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Post by earlparvisjam on Aug 1, 2014 18:14:54 GMT
On the Steam forums, there was discussion about Godus funding and this was stated by Matthew: I've avoided being "that guy" up until this point, but this just smacks of dubious intent. We keep hearing the party line go on and on about how normal development takes 2-4 years and now see that they didn't even set their greenlight target for half enough to fund this project for that time frame. I know it's been hovering at the back of my head for a while, but until now, there was an amount of plausible deniability as to how 22Cans went about funding this fiasco. Please, someone, give me some explanation as to how this is justifiable so I can put the tinfoil away and go back to being my old skeptical self. The hat really messes with my hair and people are starting to give me looks...
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Post by Monkeythumbz on Aug 1, 2014 18:29:01 GMT
I'll speak to Peter and see if I can arrange for us to share details about all of this. It's something I've been wanting to do for a while now anyway, but the Settlements revamp update has kinda knocked the studio for six for the last month and a half.
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Lord Ba'al
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Post by Lord Ba'al on Aug 1, 2014 18:30:34 GMT
I'm not sure it's because of the tinfoil hat, it might just be that you look like a walking piece of cheese. Perhaps they should have set their target higher during the kickstarter, but it is highly likely that the project wouldn't have reached its target if they had. At least they have found some kind of additional funding so the project can continue. What bugs me is the stretch goals. "If we reach this and this target we'll do 3 different multi-player modes." "If we reach this and this we'll do a Linux version." Seems apparent now that none of those stretch goals could ever have been realized with the amounts that were set for them. Without the additional funding the Linux version and multi-player modes and whatever other stretch goals there were would never have seen the light of day. That feels like misdirection to me. If the stretch goals hadn't been set the project might have still required additional funding but the goal would have been much more realistic.
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Matthew Allen
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Post by Matthew Allen on Aug 1, 2014 18:32:11 GMT
Just offered up a reply to the post in question over here. Saw this thread popped up in the last couple of minutes so figured I'd pop in and post the link.
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Lord Ba'al
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I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
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Steam: stonelesscutter
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Post by Lord Ba'al on Aug 1, 2014 18:36:37 GMT
Just offered up a reply to the post in question over here. Saw this thread popped up in the last couple of minutes so figured I'd pop in and post the link. This quote you posted on Steam... ...seems not really applicable to project Godus. This guy talks about designing the game much bigger than originally anticipated. It seems with Godus that it's exactly the other way around. Peter had big big plans and over time they have had to be watered down again and again.
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Post by Matthew Allen on Aug 1, 2014 18:43:16 GMT
Just offered up a reply to the post in question over here. Saw this thread popped up in the last couple of minutes so figured I'd pop in and post the link. This quote you posted on Steam... ...seems not really applicable to project Godus. This guy talks about designing the game much bigger than originally anticipated. It seems with Godus that it's exactly the other way around. Peter had big big plans and over time they have had to be watered down again and again. It's definitely not a quote that I meant to be used as a 'word for word' representation, but more so highlighting the fact that the father of Kickstarter game funding* sought funding after the Kickstarter (and after octupling their original goal). * I use that term loosely, as there were games on Kickstarter way before Broken Age. Double Fine was just the first company to leverage the platform with such success as they did which no doubt paved the way for many Kickstarters to follow from industry vets and otherwise.
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Lord Ba'al
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I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
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Steam: stonelesscutter
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Post by Lord Ba'al on Aug 1, 2014 18:45:20 GMT
I would be interested to learn how much of his own money Peter Molyneux has invested into the project/22Cans and also how much other investors (if there are any) have put in to give birth to/sustain Godus and/or 22Cans.
I'm sure we'll never learn, but that's a shame. I think it might help make a lot of backers feel better about whichever amount of funds they have put up to help the project. I know Sam had 400 quid invested into it and I'm sure plenty of other 22Cans employees have put up generous amounts as well. But what if there are people who invested tens of thousands or even hundreds of thousands or more?
Say about 10,000 backers provided about 500,000 worth of funds. Perhaps there are other investors who have another 500,000 or even 1,000,000 in the project between them divided over only a handful of people.
I would love to know more.
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Lord Ba'al
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Post by Lord Ba'al on Aug 1, 2014 18:47:37 GMT
It's definitely not a quote that I meant to be used as a 'word for word' representation, but more so highlighting the fact that the father of Kickstarter game funding* sought funding after the Kickstarter (and after octupling their original goal). * I use that term loosely, as there were games on Kickstarter way before Broken Age. Double Fine was just the first company to leverage the platform with such success as they did which no doubt paved the way for many Kickstarters to follow from industry vets and otherwise. I have no problem with any company finding funding of any kind whatsoever, as long as it doesn't invalidate other investors "rights". I'm sure pretty much everyone will feel the same way.
