|
Juc66 posted:Only asking 55k? Nope. MMOs costs hundreds of millions of dollars.
|
# ? Oct 8, 2012 21:15 |
|
|
# ? May 10, 2024 08:00 |
|
I just don't know if I can ever support an indie MMO. It's the one genre indies can't really touch, and do it well. You need such a big budget to make an even acceptable MMO. Otherwise you just end up with trash like Wurm. Games with good ideas that just aren't fun to play.
|
# ? Oct 8, 2012 21:17 |
|
I'd Kickstart a really good MUD!
|
# ? Oct 8, 2012 21:19 |
|
I've been reading your blog for a while now and it's a good one, but I am just not interested in an MMO at this point, indie or otherwise. Sorry.
|
# ? Oct 8, 2012 21:26 |
|
srand posted:*cough* Hi. *clears throat* Thank you for registering to shill your indie MMO. I'm very curious as to how you're handling the networking backend, specifically developing and testing and managing multiplayer, security, account management etc on an indie budget. That seems like the biggest barrier to entry for an indie, especially one that is financing art and sound and server infrastructure on $55k. I understand that you have experience as engineers, but both of your backgrounds are more in-line with leadership roles with both of you holding lead engineer positions, but on what sounds like games with their whole architecture in-place like AC1 (Moving from AC2->AC1 indicates post-launch support, as does your transition to Producer, specifically Live Producer), or doing more system-design oriented work as opposed to networking. I'm not going to say that other programming disciplines are "easy," but networking and security are very hard, and require specialization that doesn't easily cross-polinate with gameplay, AI, systems design or rendering or whatever. While I have no doubt that your backgrounds make you very capable of making a single player game with the aid of Unity, Unity doesn't handle MMO multiplayer out of the box and that seems like an area of weakness. So do you have the prerequisite networking experience to actually develop an MMO with a proper account management system that prevents people from losing their accounts, preserves the game's "sanctity" by avoiding hacks or at least managing the game database such that it is easy to edit and/or roll back to fix things when the inevitable security breach does happen? These are huge issues that seem like they'd take more than $55k to solve on their own, nevermind the other potential risks for any game project.
|
# ? Oct 8, 2012 21:41 |
|
Drifter posted:But yes, I find myself hoping this particular kickstarter fails if only to serve as a gatekeeper to how the developers should be viewing and interacting with the kickstarter gaming public. They owe it to themselves, for respectability's sake, and to the general contributing public especially if they are going to be requesting money for a business proposition. The thing that got me about their Kickstarter pitch is that it is called "Oldschool RPG." That's not even pretending to appeal to something other than nostalgia. Oldschool RPG isn't a name of a game or even a decent project name like Obsidian's Project Eternity, it's just "You liked those old RPGs, right? Well there's the pledge button, no don't worry about the rest of this pitch."
|
# ? Oct 8, 2012 21:43 |
|
Scorchy posted:I'd Kickstart a really good MUD! (for reference: this is Legend of Grimrock - you know, that 3D tile-based dungeon crawler thing) I too am pretty much over MMOs. It's bad enough that even faux MMOs like Diablo 3 are getting a pass from me these days. Consoles aside, I mostly play cool indie games that don't care if my network goes down, and don't get angry at me if I want to leave mid-dungeon to hang with friends or whatever. Sorry. Shalinor fucked around with this message at 21:48 on Oct 8, 2012 |
# ? Oct 8, 2012 21:45 |
|
I'm not really interested in MMOs. Have you thought of making it a text adventure?
|
# ? Oct 8, 2012 21:47 |
|
chiefnewo posted:The thing that got me about their Kickstarter pitch is that it is called "Oldschool RPG." That's not even pretending to appeal to something other than nostalgia. Oldschool RPG isn't a name of a game or even a decent project name like Obsidian's Project Eternity, it's just "You liked those old RPGs, right? Well there's the pledge button, no don't worry about the rest of this pitch." I normally like the cheeky What It Says On The Tin names, but combined with the rest of the pitch it did seem a little too "hey, give us money because cloth maps!"
