John Romero and Adrian Carmack's new FPS "Announcement April 25th at 11 am EDT"
#61 Posted 29 April 2016 - 03:08 PM
Asking 700K to start a game without even a mock-up is an unwise idea to me.
MrBlackCat
#62 Posted 29 April 2016 - 04:15 PM
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#64 Posted 30 April 2016 - 03:02 PM
Cage, on 29 April 2016 - 06:45 AM, said:
A lot of the old-guard developers have no earthly idea how Kickstarter works and often nearly fumble due to it. We almost didn't get that new Descent game that we wanted because of that.
#65 Posted 01 May 2016 - 12:18 AM
That said though, I really dig the concept, and having Romero make all the levels sounds rad as fuck.
leilei, on 25 April 2016 - 02:36 PM, said:
We'll see, can't say i'm hyped for it though. Romero has this old habit of overselling concepts to a higher ambition (way before Daikatana) so it's all grain of salt until release to me. SomeDEgameREdesignersKScan'tMAeverRTchange.
Derek Smart, DEREK SMART, DEREK SMART!
This post has been edited by Person of Color: 01 May 2016 - 12:19 AM
#66 Posted 01 May 2016 - 11:05 AM
Carl Winslow, on 30 April 2016 - 03:02 PM, said:
I think it's kind of messed up because Overload has Matt and Mike who came up with the idea of Descent but they're not the team with the name.
#70 Posted 02 August 2016 - 05:55 AM
This post has been edited by NightFright: 02 August 2016 - 05:55 AM
#75 Posted 02 September 2016 - 08:43 PM
HulkNukem, on 02 September 2016 - 12:49 PM, said:
Nah, bump away!
I quickly checked to see if Romero was still taking about the game in any form. Honestly, I figured it was dead, and while it's likely it will never see the light of day, Romero was talking about Blackroom status just a couple of weeks ago with Gamereactor.
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"I'm not sure when we can show it because there are other people involved in the decision-making process now, so we have not tried to make a decision about who and when we can show it, but we are still making the game and it is turning out really good and we're excited to put together a video, and someone's going to be seeing, but I'm not sure who".
#76 Posted 02 September 2016 - 08:51 PM
Sounds like they might've found a publisher of some sort?
#77 Posted 29 January 2017 - 05:31 AM
http://store.steampo....com/app/586310
#78 Posted 29 January 2017 - 06:03 AM
This post has been edited by Mark.: 29 January 2017 - 06:04 AM
#79 Posted 29 January 2017 - 10:38 AM
#80 Posted 29 January 2017 - 02:45 PM
Marphy Black, on 29 January 2017 - 05:31 AM, said:
http://store.steampo....com/app/586310
His kid designed it, and the game is actally really neat, been playing it on my phone today a bit. There's enough shooting and gore in it to pass for a legit Romero game
#82 Posted 29 January 2017 - 02:55 PM
#83 Posted 29 January 2017 - 03:01 PM
Then again the initial momentum from the reveal has long since fizzled out and it'd be relatively hard to recapture that.
#84 Posted 29 January 2017 - 03:18 PM
#85 Posted 29 January 2017 - 03:49 PM
He had an interview last November and he mentioned it.
This post has been edited by HulkNukem: 29 January 2017 - 03:50 PM
#86 Posted 29 January 2017 - 03:55 PM
CryptKiller, on 29 January 2017 - 03:18 PM, said:
Crowdfunding in general has slowed down for a very long time now. These days you typically need to have the product fully designed and partially completed to prove you're capable of pulling it off and be asking for a relatively small amount. Interceptor's Rad Rodgers is an example of a recent kickstarter that met these requirements and did well. You certainly don't get anywhere with a concept these days. Of course there are always exceptions.
#87 Posted 30 January 2017 - 08:23 AM
CryptKiller, on 29 January 2017 - 03:18 PM, said:
I wouldn't say most crowdfunded games are disappointments. Most of my favorite games the past few years were crowdfunded games. But overall funding for them is drying up. People are impatient and games take years to develop. When SC had its funding campaign I said it might honestly take 6-7 years to see a full, proper release. SWTOR took 6 years for their initial launch, and they started with an existing MMO engine and a huge company in place for development. CIG had to hire up and create studios, create an MMO engine from scratch, design lore from scratch, raise money, do tons of public community management and also develop a game that aims to be more ambitious than any project in history.
And people are saying that if they're not 100% down in four years that this is now some scandal and travesty.
But projects are developed behind closed doors and take 6-7 years no one knows, so no one complains.
But board games are doing quite well on Kickstarter because people don't have to wait so long for them after they back them. Usually people go to Kickstarter with a complete board game, with finished art work, rules, etc. and they just need the funds to actually print the game.
#88 Posted 30 January 2017 - 11:34 PM
#89 Posted 31 January 2017 - 03:49 PM
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