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[Interview] Crowfall: Todd Coleman on Being Funded

SBFordSBFord Former Associate EditorMember LegendaryPosts: 33,129

After passing their initial funding goal, Crowfall’s Todd Coleman chats with Red Thomas about what being funded means for the team as they moving and how they plan for what comes next.

Read more of Red Thomas's Crowfall: Todd Coleman on Being Funded.


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Comments

  • LurchUSALurchUSA Member UncommonPosts: 97
    Just because they are funded, does not mean they will get to release.

    There are tons of games that made their funding goals and either disappeared onto vapourware, or got stuck in developer hell, never to be released.

    Just look at Star Citizen!
  • WizardryWizardry Member LegendaryPosts: 19,332

     First off,i have no doubt this game makes it out,in what state i am not yet sure.

    Well to me it sounds normal operations,can't get everything done ,so we cut some stuff out.What bothers me is what happens later?Does that later content that SHOULD have been there day 1 sneak in as cash shop purchases?

    Speaking of which will the MAIN game offer EVERYTHING a cash shop can offer or is this going to be a slow repeat of W101 where less to game and more to cash shop?They literally gave the players NOTHING in that game,everything was geared towards cash shop,i definitely don't want to see a repeat of that.

    Also how about economy,will there be an auction house for players to trade wears or is this something again they don't want ,to save cost and to make sure players can't trade cash shop items?

    There are some VERY important questions that need to be answered in today's payment structure behind these games because imo,it makes or breaks a game no matter how good the game is.

    Also how about LONGEVITY,is there anything geared that is NOT PVP that carries any longevity to it it's design?Or is it basically a single player game design ,meant to be beaten by following some laid out path?

    Oh even more yet...

    So much focus on pvp ,does that not mean that anything PVE will also have to be balance making for a weaker design?I say this because PVE has ALWAYS worked best in a group with unbalanced abilities,that is what sets a ROLE apart from each other.I believe player's WANT a role,they want to feel like an important player in that role,otherwise everyone is just a player in a game spamming their hotbar abilities.

    Never forget 3 mile Island and never trust a government official or company spokesman.

  • PepeqPepeq Member UncommonPosts: 1,977
    There is no doubt in my mind that this game will release... get played... then tossed to the wayside like all the others.  The only real unknown is when it will actually get released.  They *tease* 2016... I'm guessing no sooner than 2017... as such 2 years of hype train is headed our way.
  • gunmanvladgunmanvlad Member UncommonPosts: 281

    I'm not sure I agree with they development plan, I think it's flawed.

     

    Looking at the MMOs that have come out, and what the devs generally say, I have very strong doubts that they understand their market. In my eyes, at the very least you can 100% draw a few conclusions: 

    1). Hype and fanboys are largely useless if the game is crap 

    e.g. Archeage, Wildstar

    2). Your player base changes VERY often

    e.g. WoW (PvE vs PvP and soft-core vs hard-core crowd distribution)

    3). People have NO idea what they way

    e.g. every game that has died and is now being praised as the MMO-Mesiah that has died for our sins (SWG, Ultima Online, etc.)

    4). Different crows have different voices

    e.g. Wildstar: every1 was like "yeah man, back to hardcore challenges! bring them 40 mans!", bt 99% dropped out once they realized HOW HARD it actually was...some were still living in the dream they had during adolescence that they were part of Wold-Class Raiding guilds in WoW

     

    If they want to develop the game with "players", you'll get the most vocal crowds asking for one thing, but 100.000s other players actually wanting something totally different. And ask ANY decent PR manager in this world, the most vocal people are those who most quickly lose interest, so they will fill the forums with "suggestions" and then, even if they get what they want, they will chase the next carrot in 1-2 months.

     

    I would be happier if they stick with a simple idea, but implement it perfectly. Lets face it, the DOTA MOBA design is stupid simple, but the implementation LoL, DOTA, Smite, etc. have of it is amazingly good. Repeat that for RPG third-person MMOS already!

