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Wasteland 2

Mali Update!


Wasteland 2 - Update #4, Interviews
Posted: March 21, 2012, 11:00 pm by RPGWatch

Brian Fargo has posted a new Wasteland 2 update on Kickstarter as they approach $1.5M:

We are closing in on the funding for 1.5 million which will allow us to add both a Mac and Linux version of Wasteland 2 to the release. One of the (more common) questions I am asked is whether we'll support console and I believe it to be unlikely. It is imperative that we deliver the core PC experience that the fans are expecting here and I want to avoid any elements that could distract us. The console interface is quite different when you consider the input device and proximity to the screen whereas the Mac and Linux are pretty much identical to that of the "PC". We will consider a tablet version due to the similarity of the screen and interface but even on that we need to do a bit more research.

He also proposes a "Kick it Forward" concept that is quite exciting:

But in order to help facilitate the power of crowd funding I am going to suggest that all of us that do utilize this form of financing agree to kickback 5% of our profits made from such projects to other Kickstarter developers. I am not suggesting taking a backers money and moving it to another project.. I mean once a game has shipped and created profit that we funnel that back into the community of developers to fund their dreams. I am tentatively calling this "Kick It Forward" and I will be the first to agree to it. In fact, I will have our artists create a badge that goes on all Kickstarter projects that agree to support this initiative. Imagine the potential if another Minecraft comes along via Kickstarter and produces millions of dollars of investment into other developers.

By the way, for those holding back pledging because of the limited payment options, PayPal is coming:

PayPal support for #Wasteland2 is coming very soon for people without credit cards.

Fargo has also penned interviews for Slacker Heroes and GameIndustry.biz:

Q: At $1 million, your budget is a small fraction of the cost of typical console or PC game development. What corners will you cut to be able to bring the game in at this price? Will the game be a much shorter experience, or the graphics less detailed, in order to keep costs down?

Brian Fargo: We have a series of advantages in making this game for a reasonable budget. One large cost with making games these days are all of the cinematics that publishers spend on games, with costs that hit as much as $1.6 million per minute. Not only are they expensive, but they can cut down the options a player has in gameplay depending on design. We are also having a tremendous amount of pre-production done, such that all variables are nailed down at the start so that no cycles are wasted by designing on the fly.

We also save 20% plus in not having to prove to a publisher we know what we are doing or prepping for endless tradeshows. This sounds like a small thing, but developers have to halt production countless times for these things. Additionally, we will job out much of the art to keep our fixed overhead low. Wasteland 2 will be as big or bigger than Wasteland 1.
 
Mali Update!


Wasteland 2 - Update #4, Interviews
Posted: March 21, 2012, 11:00 pm by RPGWatch

Brian Fargo has posted a new Wasteland 2 update on Kickstarter as they approach $1.5M:

We are closing in on the funding for 1.5 million which will allow us to add both a Mac and Linux version of Wasteland 2 to the release. One of the (more common) questions I am asked is whether we'll support console and I believe it to be unlikely. It is imperative that we deliver the core PC experience that the fans are expecting here and I want to avoid any elements that could distract us. The console interface is quite different when you consider the input device and proximity to the screen whereas the Mac and Linux are pretty much identical to that of the "PC". We will consider a tablet version due to the similarity of the screen and interface but even on that we need to do a bit more research.

He also proposes a "Kick it Forward" concept that is quite exciting:

But in order to help facilitate the power of crowd funding I am going to suggest that all of us that do utilize this form of financing agree to kickback 5% of our profits made from such projects to other Kickstarter developers. I am not suggesting taking a backers money and moving it to another project.. I mean once a game has shipped and created profit that we funnel that back into the community of developers to fund their dreams. I am tentatively calling this "Kick It Forward" and I will be the first to agree to it. In fact, I will have our artists create a badge that goes on all Kickstarter projects that agree to support this initiative. Imagine the potential if another Minecraft comes along via Kickstarter and produces millions of dollars of investment into other developers.

By the way, for those holding back pledging because of the limited payment options, PayPal is coming:

PayPal support for #Wasteland2 is coming very soon for people without credit cards.

Fargo has also penned interviews for Slacker Heroes and GameIndustry.biz:

Q: At $1 million, your budget is a small fraction of the cost of typical console or PC game development. What corners will you cut to be able to bring the game in at this price? Will the game be a much shorter experience, or the graphics less detailed, in order to keep costs down?

Brian Fargo: We have a series of advantages in making this game for a reasonable budget. One large cost with making games these days are all of the cinematics that publishers spend on games, with costs that hit as much as $1.6 million per minute. Not only are they expensive, but they can cut down the options a player has in gameplay depending on design. We are also having a tremendous amount of pre-production done, such that all variables are nailed down at the start so that no cycles are wasted by designing on the fly.

