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Showing posts with label kickstarter. Show all posts
Showing posts with label kickstarter. Show all posts

Monday, September 17, 2012

Obsidian's Project Eternity Gets Kickstarter Funding

Project Eternity, the new Kickstarter-funded project from Obsidian Entertainment that was revealed last week after a teaser countdown, has hit its fundraising goal in under three days.

Since launching on Friday with a target of $1.1 million, funding for the isometric, party-based RPG is currently sitting at around $1.5 million.

As a result of this, the company has introduced a number of 'stretch goals'; funding thresholds that, if reached, will mean the developers will expand upon their original vision for the game thanks to the extra funding.

While the base game was due to launch with three races, five classes, and five companions, once funding passed $1.4 million this morning, the company promised to increase this to four races, six classes and six companions.

Should funding hit $1.6 million the game will be made available on Mac and a new major storyline will be added. At $1.8 million, there’ll be a further new playable race, class, and companion, while crossing the $2 million mark guarantees the addition of player housing.

The final announced stretch goal is at $2.2 million, when Obsidian will introduce a new region, faction and another companion as well as Linux, apparently. More surprises have been promised should funding hit $2.4 million, but the company clearly doesn't want to jinx anything with 29 days still to go.

Also on the horizon is the prospect of the game becoming DRM free, and the addition of a new $5,000 tier as it apparently sold out too quickly. With all the backer rewards currently being slated for an April 2014 delivery, we can assume that that's when the game is aimed for. We just hope that adding all these extra goodies doesn't lead to any delays!

Luke Karmali is IGN's UK Editorial Assistant and chronic RPG-oholic You too can revel in mediocrity by following him on IGN and on Twitter.


Source : ign[dot]com

Friday, September 7, 2012

11 Projects Have Earned $1 Million on Kickstarter this Year

Kickstarter has revealed statistics for game-related projects through August 31st, referring to this year as the “Year of the Game.” According to Kickstarter, eight of the 11 projects that crossed $1 million this year were related to games (seven were games, one was a comic about a game), and more money has been put into game projects than any other category in 2012. Games earned $50 million through August 31st, compared to $42 million for film, $40 million for design, $25 million for music and $16 million for technology.

Games have gone from the eighth most-funded category in Kickstarter history to the second most-funded, earning $50,330,275 in 2012 compared to $48,190 in 2009. Overall, 23% of all money pledged to Kickstarter in 2012 has been for games, compared to only 3.6% last year. “Of the 36 projects that have raised more than $500,000 this year, 20 have been games,” Kickstarter noted.

Kickstarter largely credits the success of Double Fine’s campaign with the sudden interest in games, commenting “The gaming world hasn’t looked at Kickstarter the same way since. Double Fine signaled to game developers that they could use Kickstarter to do something that previously seemed impossible: make the game they wanted without outside interference.” Game projects have noticeably increased since Double Fine’s campaign launched in February.

People who back game projects are also Kickstarter’s most frequent recurring backers, funding an average of 2.43 projects compared to 1.78 projects for backers in other categories. “Game projects have brought game backers who have inspired more game projects that have brought even more backers, and so on.”

The statistics include both subcategories of Games: Board & Card Games and Video Games. While video games have grown the most, Kickstarter notes a marked success for board & card games as well, which have earned more than $15 million in 2012.

Game projects continue to thrive on Kickstarter even outside these categories, with recent successes including Fangamer’s game-inspired Retrowear clothing campaign, Nathan Meunier’s guide for freelance video game journalists and the Gaymercon LGBT gaming and tech convention.

Andrew Goldfarb is IGN’s associate news editor. Keep up with pictures of the latest food he’s been eating by following him on Twitter or IGN.


Source : ign[dot]com

Saturday, September 1, 2012

PAX: Tim Schafer and The Making of Double Fine Adventure

Double Fine Productions has a problem. Well, more like 3.3 million of them.

