The difference with the previous generation of MMO kick starters is that the head devs had actually released and managed successful MMOs (CU - DAOC, WAR | CF - SB, SWG, UO).
Sure the KS videos did not show mechanics, but they had a body of work for the player to judge if they are capable of delivering.
This does not exist for AoC. Their qualifications are 'Im a fan' and we have a few guys worked on EQN which is the exact opposite of a successful project.
The dev team has very little credibility based on a portfolio of previous work therefore the demand that they show actual mechanics and evidence that they can do what they are claiming is completely fair.
Is that really true? I was under the impression that they worked in the industry. For example, Jeffrey Bard, the lead designer, worked for Everquest, Everquest II and Planetside II. Jason Crawford, lead Technical designer, is the same deal (same games) along with other games.
Not sure how you came to that conclusion?
edit: huh, David Thorfield also worked in the industry on Gears of War 3, Ghostbusters, Pirates of the Carribean, some NFL game ...
Like Skyrim? Need more content? Try my Skyrim mod "Godfred's Tomb."
The difference with the previous generation of MMO kick starters is that the head devs had actually released and managed successful MMOs (CU - DAOC, WAR | CF - SB, SWG, UO).
Sure the KS videos did not show mechanics, but they had a body of work for the player to judge if they are capable of delivering.
This does not exist for AoC. Their qualifications are 'Im a fan' and we have a few guys worked on EQN which is the exact opposite of a successful project.
The dev team has very little credibility based on a portfolio of previous work therefore the demand that they show actual mechanics and evidence that they can do what they are claiming is completely fair.
Why are you making stuff up? The team is made up of people who worked on EQ, EQ 2, EQ Next, Star Wars Galaxies, Planetside, and Vanguard. You are being disingenuous for no reason.
Quite often the financial backers have ZERO MMO experience whatsoever. In this case their investor is fully involved and hands on in the creation of the game.
He is a huge fan who ran a large guild on Archage and other MMOs with a lot of money and decided to make his own game.
If you have zero faith in the game why are you even here?
The difference with the previous generation of MMO kick starters is that the head devs had actually released and managed successful MMOs (CU - DAOC, WAR | CF - SB, SWG, UO).
Sure the KS videos did not show mechanics, but they had a body of work for the player to judge if they are capable of delivering.
This does not exist for AoC. Their qualifications are 'Im a fan' and we have a few guys worked on EQN which is the exact opposite of a successful project.
The dev team has very little credibility based on a portfolio of previous work therefore the demand that they show actual mechanics and evidence that they can do what they are claiming is completely fair.
Is that really true? I was under the impression that they worked in the industry. For example, Jeffrey Bard, the lead designer, worked for Everquest, Everquest II and Planetside II. Jason Crawford, lead Technical designer, is the same deal (same games) along with other games.
Not sure how you came to that conclusion?
edit: huh, David Thorfield also worked in the industry on Gears of War 3, Ghostbusters, Pirates of the Carribean, some NFL game ...
I think it's a question of their roles. The vast majority of the team seems to have had Jr roles or limited time. Not sure if any of them had actually led a MMORPG to launch before before. If so let me know. There is a HUGE difference between being a designer for an expansion and creating some content and being "The Guy" who is designing a game and it's mechanics from scratch and then taking a team through all the trial and tribulations to get to launch.
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
The difference with the previous generation of MMO kick starters is that the head devs had actually released and managed successful MMOs (CU - DAOC, WAR | CF - SB, SWG, UO).
Sure the KS videos did not show mechanics, but they had a body of work for the player to judge if they are capable of delivering.
This does not exist for AoC. Their qualifications are 'Im a fan' and we have a few guys worked on EQN which is the exact opposite of a successful project.
The dev team has very little credibility based on a portfolio of previous work therefore the demand that they show actual mechanics and evidence that they can do what they are claiming is completely fair.
Is that really true? I was under the impression that they worked in the industry. For example, Jeffrey Bard, the lead designer, worked for Everquest, Everquest II and Planetside II. Jason Crawford, lead Technical designer, is the same deal (same games) along with other games.
Not sure how you came to that conclusion?
edit: huh, David Thorfield also worked in the industry on Gears of War 3, Ghostbusters, Pirates of the Carribean, some NFL game ...
I think it's a question of their roles. The vast majority of the team seems to have had Jr roles or limited time. Not sure if any of them had actually led a MMORPG to launch before before. If so let me know. There is a HUGE difference between being a designer for an expansion and creating some content and being "The Guy" who is designing a game and it's mechanics from scratch and then taking a team through all the trial and tribulations to get to launch.