|
# ? Oct 8, 2012 21:52 |
|
the black husserl posted:I'm not really interested in MMOs. Have you thought of making it a text adventure? Do you know how long it took me to talk Eric *out* of a text adventure? Please don't get him started! In all seriousness, I completely understand if you aren't into MMOs right now - or ever, for that matter. Different games for different people. That's a big reason why we're working on a game like this, after all. Sigma-X posted:I'm very curious as to how you're handling the networking backend, specifically developing and testing and managing multiplayer, security, account management etc on an indie budget. [...] Actually we've done lots of contract work in this vein - of the "Please fix our MMO engine, it doesn't go!" variety - so this is a fair concern to have. These issues can be extremely difficult to solve, especially in a completed code body that didn't think about them beforehand. Eric's background is specifically in this sort of work: he did large-scale networked training simulation software for navy submarines before being hired by Turbine to work on their low-level engine. (Although he eventually migrated to game systems.) But we don't think fancy server tech is a very good fit for an indie MMO. We'd rather focus on fancy game systems that can differentiate us, rather than fancy server tech. So our server architecture is probably the simplest possible scaling MMO engine: the world is zone-based a la EQ1/EQ2; each chunk of the game world is managed by a sub-server (a conceptual sub-server, that is; they may be in the same process/same physical machine as other sub-servers, or not, depending on load). The sub-server controls the NPCs in the given geographic region and also validates the PC's behavior (so that player clients can't report that they've flown through walls, etc.). The sub-server consists of two parts: Java "brains" that manage the client connections, overall game state, and NPC combat logic, and a managed Unity3d process tethered to the Java brains; this runs the physics simulation for the zone and reports positions etc. to the Java server. We used this setup so that the exact same physics model is in use on both the client and server, to avoid any "rubber-banding" where the server disagrees with the client's interpretation of the world. Also, less code. A simple area-of-interest system is used to clump players into smaller geographic chunks within the region, and game clients receive status-update info for the players and NPCs in nearby sub-regions. The server tech is extremely simple, and admittedly a little clunky -- there are loading screens between zones -- but it's completely sufficient for our design. Chat and various other features are handled via separate processes that interconnect with the main server, so that you can e.g. chat while zoning, or chat via a separate client, etc. If you have specific technical or security questions or concerns, I'll do my best to answer!
|
# ? Oct 8, 2012 23:07 |
|
srand posted:The server tech is extremely simple, and admittedly a little clunky -- there are loading screens between zones -- but it's completely sufficient for our design. Chat and various other features are handled via separate processes that interconnect with the main server, so that you can e.g. chat while zoning, or chat via a separate client, etc. Thanks for the detail, that makes this seem a lot more reasonable. Shalinor fucked around with this message at 23:32 on Oct 8, 2012 |
# ? Oct 8, 2012 23:27 |
|
Shalinor posted:I don't think I'd kickstart a true MUD, but if someone were to do a MUD in the style of Grimrock? Man... that, that I might have to play. I'm not sure I follow you. Do you mean a graphical MUD and not the standard full text we usually see in the genre? I guess... that could work? Navegation done graphically, events told by text on the side of the screen; something like that. Though I have always assumed MUDs exist because they are far cheaper to produce than the alternative.
|
# ? Oct 8, 2012 23:35 |
|
srand posted:*cough* Hi. *clears throat*
Again, just my opinions, good luck.
|
# ? Oct 9, 2012 00:08 |
|
Yeah, you do have to put the stuff that makes your MMO unique into the updates instead of just sending people to your blog posts.