Since launching arguably the most well-known and successful video game campaign in Kickstarter history, the quirky developers of beloved games like Grim Fandango, Psychonauts, and Brutal Legend, are on the hook to make Double Fine Adventure (DFA), quite possibly the most talked about adventure game in the last decade. The real trick will be making it the most played, and Double Fine briantrust Tim Schafer knows it.

Discussing the making of DFA at the Double Fine Adventure Adventure panel at PAX 2012, the President and CEO, alongside Double Fine producer Greg Rice, laid his process bare, making a hall-full of friends in the process.

That's a 834% fund rate right there, folks.

If you've ever put something off, changed your idea in the middle of a thought (because you lost it), or considered tossing out plans wholesale for fear that no one will like them, you probably have a lot in common with the self-deprecating developer. Turns out the studio didn't have everything ready to go when the seconds counted down to zero and corks popped. $3.3 million dollars funded, now it was time to make a game. That's actually when that process began - by design - explained Schafer, onstage and throughout the 25-minute showing of the Double Fine Adventure Documentary that filmakers 2 Player Productions have begun shooting for their throng of Kickstaer backers.

His process is as fascinating as it is overwhelming. Thumbing a stack of notebooks evoking John Doe's journals from Se7en, Schafer shows how his games spend their infancy slow-cooking in the deep pages of his scrawled manuscripts, alongside non-sequitur ramblings and complaints about his poor memory or girls he'd loved and lost from the sixth grade. This is not a senselessly scatter-brained man, just proof that extremely-functional attention deficit disorder pairs well with game design. Once his ideas take form, Schafer talks himself into doing what sounds like the part of the process he like least: telling someone about the idea for the first time.

Pitching his good friend and partner in Double Fine crime, Ron Gilbert (best known for Maniac Mansion and the first two Monkey Island games), the industry vet speaks adorably in fits and starts, flush like a boy talking himself into asking a girl for a first dance. Schafer's not lacking for confidence, but he wants to hear that his ideas are good, naturally. And if they'er not, he wants to find better ideas. Because he cares so much, nothing matters to him more than getting it right.

And getting it right means uncertainty, and not having all the answers all at once. But he's okay with that. Walls pasted with sticky notes, "art jams" - long sessions that bring all the artists together to concept the art direction - and asking hard questions about story continuity alongside Rice; each is an inexcahngeable part of a vulnerable but self-assured process. That and the pizza orgies.

Once a Double Fine game is playable, schafer traditionally gathers a group of people to marathon of game testing and crowd-noshing by the slice. If the art jam is how the team finds out how the game should look, the pizza orgies are where they find out how the game should play.

By the end of their PAX panel, Rice simplifies all of this with a rosy-scheeked Cheshire aside, affirming the core "how-to" of good game making. "Look for good ideas, ignore bad ideas." Ricean megascience.

If Double Fine Adventure Adventure doesn't work out, perhaps they'll create  Pizza Orgy: The Game, one attendee offered during a lively question and answer session as the panel wrapped.

When asked if Pizza Orgy: The Game would be a "party game" in genre by another guest, Schaefer simplay said, "That depends on who you invite. Sometimes its really sad."

Casey Lynch is Editor-in-Chief of IGN.com. Hear about his love for PAX , metal, and Dark Souls on IGN and Twitter.


Source : ign[dot]com

Saturday, August 25, 2012

Are Corporations the Worst ‘People’ to Be Making Games?

"Corporations don't have artistic integrity; people do.”

So says Brian Fargo, the man behind Kickstarter-funded turn-based top-down RPG Wasteland 2. He argues that, free from the meddling of metrics-obsessed Powerpoint jockeys and Spreadsheet Sallys, he and his team are free to create the game they envision, not some marketing-muddied version.

It’s the rebel yell of games development in 2012, the glorious year when talent rose up and took back the streets, or at least the basements, porta-offices and co-working cafes.