..... because others have been soooooo successful at launching MMORPGs lol. Really? I could probably count on one hand the number of good launches. It would be difficult to do worse. Actually, being spectators to launches is probably just as relevant since they acknowledge the problem instead of believing that they "know what they're doing"
The difference with the previous generation of MMO kick starters is that the head devs had actually released and managed successful MMOs (CU - DAOC, WAR | CF - SB, SWG, UO).
Sure the KS videos did not show mechanics, but they had a body of work for the player to judge if they are capable of delivering.
This does not exist for AoC. Their qualifications are 'Im a fan' and we have a few guys worked on EQN which is the exact opposite of a successful project.
The dev team has very little credibility based on a portfolio of previous work therefore the demand that they show actual mechanics and evidence that they can do what they are claiming is completely fair.
Is that really true? I was under the impression that they worked in the industry. For example, Jeffrey Bard, the lead designer, worked for Everquest, Everquest II and Planetside II. Jason Crawford, lead Technical designer, is the same deal (same games) along with other games.
Not sure how you came to that conclusion?
edit: huh, David Thorfield also worked in the industry on Gears of War 3, Ghostbusters, Pirates of the Carribean, some NFL game ...
I think it's a question of their roles. The vast majority of the team seems to have had Jr roles or limited time. Not sure if any of them had actually led a MMORPG to launch before before. If so let me know. There is a HUGE difference between being a designer for an expansion and creating some content and being "The Guy" who is designing a game and it's mechanics from scratch and then taking a team through all the trial and tribulations to get to launch.
It has been proven over and over again that having launch experience as a lead means nothing.
Guess we shall see
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
So yet another Star citizen,a game that never completes and just keeps asking for more money for some new stretch goal.So a healthy profitable enterprise while never having to complete a game.
The "NODE" system looks as cheapo as BDO and won't be something i am much interested in.
The rest is just chit chat,means nothing to me,i guess because i won't be giving ANY developer free money to build a game,so i want to see and hear results not promises.
The question about keeping old zones relevant seemed to stump him,the answer was a weak one.The BEST way to do it is via a sub class system.he mentioned battlegrounds if i heard it right,wtf does that have to do with old zones?He also seemed to point directly at NODES to keeping old zones important and that is NOT something that will matter at all.So a zone will be empty might change the NODE aspect but the zone is still empty which was the POINT of the question.
Even the very first question...WHY did you decide to make Ashes seemed to stump him.I believe he simply wanted to profit from his OWN game and saw a way to do it real cheap with almost no personal investment.The node system i am certain was influenced by BDO,so imo this game was just quickly whipped together and they are now piecing it together with stretch goals.So a very sloppy design structure.
Never forget 3 mile Island and never trust a government official or company spokesman.
Character customization question really bothered me.They BOTH seem to think customization ONLY means visual which the weakest most meaningless aspect of customization.Just think about the real world we live in,you think people walk around and say "man i am happy because i look different than the guy across the street",of course not ,visual does NOT a person make.
I am looking for a rpg experience in a living world,not a Mr.dressup with added tattoos and wigs, the visual aspect is not even remotely important to me.Instead i want cool looking gear because 90% of our characters are covered by gear.
Never forget 3 mile Island and never trust a government official or company spokesman.
The difference with the previous generation of MMO kick starters is that the head devs had actually released and managed successful MMOs (CU - DAOC, WAR | CF - SB, SWG, UO).
Sure the KS videos did not show mechanics, but they had a body of work for the player to judge if they are capable of delivering.
This does not exist for AoC. Their qualifications are 'Im a fan' and we have a few guys worked on EQN which is the exact opposite of a successful project.
The dev team has very little credibility based on a portfolio of previous work therefore the demand that they show actual mechanics and evidence that they can do what they are claiming is completely fair.
Is that really true? I was under the impression that they worked in the industry. For example, Jeffrey Bard, the lead designer, worked for Everquest, Everquest II and Planetside II. Jason Crawford, lead Technical designer, is the same deal (same games) along with other games.
Not sure how you came to that conclusion?
edit: huh, David Thorfield also worked in the industry on Gears of War 3, Ghostbusters, Pirates of the Carribean, some NFL game ...