We also save 20% plus in not having to prove to a publisher we know what we are doing or prepping for endless tradeshows. This sounds like a small thing, but developers have to halt production countless times for these things. Additionally, we will job out much of the art to keep our fixed overhead low. Wasteland 2 will be as big or bigger than Wasteland 1.

Tako je. Sve, samo ne konzole!:Klanjanje
 
Presli su 1.5M.

I dadoh 10$ za Banner Sagu, nisam mogao da odolim :)
 
Update 5;
Brian Fargo has whipped up a new Kickstarter update, focused on Kicking it Forward:

Once a project in this program has become profitable, the developer is going to spend this 5% profit, which is their own money, on whatever Kickstarter projects they want to support. They can determine unilaterally who they want to give it to and when. Neither myself nor a committee is going to tell successful developers what projects to invest in. Ultimately, this is an honor system at the end of the day. No one is going to audit their books to make sure they complied. In many ways Kickstarter is an honor system too, so this is no different. Of course some unscrupulous developer may not follow through with their promise but I believe the development community sticks together.

Back to Wasteland 2 itself, NMA has some answers on multiplayer, Day-1 DLC and quest compasses. The answers are as you would expect - except the MP one. I'm a bit perplexed that social features are on their radar - even with the expanded budget, I'd have thought there were other priorities:

Will the game contain any form of multiplayer?

We are looking into how to make the game more social as we speak. I'm just not sure such a narrative game is going to lend itself to a strong multi-player but we have not ruled it out. One thing I do find interesting is the way Demon Souls handled things like leaving notes for others in game. There are some very interesting ideas along those lines that would be more powerful if controlled to your social group rather than strangers. Perhaps your buddy can drop things into the world for you to aid you along with the notes. Again just ideas but we are exploring that.

Lastly, team member Liz Danforth writes on her blog about her work on the original game and working on Wasteland 2:

I wasn't a big part of the original project, but Highpool was one of the areas I wrote that appears early in the game. People still make sour faces when I grin evilly and say I was responsible for the tragedy with the kid and the rabid dog. I did other bits elsewhere in the game too, but that's the piece I hear the most feedback about.

Still, the remarks aren't always kind! I recall a forum comment I read just a year or two ago, saying something like "What kind of sick mind thinks up a situation where you have to kill a kid's dog? And the kid too?"
 
Mojoj sreći nikad kraja , na telefonu imam sliku T51b kao pozadinu pa ko shvati shvatio . Originalni serijal nisu bile igre već umetnost .
 
da da dosta je razmrdao tim svojim intervjuima :)

a nista nije nemoguce posto je jedan AAA naslov Obsidiana ukinut pre nekoliko dana (koji je ocigledno poprilicno uzdrmao ovu kompaniju), sve se vise prica da bi i Obisdian mogao startovati projekat na Kickstarteru


ali BIS ekipa na okupu, pa to bi bilo za piskenje u gace :D
 
Pa Obsidian je manje vise gotovo pa sakupio ekipu s kraja devedesetih. Pre par meseci im se pridruzio Tim Cain (Interplay, Troika), tako da ne znam koga jos u sustini treba da dovedu osim Farga? :)
 
Hmm, ko bi rekao, izgleda da stvarno ima nade za igre.
 
Dacu neku lovu, iako nisam ljubitelj ovakvih igara. Ideja je prosto genijalna i ne mogu da verujem da se sve ovo desava. Posle toliko godina, ovaj trend je nesto zbog cega sam stvarno uzbudjen u gaming industriji. Konacno NADA.

Zao mi je sto nisam dao pare za DF avanturu, nadoknadicu na ovim ostalim da podrzim ideju, a igra ako mi se svidi - svidi :D.

Ako Valve uradi nesto povodom svega ovoga, a pominjao je:

http://www.bit-tech.net/news/gaming/2009/07/21/valve-wants-community-funded-games/1 , bice verovatno i vise ovako razvijanih igara koje bi mene interesovale.

Mada, kako je krenulo, mozda i kickstarter bude dovoljan...

Sto vise ovakvih servisa i ideja, to bolje.
 
Poslednja izmena:
InXile to Collaborate with Obsidian/Avellone on Design


uuuupiskicu se :d
 
Dok god bude bilo Kickstartera i njemu slicnim ima nade (izlazice prave igre, a ne konzolna sranjca za decicu).
 