Fargo should know. Since he started making games in the late 1970s, he’s seen the business from every angle. He was one of the original bedroom-developers, banging out games that made money, mostly for distant, exploitative publishing companies.

Then he created his own publishing company, Interplay, making awesome hits like Fallout, Baldur’s Gate and Descent and working with other developers. But, of course, it all went Tony Montana. The company grew too big and corporate and IPOs, money, egos, blah-blah. And so he stalked off to create that thing of ubiquity, the 21st Century entertainment start-up, grafting away once again at making games for other publishers or trying his luck with the App Store.

And then, lo and behold, Kickstarter and Steam descended like beatific angels, and with a wave of their shining fingers they unshackled the talent from Evil Corporations and allowed creators to do what they want without the interference of marketing-types.

That, at least, is the story we are happy to enjoy in this rosy glow of the revolution’s first budding. Bliss it is in that dawn to be alive, and all that.

Sort of uncomfortably, there is an argument that corporations - meaning large gatherings of able people working in concert towards a common goal - can and do create marvellous things. Although they generally do it best when someone with talent, authority and creative freedom is in charge.

Fargo understands as much. Speaking at the recent Unite Conference, as reported by GI Biz, he said, "The best creative work we're seeing is from creative people who have the power, or the financing, to control their destinies. These visionaries can be within an organization: Rockstar would not achieve the level of quality it does if Sam Houser wasn't running that place with an iron fist. He's not a corporation; he's a person."

He said, “This sort of integrity impacts on production and how a property is exploited. There are employees of these organizations that have this integrity, but they don't have the power to do anything about it.”

Fargo’s company inXile is making Wasteland 2, a game that publishers repeatedly turned down. It’s a post-apocalyptic adventure in which the player controls a group as they travel through a dangerous world. Emotionally difficult decisions are promised as well as strategic complexity. It sounds like a really interesting game, especially given the pedigree of the original, generally considered to be the spiritual parent of the Fallout series.

The firm’s Kickstarter video savages the sort of BS that creative games-makers are forced to face when seeking to gain access to large markets through bloated, risk-averse companies. Middle-managers are portrayed as clueless, sluggish, disingenuous oafs. This may reflect the absolute reality of Fargo’s recent experiences, or it may be the natural frustration of a man trying to pitch a top-down turn-based RPG to companies that make most of their money from first-person shooters, gruff action-adventures and sports games. Alas, such organizations are generally reluctant to try to sell something that offers no solid evidence of success.

Too late for them, that evidence has been produced via Kickstarter. The Wasteland 2 campaign sought $900,000 and turned in almost $3 million. Partly due to a natural enthusiasm for this new way of funding games? Perhaps, but also because people believe in Fargo’s vision, his ability to deliver. Also, they really, really want to play a new Wasteland game, even though it’s been almost 25 years since the original was released.

Fargo said, “We've been working on Wasteland 2 for about 100 days, with no distractions from any kind of corporate overlord. We have hundreds of pages of design done, we have our first music in, we have our basic UI up-and-running, and we've taken our first screenshots. The bottom line is that, without any interruption, we're kicking ass."

The original Wasteland

We can all name dozens of games, hundreds of games, that are made by ‘corporations’. But Fargo points out that the best games are really made by individuals with strong support-networks. He named Shigeru Miyamoto, Yu Suzuki, Hideo Kojima, Ken Levine. Strong personalities are needed to push-back against the overbearing quarterly-target-obsessed, zombies-in-suits. "They can keep the craziness at bay, he said.

Writing about this project back in March for IGN, Kristan Reed noted, “I doubt I'm alone in feeling that the freedom to create the game without external influences will be a huge blessing for Fargo. Were a Wasteland remake to be backed by one of the usual suspects, you can bet that any attempt to revive the classic top-down, turn-based formula would be instantly laughed out of the room. More likely, it'd end up as a generic first person Fallout clone.”