I think it's a question of their roles. The vast majority of the team seems to have had Jr roles or limited time. Not sure if any of them had actually led a MMORPG to launch before before. If so let me know. There is a HUGE difference between being a designer for an expansion and creating some content and being "The Guy" who is designing a game and it's mechanics from scratch and then taking a team through all the trial and tribulations to get to launch.
It has been proven over and over again that having launch experience as a lead means nothing.
Guess we shall see
Well, point being, Shroud of the Avatar is headed by Richard Garriott. Yet the whole development seems a bit labored.
I do think your original point is well taken. However, It wouldn't be the first time someone with a vision but no experience started a successful company. Of course, it takes an exceptional person/group of people to do, but we've seen it so it does happen.
I think they've put together a successful enough presentation to show that they can put a game together. Whether they can put a "great" game together and complete it is another thing but you run the risk of that with any kickstarter.
I haven't given them money because some of their design decisions aren't to my liking but from the variety of companies that claim they can put together an mmo, I think they have a decent shot.
Like Skyrim? Need more content? Try my Skyrim mod "Godfred's Tomb."
The difference with the previous generation of MMO kick starters is that the head devs had actually released and managed successful MMOs (CU - DAOC, WAR | CF - SB, SWG, UO).
Sure the KS videos did not show mechanics, but they had a body of work for the player to judge if they are capable of delivering.
This does not exist for AoC. Their qualifications are 'Im a fan' and we have a few guys worked on EQN which is the exact opposite of a successful project.
The dev team has very little credibility based on a portfolio of previous work therefore the demand that they show actual mechanics and evidence that they can do what they are claiming is completely fair.
Is that really true? I was under the impression that they worked in the industry. For example, Jeffrey Bard, the lead designer, worked for Everquest, Everquest II and Planetside II. Jason Crawford, lead Technical designer, is the same deal (same games) along with other games.
Not sure how you came to that conclusion?
edit: huh, David Thorfield also worked in the industry on Gears of War 3, Ghostbusters, Pirates of the Carribean, some NFL game ...
I think it's a question of their roles. The vast majority of the team seems to have had Jr roles or limited time. Not sure if any of them had actually led a MMORPG to launch before before. If so let me know. There is a HUGE difference between being a designer for an expansion and creating some content and being "The Guy" who is designing a game and it's mechanics from scratch and then taking a team through all the trial and tribulations to get to launch.
It has been proven over and over again that having launch experience as a lead means nothing.
Proven by whom ? You ?
Please tell me you're not going to try to "prove" that experience is irrelevant in the games industry, lol
..... because others have been soooooo successful at launching MMORPGs lol. Really? I could probably count on one hand the number of good launches. It would be difficult to do worse. Actually, being spectators to launches is probably just as relevant since they acknowledge the problem instead of believing that they "know what they're doing"
Again the reverse bizarro logic.
If studios with 100x more experience and money can't launch an MMO, then the rational conclusion is that people with way less experience and money will have an even harder time.
Why are you making stuff up? The team is made up of people who worked on EQ, EQ 2, EQ Next, Star Wars Galaxies, Planetside, and Vanguard. You are being disingenuous for no reason.
Their most recent relevant experience with an actual MMORPG was a giant fail. So was Planetside 2 which I am very familiar with. All they have that is 'successful' is non-leadership positions on 10-15+ year old games.
The difference with the previous generation of MMO kick starters is that the head devs had actually released and managed successful MMOs (CU - DAOC, WAR | CF - SB, SWG, UO).
Sure the KS videos did not show mechanics, but they had a body of work for the player to judge if they are capable of delivering.
This does not exist for AoC. Their qualifications are 'Im a fan' and we have a few guys worked on EQN which is the exact opposite of a successful project.
The dev team has very little credibility based on a portfolio of previous work therefore the demand that they show actual mechanics and evidence that they can do what they are claiming is completely fair.
Is that really true? I was under the impression that they worked in the industry. For example, Jeffrey Bard, the lead designer, worked for Everquest, Everquest II and Planetside II. Jason Crawford, lead Technical designer, is the same deal (same games) along with other games.
Not sure how you came to that conclusion?
edit: huh, David Thorfield also worked in the industry on Gears of War 3, Ghostbusters, Pirates of the Carribean, some NFL game ...
I think it's a question of their roles. The vast majority of the team seems to have had Jr roles or limited time. Not sure if any of them had actually led a MMORPG to launch before before. If so let me know. There is a HUGE difference between being a designer for an expansion and creating some content and being "The Guy" who is designing a game and it's mechanics from scratch and then taking a team through all the trial and tribulations to get to launch.
