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Posted: Sun, 11th Jan 2015 11:09 Post subject: |
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i wanted to fund project phoenix, but glad i didnt, its been 1,5 years now since they started development and so far had extremely little to show for it, especially given the initial hype and big names involved in it.
the only gameplay snippet so far looked very uninspired and more like a bland fanmade warcraft 3 clone than anything one would expect.
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Posted: Sun, 11th Jan 2015 11:10 Post subject: |
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Well I funded Wasteland 2, Eternity and Numenera, and I regret nothing (except not funding Divinity 2), they needed a push start to create some kind of alternative to Bioderp mainstreamed SJW paradise.
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Posted: Sun, 11th Jan 2015 11:12 Post subject: |
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divinity and wasteland are among the few exceptions, both amazing games, but sadly most ks projects dont turn out even close as well.
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Posted: Sun, 11th Jan 2015 12:20 Post subject: |
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The_Zeel wrote: | i wanted to fund project phoenix, but glad i didnt, its been 1,5 years now since they started development and so far had extremely little to show for it, especially given the initial hype and big names involved in it. |
Yup, I'm getting tired of crowdfunding because of things like this. They push the initial hype and then, years later, it all fizzles away and people just lose interest. I'm absolutely convinced that for all the complaining developers do about deadlines and publishers, they forget just how needed some motivation and boundaries are. Once they realise they're not beholden to anyone (least of all the backers because hey, not customers, not investors, it's all "donations") then there's no incentive to actually do any work, or keep themselves organised and dedicated to hitting targets and goals.
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Posted: Sun, 11th Jan 2015 12:26 Post subject: |
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I think dev studios get too ambitious when they don't have to care about publishers pushing them. Doing your job for fun is a good thing, trying to implement as many thing as you'd like to see is also a good thing, but ambition needs to be restricted (sadly). I don't understand how dev studios can keep adding stretch goals during funding for example? How does more money give you more time to implement all those goals?
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Posted: Sun, 11th Jan 2015 12:39 Post subject: |
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Exactly. Then they trot out the same excuse every time about underestimating development time due to the increased budget.
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Posted: Sun, 11th Jan 2015 12:46 Post subject: |
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they also promise too much with the stretch goals, instead they should just think of the content they want to make, set the budget they need and if the goal is met, develop the game as intended.
if the game sells they can add new stuff, modes etc. afterwards instead of pulling a huge stretch goal list out of their assess and then getting overwhelmed when all of them are met.
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