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Post by nerdyvonnerdling on Aug 1, 2014 18:47:41 GMT
Please, someone, give me some explanation as to how this is justifiable so I can put the tinfoil away and go back to being my old skeptical self. The hat really messes with my hair and people are starting to give me looks... I don't think it's uncommon practice to use kickstarter to 'kickstart' a project and continue seeking funding elsewhere. I don't find that dubious, personally, though I do think there are definite dubious marketing points we can talk about in regards to their kickstarter campaign. Just to elaborate a bit on my response in that thread, their kickstarter funding gave them 526,563 pounds, which (to make it easier for me, sorry) converts to $884,626. Kickstarter gets some percentage of that (I think 5%), and taxes must be applied, so that cuts into that amount. Assume it doesn't, and you distribute it evenly amongst your employees while factoring in no overhead of any kind. That's still only 40k a person, in a best-case implausible scenario. So the justification would be, people gotta eat and pay rent/mortgages/whatever.
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Matthew Allen
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Post by Matthew Allen on Aug 1, 2014 19:07:22 GMT
Please, someone, give me some explanation as to how this is justifiable so I can put the tinfoil away and go back to being my old skeptical self. The hat really messes with my hair and people are starting to give me looks... I don't think it's uncommon practice to use kickstarter to 'kickstart' a project and continue seeking funding elsewhere. I don't find that dubious, personally, though I do think there are definite dubious marketing points we can talk about in regards to their kickstarter campaign. Just to elaborate a bit on my response in that thread, their kickstarter funding gave them 526,563 pounds, which (to make it easier for me, sorry) converts to $884,626. Kickstarter gets some percentage of that (I think 5%), and taxes must be applied, so that cuts into that amount. Assume it doesn't, and you distribute it evenly amongst your employees while factoring in no overhead of any kind. That's still only 40k a person, in a best-case implausible scenario. So the justification would be, people gotta eat and pay rent/mortgages/whatever. Indeed. To offer even more elaborations: - Kickstarter applies a 5% fee
- Amazon applies a 3-5% credit card processing fee
- At the end of the funding period, when the on-file credit cards are actually charged, a rather significant percentage of all credit card payments get denied due to insufficient funds (this varies from project to project but is typically much higher percentage than most people realize)
- There's also the steep cost of producing physical backer rewards and shipping them worldwide
All of the above takes a significant chunk out of the final funded amount and when all's said and done there's much less money than what the Kickstarter page actually lists as the final funded amount (and that doesn't even factor in paying the actual people working on the game). As an aside, there's some really great reading material about a bunch of this stuff, and Kickstarter in general, over on sites like Gamasutra. Articles such as this and this are good reads.
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Lord Ba'al
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I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
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Post by Lord Ba'al on Aug 1, 2014 19:21:46 GMT
If I were ever to do a kickstarter for a game I would probably try not to have as much physical rewards. I think I've learned an awful lot about what not to do in a kickstarter by following this project. So thanks, I guess.
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Post by Deleted on Aug 1, 2014 19:51:25 GMT
I don't think it's uncommon practice to use kickstarter to 'kickstart' a project and continue seeking funding elsewhere. I don't find that dubious, personally, though I do think there are definite dubious marketing points we can talk about in regards to their kickstarter campaign. Just to elaborate a bit on my response in that thread, their kickstarter funding gave them 526,563 pounds, which (to make it easier for me, sorry) converts to $884,626. Kickstarter gets some percentage of that (I think 5%), and taxes must be applied, so that cuts into that amount. Assume it doesn't, and you distribute it evenly amongst your employees while factoring in no overhead of any kind. That's still only 40k a person, in a best-case implausible scenario. So the justification would be, people gotta eat and pay rent/mortgages/whatever. Indeed. To offer even more elaborations: - Kickstarter applies a 5% fee
- Amazon applies a 3-5% credit card processing fee
- At the end of the funding period, when the on-file credit cards are actually charged, a rather significant percentage of all credit card payments get denied due to insufficient funds (this varies from project to project but is typically much higher percentage than most people realize)
- There's also the steep cost of producing physical backer rewards and shipping them worldwide
All of the above takes a significant chunk out of the final funded amount and when all's said and done there's much less money than what the Kickstarter page actually lists as the final funded amount (and that doesn't even factor in paying the actual people working on the game). As an aside, there's some really great reading material about a bunch of this stuff, and Kickstarter in general, over on sites like Gamasutra. Articles such as this and this are good reads. you knowed this before with the fees when they are so high why not set the Goal higher?! and posting these arcticle for me they are only excuses! biggest the broken age arcticle here a quote from a reddit user after bomb explode : www.reddit.com/r/Games/comments/1hivv9/broken_age_tim_schafers_kickstarter_game_needs/caus4zl
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Post by Deleted on Aug 1, 2014 19:52:57 GMT
and any idea how you will fullfill the Kickstarter phisical items?