It has been proven over and over again that having launch experience as a lead means nothing.
Proven by whom ? You ?
Please tell me you're not going to try to "prove" that experience is irrelevant in the games industry, lol
Yeah but he didn't say that did he?
Like Skyrim? Need more content? Try my Skyrim mod "Godfred's Tomb."
..... because others have been soooooo successful at launching MMORPGs lol. Really? I could probably count on one hand the number of good launches. It would be difficult to do worse. Actually, being spectators to launches is probably just as relevant since they acknowledge the problem instead of believing that they "know what they're doing"
Again the reverse bizarro logic.
If studios with 100x more experience and money can't launch an MMO, then the rational conclusion is that people with way less experience and money will have an even harder time.
Not at all, you're showing experience bias in believing that they've done it more and therefore must know "things". The reality is that there are really good reasons that seemingly all launches go poorly, it's because the time between releases is so long that you run into things like tool changes, engine changes, whole language changes. In reality, the likelihood that you would have someone sitting in your office, interviewing for a job who has experience in whatever your platform you're launching on is, is highly unlikely. What you have is a list of very nebulous "stuff" that could go wrong, and that list isn't really something that's a trade secret.
Oh! Also, the extended Alpha/Beta programs that are run these days actually mitigate a LOT of the launch problems that are traditionally experienced.
So, yeah, you don't need "experience" launching a game. The only people who MIGHT benefit from experience would be someone like Nexen who has like 30 or 40 games in the pipe. That's all, though.
Why are you making stuff up? The team is made up of people who worked on EQ, EQ 2, EQ Next, Star Wars Galaxies, Planetside, and Vanguard. You are being disingenuous for no reason.
Their most recent relevant experience with an actual MMORPG was a giant fail. So was Planetside 2 which I am very familiar with. All they have that is 'successful' is non-leadership positions on 10-15+ year old games.
When a game fails it is generally not the teams fault. It usually has to do with management.
All we have to do is look at what they have created already and they are early pre-alpha. Their original assets look amazing. The game runs smooth (I believe he said it is already 60 fps before optimization in their most dense area.). The environments and seasons also look really good.
Keep in mind that is all before they have really ramped up production. Up until now they have been in the early stages of development getting the basics going. They are hiring a lot more people in the next month.
If you don't want to back it that is fine but why try to shit on a game that would only benefit you if they succeeded?
It's a damn good thing that early MMOs like UO, EQ, DAoC, Lineage, etc., were all created by people who had many years of experience launching MMOs... oh wait.
"Social media gives legions of idiots the right to speak when they once only spoke at a bar after a glass of wine, without harming the community ... but now they have the same right to speak as a Nobel Prize winner. It's the invasion of the idiots”
― Umberto Eco
“Microtransactions? In a single player role-playing game? Are you nuts?” ― CD PROJEKT RED
It's a damn good thing that early MMOs like UO, EQ, DAoC, Lineage, etc., were all created by people who had many years of experience launching MMOs... oh wait.
You are right. The best thing a hiring manager can do is throw away all the resumes from people with successful relevant experience when hiring for a position...
I mean, nobody is saying it's IMPOSSIBLE for people without experience to be successful, but to blow it all off and say it's not a valid concern is silly. If given 2 candidates to leave my project, both with nearly identical skillsets and one of them has SUCCESSFULLY led a project... I thin it's obvious which one i would choose to lead my project.
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
It's a damn good thing that early MMOs like UO, EQ, DAoC, Lineage, etc., were all created by people who had many years of experience launching MMOs... oh wait.
You are right. The best thing a hiring manager can do is throw away all the resumes from people with successful relevant experience when hiring for a position...
I mean, nobody is saying it's IMPOSSIBLE for people without experience to be successful, but to blow it all off and say it's not a valid concern is silly. If given 2 candidates to leave my project, both with nearly identical skillsets and one of them has SUCCESSFULLY led a project... I thin it's obvious which one i would choose to lead my project.
Lol, I wouldn't hire someone with all the experience in the world if they weren't a good fit for my team. I did that once and it cost me my hair and 6 months of my sanity. In the end, we were doing shit just fine and all the supposed expert did was slow us down and create rifts in our team.
It's a common mistake to over value experience. Chances are, if you have someone who is inexperienced they will do much more research and be much more objective because they DON'T know what they're doing. Someone who is experienced will be more likely to be set in their ways and closed to new ideas. That is, more likely to, not a given.
