BumFight 2.0?Guys I'm starting a kickstarter to bring you the real PVP action Camelot Unleashed, Crowfall, Chronicles of Elyria, and Ashes of Creation failed to provide
In the non-MMO non-indie scene, there have been some successful AA studios that used crowdfunding, but I don't remember them all. Of the three I do recall (Obsidian, Owlcat, and Larian), Larian with Divinity: OS 1 and 2 were probably the most successful, monetarily, which allowed them to make the big bucks on BG3.Crowd funding. Just a fancy way of saying donations. Has any crowd funded game done well? I guess maybe some indie projects and then whatever you consider star citizen to be(actual game or a gigantic money laundering scheme).
LikeI really dont understand what the problem is here with making mmos. Look at the big ones like wow, eq and others like DAOC and AO....They were all done at times where the tools to make them were shit, no one knew WTF they were doing because they were a new thing, way less people involved and yet they were able to ship a finished, or near finished product in 1/2 the time. Yeah some had bugs or whatever but most were fixed within a few patches to be 90% working.
We are in a time where they have the tools to make content faster, tons of mmos on the market, PVE and PVP so they pretty much know WTF works and what doesnt. I mean we dont have to reinvent the fucking wheel here.
I think it all boils down to too many people involved. Shit leadership that cant make good decisions and plan of action.
shit the devs of WOW even gave them the secret sauce on how to make them way back in early 2Ks in their interviews on how they did it. and how they made it all FUN.
You need someone who isn't shit at budgeting who also has management experience and is highly creative. You need an engine either built from scratch, or one that is finely tuned to the art style you plan to use, and has the flexibility for modding and tools so you can create your own subsystems for things like questing and UI elements, etc.I really dont understand what the problem is here with making mmos. Look at the big ones like wow, eq and others like DAOC and AO....They were all done at times where the tools to make them were shit, no one knew WTF they were doing because they were a new thing, way less people involved and yet they were able to ship a finished, or near finished product in 1/2 the time. Yeah some had bugs or whatever but most were fixed within a few patches to be 90% working.
We are in a time where they have the tools to make content faster, tons of mmos on the market, PVE and PVP so they pretty much know WTF works and what doesnt. I mean we dont have to reinvent the fucking wheel here.
I think it all boils down to too many people involved. Shit leadership that cant make good decisions and plan of action.
shit the devs of WOW even gave them the secret sauce on how to make them way back in early 2Ks in their interviews on how they did it. and how they made it all FUN.
Im not that informed on the game. But wasnt this mostly funded by the guy?
Pretty much. Someone that was definitely and obviously not in the position to make the shit happen. Wasted tons of money and 10 yrs of peoples labor to make something that is like 25% done, lol.Yes, which is why calling it a scam is retarded. It's just good old fashioned incompetence
Man it feels good to be right. I am SO glad I refunded before the Steam release.... pretty sure everyone who purchased in Steam is SOL. The company does not have to issue refunds as the game 'released'.
The originals were delivering a base level of functionality in a static, theme park world. What Steven and Intrepid were trying to create is massively, massively more complex, involving destructibility, weather, seasons, day/night cycles, player building, PVP, and evolving world, etc et al AND fun.I really dont understand what the problem is here with making mmos. Look at the big ones like wow, eq and others like DAOC and AO....They were all done at times where the tools to make them were shit, no one knew WTF they were doing because they were a new thing, way less people involved and yet they were able to ship a finished, or near finished product in 1/2 the time. Yeah some had bugs or whatever but most were fixed within a few patches to be 90% working.
We are in a time where they have the tools to make content faster, tons of mmos on the market, PVE and PVP so they pretty much know WTF works and what doesnt. I mean we dont have to reinvent the fucking wheel here.
I think it all boils down to too many people involved. Shit leadership that cant make good decisions and plan of action.
shit the devs of WOW even gave them the secret sauce on how to make them way back in early 2Ks in their interviews on how they did it. and how they made it all FUN.
I think people underestimate how much the definition of "finished" has changed.I really dont understand what the problem is here with making mmos. Look at the big ones like wow, eq and others like DAOC and AO....They were all done at times where the tools to make them were shit, no one knew WTF they were doing because they were a new thing, way less people involved and yet they were able to ship a finished, or near finished product in 1/2 the time. Yeah some had bugs or whatever but most were fixed within a few patches to be 90% working.
I think this games fault was mostly scope creep and trying new things that havent been done before. Scott reminded me a lot of Todd Howard when he talks about Fall Out or Elder Scrolls etc. Every time I turned around over the last, what, 9 years, the ideas became more and more grandiose.I really dont understand what the problem is here with making mmos. Look at the big ones like wow, eq and others like DAOC and AO....They were all done at times where the tools to make them were shit, no one knew WTF they were doing because they were a new thing, way less people involved and yet they were able to ship a finished, or near finished product in 1/2 the time. Yeah some had bugs or whatever but most were fixed within a few patches to be 90% working.