|
# ? Oct 9, 2012 00:41 |
|
My concern with Gorgon, beyond the other, equally good concerns raised, is this:quote:2) How many concurrent users can fit on one game world once? That's... really not a very good answer. At all. Worse, it's not a very good question. How many concurrent players do you expect? How many do you want? Both per zone instance and as an overall active population. Ask anyone who runs a MUD/MUX/MWAHA, UO freeshard, or small-scale MMO like Wurm: if you fail to maintain a critical mass of active players, things fall apart fast.
|
# ? Oct 9, 2012 01:01 |
|
If I can steal random people's boats and sail aimlessly until I get killed by a water elemental, I'm in.
|
# ? Oct 9, 2012 02:22 |
|
Shalinor posted:I don't think I'd kickstart a true MUD, but if someone were to do a MUD in the style of Grimrock? Man... that, that I might have to play. Have I been living under a rock? How did I not know about this game? It looks fantastic!
|
# ? Oct 9, 2012 03:12 |
|
Bieeardo posted:My concern with Gorgon, beyond the other, equally good concerns raised, is this: Yeah, those are really critical questions. The thing is, this sounds really good and in theory appealing to me, and I'm keeping an eye on it and deciding later, but both population concerns and ongoing replayability are huge issues with small-scale MMOs and that disturbs me. On the upside for you, it's the first kickstarter MMO that's even tempting me. MikeJF fucked around with this message at 03:21 on Oct 9, 2012 |
# ? Oct 9, 2012 03:17 |
|
It's also the first one I've seen with something playable. Most Kickstarter MMOs are filled with mockups, bad lore, and the promises of idea guys.
|
# ? Oct 9, 2012 03:45 |
|
Uncle Jam posted:If I can steal random people's boats and sail aimlessly until I get killed by a water elemental, I'm in. If I can steal random people's boats, lower the plank, cruise past another boat I have placed, move to the placed boat's plank while the stolen boat cruises off into nowhere, then I'm in. I may not have been able to kill you mean evils in Ultima Online but I was great at stealing your boats and sending them to hell.
|
# ? Oct 9, 2012 04:14 |
|
Obsurveyor posted:If I can steal random people's boats, lower the plank, cruise past another boat I have placed, move to the placed boat's plank while the stolen boat cruises off into nowhere, then I'm in. I may not have been able to kill you mean evils in Ultima Online but I was great at stealing your boats and sending them to hell. Oh my gosh I used to do this too. This was the best.
|
# ? Oct 9, 2012 04:18 |
|
Sandra and Eric, I wish you guys the best of luck - it sounds like you have an incredibly realistic goal and the capabilities to pull it off. I would also reccomended you consider the PR advice above and a working in a truncated version of what you explained to me regarding your networking chops (something digestible in 250 words or so) somewhere into your kick starter. I also think it might be a bit wordy and would benefit from being a bit more concise to make sure people don't gloss over things like your actual ability to make and indie mmo.
|
# ? Oct 9, 2012 04:22 |
|
coconono posted:Dysis: Totally not a minecraft mod.
|
# ? Oct 9, 2012 08:43 |
|
This ORBITOR looks like a cool game, and important to me at least is locally made in an industry that is slowly dying and relocating to Canada, plus it seems popular on Greenlight - but it's not getting any money. I had to run into disappointment eventually if I kept looking at KS.
|
# ? Oct 9, 2012 13:01 |
|
Thank you, everybody, for the advice - and the questions! This is our first Kickstarter (and we're not exactly PR people), so getting a feel for your concerns is huge. And you are absolutely right about the project. (I'll be spending some time today concisifying.)
|
# ? Oct 9, 2012 17:00 |
|
So, is anyone still excited for Star Command? I feel like FTL hit a very similar itch and was able to do an excellent job of it. Not to mention FTL's kickstarter started far after Star Command's, and finished well before.
