names of the point and click genre supporting their game went a long way. The Outcast HD team seems a bit detached from the world, as if they're going at this alone and have no friends in the industry to support their game, and that's harmful. They quote some users on that poorly-made pitch video, a GamesRadar article about the game and they have a list of awards, which aren't really that great, when you look at them (Best Achievement in Sound, one nomination for something, an Editor's Choice Award, a very awkward "Best Game delivered on a DVD" award...), but these aren't enough, having a beloved developer put in a good word for Outcast would go a long way, and it certainly would help more than what they have now. It also doesn't help that most of the team worked on Fighter Within and 'proudly' say so in their bios... that game is awful, and they should try their best not to be associated with it, it harms the pitch of the Kickstarter -- it doesn't matter if they were "just artists or minor designers" for the game, it's a terrible title and they shouldn't be 'proudly' saying they worked on it while trying to pitch a game like Outcast.
I think they relied too much on a fan base that didn't exist. There's no way the Outcast fans alone are going to get $600,000 on their own, and word of mouth after a Kickstarter has begun doesn't get you very far. I've been trying to talk some friends into Outcast but, then again, I'm not as passionate about it as some true hardcore Outcast fans, and when people tell me the game may have been innovative when it came out, but they've played similar games years later and aren't willing to try an old, clunky, ugly game just because it was groundbreaking when it came out, I don't try persuading them anymore because, honestly, I think they are right. Outcast may have been groundbreaking, but it wasn't the first game of its kind to a lot of people, and those people will still love the games they played first more, Outcast will just be remembered as an interesting piece of video game history but not interesting enough to try. I tried Outcast for a few months but never finished it, and eventually removed it from my computer altogether to clear space for Realms of the Haunting. I think it's a great game, but it's definitely not one of my favorites, even after I tried it. It was, in fact, a bit disappointing, considering all I had heard from the GOG community. Outcast is an excellent title, but it has the fan base it can have, not too many new people will become fans in 2014, if they weren't already, as the game offers them nothing new -- it didn't offer me anything new, I'm just easily convinced by trying pieces of something's history, and the whole voxel-tech is arguably the most interesting thing about Outcast, to me, a piece of video game vision and design lost in time.
I hope they succeed, I really do, because they seem like nice, passionate people, but to be honest I don't think this project has what it takes to make it.
I disagree with most of the things you say but I think I'll come to the same conclusion as you did at the end.
I don't see the differentiation between European-developed games and American ones, I think it has to do more with the genre: an old school RPG, a turn based strategy game or a point-n-click adventure is considered to belong on the European market because that's where people usually buy those titles. Also, it's IGN: they are the most famous idiots in the industry. Hey and there are some more European developers and publishers who managed to get big after some time: Crytek, DICE or Ubisoft for example.
I partially agree on that Outcast has a small fanbase but the thing is: it's a lot bigger than 4000 people. I think the low amount of money gathered so far comes from these two factors:
- the media did not really jump on the project: a few articles here and there but that's all
- the devs don't have much to show: some screenshots, a video of a small portion of Shamazaar and the old models put into the new environment doesn't really cut it
They also did a fairly bad job in re-introducing people to the franchise. I think that instead of jumping onto Kickstarter as soon as possible they should have made some adjustments to the original game: fix some of the bigger bugs (the community did most of these), add the support of HD resolutions, clear up the graphics by tweaking the settings, stabilize the framerate by updating the engine so that it could use all the CPU cores of modern machines, add the intro video in higher quality, add the newly remastered soundtrack to the game etc. After that release the game on Steam by doing a Greenlight campaign, and then if you see the interest and a bit of money starts coming in you start remaking a game and you only go to Kickstarter when you have a few minutes of pre-alpha gameplay in one of the regions.
Maybe that sounds like a lot of work but I think it's actually not that big of a deal: Outcast was way ahead of its time in terms of features that improve the image quality. Because of the anti-aliasing, the bump mapping and the depth of field effects that are all implemented into the original code you can greatly enhance the image quality simply by editing the ini files. Because of that and the low resolution of the art assets 1080p is not a requirement for the game to look prettier: when I was replaying the game two years ago I was pretty surprised to see how clear the image can look in 720p with all the enhancements. I did not feel like I was playing in 720p even though I'm used to the 1080p resolution, the game simply looked nice and HD. If the engine could be optimized for modern computers performance would not be an issue, basically if the game used only 2 CPU cores it would be more than enough to maintain a solid 60 fps in 720p. Also the terrain geometry can still look impressive because of the voxel technology and to me playing the game in 720p really gave back the feeling I had when I saw the game for the first time back in 2001 and was just amazed at how "real" the terrain looked.
As for the current Kickstarter campaigns at the end I think it really comes down to this: the developers underestimated the power of gameplay footage or simply lacked the resources the put together one. If you have just a snippet of playable footage then you can reach out to influential people on Youtube: 15 minutes on Totalbiscuit's or Angry Joe's channel can mean a lot. In order to get that attention you simply need playable content because those guys won't give you screen time if you've got nothing to show.
I really hope that the devs learned these lessons in the last couple of days because if I was in their shoes now I'd be working hard on something barely playable to come out with in the last two weeks because that's the only thing that could save this Kickstarter campaign.
As for how the game holds up today I think you're really wrong. The game has really solid mechanics that are a bit clunky compared to today's standards but they are unique and they are working. Outcast is a really pure action-adventure title and that's something you simply cannot find in today's games: Assassin's Creed may do a good job in giving you the illusion of grandeur by its visuals but Outcast does a far better job in doing that because it not only uses its visuals for that but also its mechanics:
- by the fact that you can talk to every NPC in the world
- by the old school adventure game mission design that makes you feel you have a deep involvement in everything that is happening around you
- by the need to learn about talan religion, society and language etc.
- by the fact that important NPCs are not marked on your map automatically, instead you have to ask around the talans in the region to give you directions to their locations.