If you don't want to back it that is fine but why try to shit on a game that would only benefit you if they succeeded?
They are asking for community money so it is entirely fair to judge the merits of the project. Also, when KS projects fail, or massively under-deliver is affects the entire industry by undermining consumer confidence.
They are claiming they will 'rebirth' an billion dollar industry with a small budget, lack of games industry leadership experience and in under 2 years. CU, CF even Pantheon never made such wild claims and always understood they will be niche.
The project is setting up for a potential giant disaster that may kill KS period for actual legitimate developers.
It's a damn good thing that early MMOs like UO,
EQ, DAoC, Lineage, etc., were all created by people who had many years
of experience launching MMOs... oh wait.
The giant difference being those studios never asked for community handouts on their very first project in a very difficult industry.
Most new studios with no previous shipped games will self-fund until it is playable then go early access. Their work stands on its own merits. Intrepid is asking people to go all in when they have delivered nothing but some fluff UE4 footage and a word press website.
It's a damn good thing that early MMOs like UO, EQ, DAoC, Lineage, etc., were all created by people who had many years of experience launching MMOs... oh wait.
You are right. The best thing a hiring manager can do is throw away all the resumes from people with successful relevant experience when hiring for a position...
I mean, nobody is saying it's IMPOSSIBLE for people without experience to be successful, but to blow it all off and say it's not a valid concern is silly. If given 2 candidates to leave my project, both with nearly identical skillsets and one of them has SUCCESSFULLY led a project... I thin it's obvious which one i would choose to lead my project.
If anything it's more possible to do it these days than it was in the pioneering days of MMOs simply because there is a huge knowledge base about MMO design and development that didn't exist 20 years ago.
That's not to say that belief should be suspended to the point where people think that one MMA promoter and one hermit living in the backwoods of Maine can create a Greedmonger. That was just plain wacky.
And BTW, I have always been suspicious of people with really impressive resumes looking for a new job. Why are they looking for a new one? What happened at the last one? I mean, would this be a better project if you replaced Steven with Smedly?
"Social media gives legions of idiots the right to speak when they once only spoke at a bar after a glass of wine, without harming the community ... but now they have the same right to speak as a Nobel Prize winner. It's the invasion of the idiots”
― Umberto Eco
“Microtransactions? In a single player role-playing game? Are you nuts?” ― CD PROJEKT RED
No back then they just asked for Corporate handouts
If you don't understand the difference between investing and donating I don't know what to tell you.
The risk calculation is a lot different when you own a share of the potential profits and have leverage over the management of the project vs being a random internet donator.
A game can be terrible yet still provide a good ROI (P2W Asian Games). Unfortunately for the KS backer if the game sucks you do not get any of the money back, you are just stuck with a defective product.
Comments
Not sure how you came to that conclusion?
edit: huh, David Thorfield also worked in the industry on Gears of War 3, Ghostbusters, Pirates of the Carribean, some NFL game ...
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
Quite often the financial backers have ZERO MMO experience whatsoever. In this case their investor is fully involved and hands on in the creation of the game.
He is a huge fan who ran a large guild on Archage and other MMOs with a lot of money and decided to make his own game.
If you have zero faith in the game why are you even here?
I'm very interested in this title.
"Be water my friend" - Bruce Lee
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
거북이는 목을 내밀 때 안 움직입니다
Crazkanuk
----------------
Azarelos - 90 Hunter - Emerald
Durnzig - 90 Paladin - Emerald
Demonicron - 90 Death Knight - Emerald Dream - US
Tankinpain - 90 Monk - Azjol-Nerub - US
Brindell - 90 Warrior - Emerald Dream - US
----------------
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
So yet another Star citizen,a game that never completes and just keeps asking for more money for some new stretch goal.So a healthy profitable enterprise while never having to complete a game.
The "NODE" system looks as cheapo as BDO and won't be something i am much interested in.
The rest is just chit chat,means nothing to me,i guess because i won't be giving ANY developer free money to build a game,so i want to see and hear results not promises.
The question about keeping old zones relevant seemed to stump him,the answer was a weak one.The BEST way to do it is via a sub class system.he mentioned battlegrounds if i heard it right,wtf does that have to do with old zones?He also seemed to point directly at NODES to keeping old zones important and that is NOT something that will matter at all.So a zone will be empty might change the NODE aspect but the zone is still empty which was the POINT of the question.