|
# ? Oct 9, 2012 20:22 |
|
SquadronROE posted:So, is anyone still excited for Star Command? I feel like FTL hit a very similar itch and was able to do an excellent job of it. Not to mention FTL's kickstarter started far after Star Command's, and finished well before. (I'd probably still snag both though, as I suspect they'll play pretty differently)
|
# ? Oct 9, 2012 20:51 |
|
M.O.R.E. - old school turn-based 4X space strategy game http://www.kickstarter.com/projects/1447560584/more-oldschool-turn-based-4x-space-strategy-game Just found out about this. Seems almost too good to be true, but the video does show a lot of work done already. It's almost funded, but more can't hurt.
|
# ? Oct 9, 2012 23:48 |
|
omeg posted:M.O.R.E. - old school turn-based 4X space strategy game Personally, I'm hoping for the $100k Galactic Council/Extra Diplomacy options; good diplomacy options are something I always felt were missing from MoO2. They have said if they don't hit that goal it will likely be DLC down the line, though, so it should be in there eventually.
|
# ? Oct 9, 2012 23:59 |
|
If someone wanted to make a sci-fi 4X that was less "new and different ways/places to fight spaceship battles" and more along the lines of Alpha Centauri's exploration of future politics/sociology/ideology, I would dump all my money into it so fast.
|
# ? Oct 10, 2012 01:55 |
|
Old School RPG updated and while I still have my doubts about them pulling it off they're doing a decent, if slow, job of saying the right things now. I don't know if they can overcome the rough start and in particular the two games for one goal seems out of reach, but I hope so. Confirmation that this is pretty much a spiritual sequel to Wizardry: quote:Shaker: An Old School RPG is a first-person perspective, sci-fi/fantasy game set in a Bridge world between the future and the very distant past. Taking the role of operative James Connelly, an employee of Shaker Corporation, you are called upon to set right a deadly chain of events that began millennia ago.
|
# ? Oct 10, 2012 03:28 |
|
Well, to be fair, Project Eternity had a very similar start and there wasn't as many people complaining about it with that. The biggest difference is that Obsidian had a codename. All we knew about Eternity at first was it was an old school fantasy RPG. It wasn't until they started throwing in tons of lore and gameplay details in the updates that we actually knew anything about that game. It seems like "Old School RPG" is following suit.
|
# ? Oct 10, 2012 03:33 |
|
Dr. Video Games 0031 posted:Well, to be fair, Project Eternity had a very similar start and there wasn't as many people complaining about it with that. The biggest difference is that Obsidian had a codename. All we knew about Eternity at first was it was an old school fantasy RPG. It wasn't until they started throwing in tons of lore and gameplay details in the updates that we actually knew anything about that game.
|
# ? Oct 10, 2012 03:40 |
|
Peaceful Anarchy posted:The biggest difference is Obsidian has been consistently making RPGs for the past decade so they have a larger pre-existing fanbase and even with little info people knew they'd make a good game. The names behind Loot Drop may have enough clout to bring people in for a look and maybe be convinced with general details, but not enough to pitch a concept alone. It's also become obvious as the campaign has gone on that despite the "Hey, remember all those awesome games we made" content-free video (which I looked kind of askance at - not as much as Old School RPG, but still), they've actually got a ton of pre-production work done and ready to be trickled out. Hell there's an in-game screenshot coming today. Speaking of PE, I was idly paging through Obsidian's comment history today and they posted a pitch for a game called "Hidden" Chris Avellone wrote about 4 years ago (apologies for the length, but KS is dumb and has no perma-links for comments and it's like a dozen pages back already). Obsidian posted:Myths and Folk Tales exist, see, they fill the seams in our world. Now I'm kind of depressed that they're not Kickstarting that instead of fantasy-ville. I'd give them twice my PE pledge in an instant. Maybe more.
|
# ? Oct 10, 2012 13:34 |
|
Illessa posted:Now I'm kind of depressed that they're not Kickstarting that instead of fantasy-ville. I'd give them twice my PE pledge in an instant. Maybe more. The fact that they have stuff like this in them and chose the safe swords and sorcery path is why I can't bring myself to pledge for PE.