  • m240gulfm240gulf Member UncommonPosts: 460
    There are a lot of smart people already signed on to help make this game, hopefully their collective mind will figure out how to make this work on not fail.  I have high hopes for this game if only for their crafting system, 100% player driven and no npc vendors is a plus.

    I Reject your Reality and Substitute it with My Own!
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  • superjaasuperjaa Member Posts: 4

    "We’re going to start taking a better look at where it makes sense to use that money to shore up the development, or to maybe move things forward.  Honestly, we haven’t done that yet.  We’ve been in the whirlwind of the last week so much that we haven’t had a chance to sit down and take a look at the overall plan.  We haven’t had a chance to say, “Alright, how does this change things for the better?”  I’m excited to have that conversation.  It’ll be a fantastic conversation to have, but we’re not quite there yet."

    .....

    Ummm, what?  If you need money, shouldnt you know what you need it for?  Why are you asking for money when you are not sure what it will be used for?  

     
  • MalaboogaMalabooga Member UncommonPosts: 2,977

    Definitely rule sets, lots of people are scared of FFA full loot PvP ;)

    IMO it would be a shame and missed opportunity if the game launches without couple of rulesets.

  • MalaboogaMalabooga Member UncommonPosts: 2,977
    Originally posted by gunmanvlad

    I'm not sure I agree with they development plan, I think it's flawed.

     

    Looking at the MMOs that have come out, and what the devs generally say, I have very strong doubts that they understand their market. In my eyes, at the very least you can 100% draw a few conclusions: 

    1). Hype and fanboys are largely useless if the game is crap 

    e.g. Archeage, Wildstar

    2). Your player base changes VERY often

    e.g. WoW (PvE vs PvP and soft-core vs hard-core crowd distribution)

    3). People have NO idea what they way

    e.g. every game that has died and is now being praised as the MMO-Mesiah that has died for our sins (SWG, Ultima Online, etc.)

    4). Different crows have different voices

    e.g. Wildstar: every1 was like "yeah man, back to hardcore challenges! bring them 40 mans!", bt 99% dropped out once they realized HOW HARD it actually was...some were still living in the dream they had during adolescence that they were part of Wold-Class Raiding guilds in WoW

     

    If they want to develop the game with "players", you'll get the most vocal crowds asking for one thing, but 100.000s other players actually wanting something totally different. And ask ANY decent PR manager in this world, the most vocal people are those who most quickly lose interest, so they will fill the forums with "suggestions" and then, even if they get what they want, they will chase the next carrot in 1-2 months.

     

    I would be happier if they stick with a simple idea, but implement it perfectly. Lets face it, the DOTA MOBA design is stupid simple, but the implementation LoL, DOTA, Smite, etc. have of it is amazingly good. Repeat that for RPG third-person MMOS already!

     

    All of that comes down to how good developers are. Meaning they have to see big picture and not give in to hype and fanbois themselves...*cough*....*WS*...*cough*

    And theres also publishers, who no doubt had their say and them saying was "make it more like WoW"

    While ceratinly all feedback (well most of it anyway) is valuable, you have to understand who is it coming from and how would it impact everyone - which includes that vast majority that never gives any feedback (except indirectly by quit playing but then its too late already)

     
     
     
  • HerithiusHerithius Member UncommonPosts: 277

    Looks like a lot of potential.  It's hard not to be cynical at indie mmorpg studios promising the world to attract fans (DnL, Mourning, etc). In fact, it's hard to think of any success story but this game certainly trying to be everything I want in a game.

  • imunrealimunreal Member UncommonPosts: 21
    all that hate for wildstar, I still play and <3 it. It's nice to raid with hard mechanics for a change instead of the "fatigue boss" example being wow. <br />I hope crowfall does well. More successful MMOs will be good for the MMO market, even if they are not my style.
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