For sure, it is marvelous that we have an alternative to absolute corporate control of gaming output. For a few years there, it was looking grim, when the only real options were games that had been vetted, stamped and stripped by teams of accountants. Now we have actual developers bringing games directly to us, without any interference from people who have never made a game, and probably rarely play them.

Will this new freedom sweep in an age of unalloyed creative awesome? Will the corporations atomize and fade before our unsympathetic gaze? Likely not. Large companies, whether they be ‘nice’ like Valve or ‘nasty’ like you-know-who, are still valuable sponsors of great games, large and small. Groups of people, working together and without an obvious creative leader, do sometimes create unexpectedly innovative games.

But it’s good that we now have a world in which something like Wasteland 2 can be realized, and made the way its creator intends, without the patronage and attending meddling of outside forces.

Thanks again to GIBiz and the Unite Conference.

Colin Campbell is a British-born, Santa-Cruz based games journalist, working for IGN. You can contact him via Twitter or IGN.


Source : ign[dot]com

Thursday, August 9, 2012

Ouya Kickstarter Closes With $8,596,475 Pledged

Ouya's Kickstarter funding campaign closed earlier this morning, with the project successfully having received $8,596,475 worth of funding from 63,416 backers.

The open source console's quest for funding launched back on July 10 with a funding goal of $950,000. Within seven hours it smashed through this target to have the most successful Kickstarter launch day ever.

It took us seven months to raise a little bit of investment from generous friends and family, and we raised the rest on Kickstarter in seven hours. We are just floored.

Speaking to IGN at the time, Ouya founder and CEO Julie Urhman said, "It took us seven months to raise a little bit of investment from generous friends and family, and we raised the rest on Kickstarter in seven hours. We are just floored.

"The next 29 days are about raising the bar: how much can we change things?  We're going to hang on tight for the ride!"

While the Kickstarter may be over, a number of developments in the last two weeks suggests that Ouya's wild ride isn't over yet. We told you last week that Square Enix became the first major published to support the console by releasing Final Fantasy III as a launch title, while also promising to provide more content in the future.

Then we found out that cloud gaming service OnLive would be available on Ouya from launch, alongside Vevo content, the XBMC media player and digital radio service TuneIn. Yesterday, Namco Bandai revealed it is in "active discussions" to become the second major publisher to support the console, which would bring Pac-Man, Galaga, Ridge Racer, and Tekken to the new platform.

Ouya is expected to release in March 2013, so expect even more news and partnerships to materialise before then; just yesterday we discovered the console will support four controllers.

The first Ouya exclusive title, a prequel to Robert Bowling’s Human Element, is currently in development.

Luke Karmali is IGN's UK Editorial Assistant. You too can revel in mediocrity by following him on IGN and on Twitter.


Source : ign[dot]com

Friday, July 20, 2012

Inxile Releases Wasteland 2 Screenshot

Developer inXile Entertainment teased its Kickstarter-funded post-apocalyptic role-playing game Wasteland 2 with a screenshot showing off a fight with a Scorpitron.

Studio founder Brian Fargo said in the update on the game’s Kickstarter page, “please keep in mind that we have not put in the particle effects and post-processing which will have a dramatic effect on the scene, and this represents just one of the various environments for Wasteland 2 so expect to see other quite different locales. Also, this particular camera angle is on the low end of a range that the player can adjust upwards to a much more top-down view, for those who prefer that style during game play.”

Environment art director Koy Vanoteghem added, “we will continue to develop the style and look of the game, undoubtedly that is something that will evolve as we move forward and branch out with other environment types. As we become more familiar with our new found friend Unity, and the technologies that are available to us for lighting, shadowing, and material set-up/execution, we hope you'll enjoy seeing it evolve along with us.”

While active, the Kickstarter for Wasteland 2 amassed slightly over 2.9 million USD in pledges, exceeding its original funding goal.


Source : ign[dot]com