|
# ? Oct 10, 2012 14:12 |
|
Al! posted:The fact that they have stuff like this in them and chose the safe swords and sorcery path is why I can't bring myself to pledge for PE. But PE is something they CLEARLY had a desire to do. Sure it's a safer bet, but they weren't also expecting the groundswell of support. Even if you don't help Kickstart PE, you should still at least check it out upon release, so hopefully they are able to build a reputation of independent success and continue/begin to bring NEW and ORIGINAL IPs out.
|
# ? Oct 10, 2012 15:29 |
|
Al! posted:The fact that they have stuff like this in them and chose the safe swords and sorcery path is why I can't bring myself to pledge for PE. They didn't think that they would have made the Kickstarter- hell, ropekid himself, who's been at the receiving end of all of SA's Obsidian love, thought they had a 50/50 chance of making the initial $1.1 million. Supporting Project: Eternity shows that they in turn, have support for their more creative ideas. Also, if you've been paying attention in the Project: Eternity thread, you'll see that they're doing quite a few new things even with the 'tired setting'
|
# ? Oct 10, 2012 15:37 |
|
Al! posted:The fact that they have stuff like this in them and chose the safe swords and sorcery path is why I can't bring myself to pledge for PE. There was an Avellone interview where the senior devs in Obsidian all made pitches for the company's Kickstarter. There was a lot of variety, but they settled on P:E (Brenneke's pitch) because BG and IWD is the only bit of history they all share, and this is a chance to ~do it right~ That aside, it's also an opportunity for OE to set up a cash cow and step away from the abyss, and when it comes to cash cows, there's none better than swords and sorcery. P:E highly likely to be a damned good game and with >50,000 marketers already recruited there's a chance they'll end up able to spend the next ten years turning out whatever risky projects they care to. e: i mean look how many people are already going out of their way to defend it, there's no way it's not going to be a roaring success
|
# ? Oct 10, 2012 16:42 |
|
coffeetable posted:
That's because it's an Obsidian project and being an Obsidian fan demands myopia and staunch, vitriolic defense of any slight against the company, real or imagined, and a tacit refusal to acknowledge the reality that Obsidian makes mistakes and is sometimes Bad at Things. I mean heck I backed PE and even I'll admit that it being high fantasy is really, really loving disappointing and kind of lame. But I mean, whatever. At least the people badmouthing Kickstarter/this thread for not backing PE to make it the highest funded videogame project or whatever the hell it is they wanted and were intensely passive-aggressive about it have left. NieR Occomata fucked around with this message at 16:52 on Oct 10, 2012 |
# ? Oct 10, 2012 16:47 |
|
|
# ? May 10, 2024 08:00 |
|
CommissarMega posted:They didn't think that they would have made the Kickstarter- hell, ropekid himself, who's been at the receiving end of all of SA's Obsidian love, thought they had a 50/50 chance of making the initial $1.1 million. Supporting Project: Eternity shows that they in turn, have support for their more creative ideas. Yeah, at the end of the day I get why they went for the safest bet, for their first Kickstarter, and I'm sure PE will be great, I just thought it was an interesting buried nugget and I kind of took to it cause I think modern day urban fantasy is under-utilised in games at the moment. Though it did also make me wonder why across 18 updates they haven't done a really meaty dive into the story? Even if they have to cover it in spoiler warnings to ward off those who want to avoid going in anything other than completely blind, it would be really nice to see a story pitch, or a short story set in the world like the Shadowrun and Banner Saga guys did. Cause I've been keeping up with rope kid's updates here and on his formspring as best I can, and they're obviously working a lot of cool details into the setting, but there's been nothing that I've felt I can really get my teeth into which just makes it hard to break out of the "meh, classic fantasy" mindset. Something evocative that touches on some of the moods and themes that will inform the game could be just the thing to get us unconvinced types excited and upping our pledges.
|
# ? Oct 10, 2012 18:26 |