Even the very first question...WHY did you decide to make Ashes seemed to stump him.I believe he simply wanted to profit from his OWN game and saw a way to do it real cheap with almost no personal investment.The node system i am certain was influenced by BDO,so imo this game was just quickly whipped together and they are now piecing it together with stretch goals.So a very sloppy design structure.
Never forget 3 mile Island and never trust a government official or company spokesman.
I am looking for a rpg experience in a living world,not a Mr.dressup with added tattoos and wigs, the visual aspect is not even remotely important to me.Instead i want cool looking gear because 90% of our characters are covered by gear.
Never forget 3 mile Island and never trust a government official or company spokesman.
거북이는 목을 내밀 때 안 움직입니다
I do think your original point is well taken. However, It wouldn't be the first time someone with a vision but no experience started a successful company. Of course, it takes an exceptional person/group of people to do, but we've seen it so it does happen.
I think they've put together a successful enough presentation to show that they can put a game together. Whether they can put a "great" game together and complete it is another thing but you run the risk of that with any kickstarter.
I haven't given them money because some of their design decisions aren't to my liking but from the variety of companies that claim they can put together an mmo, I think they have a decent shot.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
Please tell me you're not going to try to "prove" that experience is irrelevant in the games industry, lol
Again the reverse bizarro logic.
If studios with 100x more experience and money can't launch an MMO, then the rational conclusion is that people with way less experience and money will have an even harder time.
Their most recent relevant experience with an actual MMORPG was a giant fail. So was Planetside 2 which I am very familiar with. All they have that is 'successful' is non-leadership positions on 10-15+ year old games.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
Not at all, you're showing experience bias in believing that they've done it more and therefore must know "things". The reality is that there are really good reasons that seemingly all launches go poorly, it's because the time between releases is so long that you run into things like tool changes, engine changes, whole language changes. In reality, the likelihood that you would have someone sitting in your office, interviewing for a job who has experience in whatever your platform you're launching on is, is highly unlikely. What you have is a list of very nebulous "stuff" that could go wrong, and that list isn't really something that's a trade secret.
Oh! Also, the extended Alpha/Beta programs that are run these days actually mitigate a LOT of the launch problems that are traditionally experienced.
So, yeah, you don't need "experience" launching a game. The only people who MIGHT benefit from experience would be someone like Nexen who has like 30 or 40 games in the pipe. That's all, though.
Crazkanuk
----------------
Azarelos - 90 Hunter - Emerald
Durnzig - 90 Paladin - Emerald
Demonicron - 90 Death Knight - Emerald Dream - US
Tankinpain - 90 Monk - Azjol-Nerub - US
Brindell - 90 Warrior - Emerald Dream - US
----------------
All we have to do is look at what they have created already and they are early pre-alpha. Their original assets look amazing. The game runs smooth (I believe he said it is already 60 fps before optimization in their most dense area.). The environments and seasons also look really good.
Keep in mind that is all before they have really ramped up production. Up until now they have been in the early stages of development getting the basics going. They are hiring a lot more people in the next month.
If you don't want to back it that is fine but why try to shit on a game that would only benefit you if they succeeded?
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― CD PROJEKT RED
I mean, nobody is saying it's IMPOSSIBLE for people without experience to be successful, but to blow it all off and say it's not a valid concern is silly. If given 2 candidates to leave my project, both with nearly identical skillsets and one of them has SUCCESSFULLY led a project... I thin it's obvious which one i would choose to lead my project.
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
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It's a common mistake to over value experience. Chances are, if you have someone who is inexperienced they will do much more research and be much more objective because they DON'T know what they're doing. Someone who is experienced will be more likely to be set in their ways and closed to new ideas. That is, more likely to, not a given.
Crazkanuk
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They are claiming they will 'rebirth' an billion dollar industry with a small budget, lack of games industry leadership experience and in under 2 years. CU, CF even Pantheon never made such wild claims and always understood they will be niche.
The project is setting up for a potential giant disaster that may kill KS period for actual legitimate developers.
The giant difference being those studios never asked for community handouts on their very first project in a very difficult industry.
Most new studios with no previous shipped games will self-fund until it is playable then go early access. Their work stands on its own merits. Intrepid is asking people to go all in when they have delivered nothing but some fluff UE4 footage and a word press website.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
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The risk calculation is a lot different when you own a share of the potential profits and have leverage over the management of the project vs being a random internet donator.
A game can be terrible yet still provide a good ROI (P2W Asian Games). Unfortunately for the KS backer if the game sucks you do not get any of the money back, you are just stuck with a defective product.