EPR89 wrote:No one forces you to pay them any money.
The simple fact is that people need money to get by. Some people like to earn their money by developing games, or other entertainment related systems (Oculus Rift). For completely new developments you need a lot of time, sometimes more than a full time job allows you. This is where stuff like Kickstarter can help. People can build existences and start careers without having to take massive debts first, by getting a loan from a bank. This way they are forced to be successful, because they would not be able to pay the interest rates.
Kickstarter can literally kickstart creative ideas by potentially reducing the risk for these people.
It's up to the backers to evaluate these concepts and decide what to support. I would never pay someone money who does not have a very clear concept of what he is going to do that can be realised.
I completely agree that this thread is extremely pushy and not really good advertisement for the game, but what you just said about Kickstarter is complete and utter bullshit.
Isn't this exactly the problem?
They're taking money from people with the promise of establishing a new product and those people are expecting a finished product. However, more often than not, there are very few things actually preventing them from just walking off with the money when they get tired of the project.
That's basically theft in my book.
Stuntddude wrote:Assaultman67 wrote:Why not develop the game *then* sell it?
To make a really good game in any reasonable amount of time, you need to be able to work on it full time, not just as a hobby. It's a huge leap to compare people modding in their spare time to people making a full game from scratch.
Bull. Shit.
Counterstrike was an unfunded game. Garry's mod was unfunded. Team Fortress was unfunded. Minecraft was unfunded.
That's just HL2 games.
(note that all of these used fairly small teams, therefore, did not require as much resources)
You need passion. Not money.
Also, you can't compare yourself to a triple A studio sizes. That's incredibly inaccurate. To have that kind of growth and be able to maintain an organizational structure like that is simply impossible.
Freshbite wrote:I just want to point this discussion in the proper direction by adding that the game in mention is actually a board game and not something you'd develop on a computer (cutting out shapes for plastic figurines excluded).
Doesn't that make it easier since it can
easily be prototyped?
Prototype that shit.
talk to these guys to pitch your idea.
If the game is bland and unplayable, they wont buy it. Tough break.
Going from no product to full scale in-house production is a
stupendously huge step anyways. You would need about a quarter mil just to get started with all the different tooling you would need. Plastic molding doesn't get cheap until you have hundreds of thousands of units made (and especially sold)