Kao sto ste rekli, ovaj projekat budi nadu za buducnost video igara. Dobili su moj prilog. A vidim da i Shadowrun-u ide dobro. Jedino se plasim da ovi lesinari iz veilikih kompanija ne namirisu potencijalan profit u ovome i pokvare ga. Ne bi me cudilo da se uskoro pojavi EA-ov kickstarter projekat za recimo novi Dragon Age 3 FPS za PC i next gen console sa dubokom i bogatom pricom i najmodernijom grafikom i bla bla bla
 
Kao sto ste rekli, ovaj projekat budi nadu za buducnost video igara. Dobili su moj prilog. A vidim da i Shadowrun-u ide dobro. Jedino se plasim da ovi lesinari iz veilikih kompanija ne namirisu potencijalan profit u ovome i pokvare ga. Ne bi me cudilo da se uskoro pojavi EA-ov kickstarter projekat za recimo novi Dragon Age 3 FPS za PC i next gen console sa dubokom i bogatom pricom i najmodernijom grafikom i bla bla bla

Razvoj EA igara košta daleko, daleko više od 2-3 miliona koliko se skuplja na kickstarteru. Recimo sam razvoj Mass Effect 2 je koštao 40 miliona dolara, tako da se ne moraš bojati toga :)

A prosečan budžet za za naslove većih studija je oko 18-25 miliona dolara.
 
Witcher 2 imao budzet 11m USD, i najvise kazu da su ih kostali cinematics :p
 
pa naravno, cinematics, video podloga, marketing i reklamiranje... sve to oduzima vise od same igre :)

ali opet kapiram, sutra nekakav call of duty kickstarter da se pojavi, sigurno bi skupio 15ak miliona od ove nove herpa derp generacije
 
Ne bi ni mene cudilo da se neke vece firme oprobaju preko kickstartera. Sto kaze G, ako je neko zvucno ime igre u pitanju, koja popularna medju mladjim generacijama, brzo bi oni skupili preko 10 miliona. A posao je potpuno bez rizika, nemas nikakvo ulaganje novca, mozes samo da profitiras ili da budes na nuli. Skoro da zvuci utopisticki, i lako se moze desiti da ta ideja privuce mnoge.
 
Razvoj EA igara košta daleko, daleko više od 2-3 miliona koliko se skuplja na kickstarteru. Recimo sam razvoj Mass Effect 2 je koštao 40 miliona dolara, tako da se ne moraš bojati toga :)

A prosečan budžet za za naslove većih studija je oko 18-25 miliona dolara.

Pa dzabe im tih 40 miliona kad je igra losa, uporedite samo sa recimo Arcanumom, znam da nisu ista vrsta igre i tesko ih je uporedjivati, ali vazan je onaj osecaj kad zaronite u svet koji ta igra nudi. Mnogo para veoma cesto ne znaci da ce igra imati to sto ja zelim od nje. Ali kad god velike zle korporacije namirisu negde mogucnost za zaradu neme sile koja ce da ih zaustavi da to ne uniste. Evo pogledajte sta ostade od Bioware-a.
 
Verovao ili ne, Bioware ima sasvim veliku nezavisnost od EA, sami su sebe doveli dovde. Dovoljno pogledati da jedino oni od EA razvojnih timova imaju poseban sajt gde se kupuju DLC-ovi, čak ni preko EA store/Origin-a se ne mogu kupovati.
 
Verovao ili ne, Bioware ima sasvim veliku nezavisnost od EA, sami su sebe doveli dovde. Dovoljno pogledati da jedino oni od EA razvojnih timova imaju poseban sajt gde se kupuju DLC-ovi, čak ni preko EA store/Origin-a se ne mogu kupovati.

Ako su oni smatrali da su igre tipa Dragon Age 2 i Mass Effect-ovi put kojim treba da idu onda je stvar jos gora. Mada da su dobro zaradili to stoji.
 
Verovao ili ne, Bioware ima sasvim veliku nezavisnost od EA, sami su sebe doveli dovde. Dovoljno pogledati da jedino oni od EA razvojnih timova imaju poseban sajt gde se kupuju DLC-ovi, čak ni preko EA store/Origin-a se ne mogu kupovati.

bojim se da je to samo zato jer su veliki komjuniti okupili oko svog sajta pre nego sto ih je EA kupio, i to komjuniti koji bi kupio bilo sta od bioware... bili su na putu da postanu nesto poput blizzarda sto se tice fanova, a onda su ga ukakili zestoko, izmedju ostalog pola ljudi iz onog starog biowarea nije vise tu...
 
yay presli su 3 miliona, izbaci ce i Mod tools :))
 
Gde ti to vide leba ti? Pa pise da im fali jos oko 63000 za 3 mil.
 
Vrh Dno