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.
My sentiment exactly, it seemed like they had finally gotten movement and combat into a decent place. I remember watching a video about an old school dev leading a project and explaining that all the new people working on games are complete fuck ups and cucks. I've timestamped the video but the tldr is he asked a dev to to put in some very simple code, he got an estimate of 4 weeks, he called bullshit, the dev's supervisor said 2 weeks, and the guy ended up doing it himself in like an afternoon or someshit.

I think it rings more surprising simply because the game is for the most part, playable. I didnt mind putting my money towards the game because I saw a product that I thought could eventually exist in its own space.
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.
The backend architecture with that server to server thing that basically segmented the load into smaller and smaller units, was it really necessary? It still, to this day, doesnt work "well" - and theyve been working on that for years. Then, the storyboard mechanics where each and every province would have its own story and quests. A lot of work and spinning wheels just to get shit ready for zones that havent even been created. The city thing was unique and novel, too. Where the whole settlement would go through layers of transition, and it would basically just load different "chunks" depending on its level. But that didnt work well either, as even in the steam release - you're falling through into the "hole" that those chunks resided in. Never mind the whole idea behind the city, built on the backs of PVE, being destroyed by PVP as people have mentioned. (New World, Im looking at you too.) Then, as far as individual mechanics where your caravan would transition to a raft and back again.. How often that mechanic, and mechanics like that.. how often would they be used? But you put a lot of dev time into that to make it work? We can literally go back to most of the videos of touting a new feature of the game and see how they just were, for the most part, reinventing the wheel or worse, putting the cart before the horse in terms of what should be developed first.
Never mind that the entire noobie experience is just awful. Even after the bit of refinement they did after steam launch - it just sucked. There are so many Quality of Life additions that happened in the genre since its inception that going back just kind of fucking sucks. Even with the very, very limited hand holding they do - it abruptly ends at roughly level 5 and then they expect you to "find your way." The map is awful. No LFG tool. Dropping items on death in a PVE death, never mind the exp loss and repair. Gearing in general just being awful. Spreading people out HOURS apart with no quick travel? "Hey man. Want to come up to the most northern part of the world, that is literally an hour+ to get to and exp with us?" Expect the response "Hey man. We're going to call it. Sorry!"
I could go on and on about my dissatisfaction with the game, and I just dont think Im alone. For the amount of money they put into the game, I just dont think I would have made anywhere near the same choices that were made. Or in other words, if I was putting a huge portion of my net worth into making a game - I would have made a game a fraction of the size and perfected that core experience. I mean think about the sheer size of the team that Shariff had going for this game? Wasnt it HUNDREDS of people? Just pure disappointment that this game didnt deliver.
Correct, it is the people involved with the process, especially in the US. The talent is there, but it is so mired / restricted by HR that the pace of what can be done is slowed to a crawl.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.
MMOs are like adventure games, RTS, etc. They were interesting relics of a specific time in gaming, but the combinations of features that made them interesting were parceled out into different genres / game modes. MMOs became big before social networks, discord, etc. Even when WoW was big, one of the 'cool' selling points (even when showing it to Conan) was 'wow that is another person playing the game that you see!'. Nowadays, everything is online, we have persistent community outside of games, the MMO-esque character development and online features are in other games doing it better with less time investment. MMOs, like the other genres, only exist artificially now or as relics / nostalgia bait. They are unc games that require the free time of college students.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.