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Post by Monkeythumbz on Aug 1, 2014 19:59:11 GMT
and any idea how you will fullfill the Kickstarter phisical items? We already have.
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Post by earlparvisjam on Aug 1, 2014 20:40:42 GMT
I don't think it's uncommon practice to use kickstarter to 'kickstart' a project and continue seeking funding elsewhere. I don't find that dubious, personally, though I do think there are definite dubious marketing points we can talk about in regards to their kickstarter campaign. Just to elaborate a bit on my response in that thread, their kickstarter funding gave them 526,563 pounds, which (to make it easier for me, sorry) converts to $884,626. Kickstarter gets some percentage of that (I think 5%), and taxes must be applied, so that cuts into that amount. Assume it doesn't, and you distribute it evenly amongst your employees while factoring in no overhead of any kind. That's still only 40k a person, in a best-case implausible scenario. So the justification would be, people gotta eat and pay rent/mortgages/whatever. Indeed. To offer even more elaborations: - Kickstarter applies a 5% fee
- Amazon applies a 3-5% credit card processing fee
- At the end of the funding period, when the on-file credit cards are actually charged, a rather significant percentage of all credit card payments get denied due to insufficient funds (this varies from project to project but is typically much higher percentage than most people realize)
- There's also the steep cost of producing physical backer rewards and shipping them worldwide
All of the above takes a significant chunk out of the final funded amount and when all's said and done there's much less money than what the Kickstarter page actually lists as the final funded amount (and that doesn't even factor in paying the actual people working on the game). As an aside, there's some really great reading material about a bunch of this stuff, and Kickstarter in general, over on sites like Gamasutra. Articles such as this and this are good reads. It's interesting you post a Gamasutra article from a year ago that talks about Godus and how questionable its funding was back then. Remember, at the time of that article, the Kickstarter was green with a nice bit more than asked and they'd just announced their association with DeNA a few months back. This was before they even went to Early Access. The October one doesn't exactly state much that relates to Godus, well except this nice little tidbit: I could sit here and crunch numbers all day but, in the end, what you're doing is trying to excuse things by technicality. 22Cans is supposed to be a professional company run by a long time expert in the field. Either PM knows what he was doing and played fast and loose with funding this project or else he has no idea how to plan a project's budget to the extent that he vastly miscalculates how much funding it would need. The reality is that Godus is vastly underfunded, horribly behind schedule, and poorly planned out. We're 1.5 years past a greenlit Kickstarter that had a working pvp prototype and the current pc version is little more than a shovelware port of a f2p iOS app. Most of the game is still undeveloped, a good portion of which makes up the framework for all online interaction. The continued development hinges on funding that's sounding less and less certain all the time. And we're supposed to just shrug when it turns out that funding for this project is starting to sound like a hustle. Somehow, we're supposed to believe that Godus will be finished and online before the money from Early Access and mobile purchases run out. That's a hard one to accept the longer this goes on...
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Post by Deleted on Aug 1, 2014 21:32:27 GMT
Kickstarter: "The funding goal is the amount of money that a creator needs to complete their project."
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Post by hardly on Aug 1, 2014 22:14:18 GMT
Hi,
First of all let me say I think its wrong to set a kickstarter goal that is less than what you need to complete the project. Now this doesn't mean you can't bring in funding from other sources (your own money, outside investors, etc) just that you have to have that secured and know you can finish the project on the budget. I also agree that agreements with investors should not compromise promises made to kickstarter backers.
Peter has suggested to future kickstarters that they set their target below what they need. I think this is wrong, if it was intended that projects get less than they need kickstarter would pay out at any level (not just target level and above). To pay out at a level below required is completely counterintuitive. I have to acknowledge that Peter is surely not the only one doing this. I was concerned how low for example universesims target was.
I think it was reasonable to assume that with the progress they'd already made it wouldn't take much to finish as pointed out by someone above. I feel like the development process was shoddy (see posts about iterative design in other threads) and mismanaged. The lack of design documentation has left the aimless and most of all the mobile development had been a massive distraction, suck on resources and time, and a limiting factor design wise. Surely if they'd constrained themselves to an interesting single player game on the PC they could have completed that based on the kickstarter budget. Once they had a successful single player game on steam early access that would have generated funding for a multiplayer addon and a mobile game if they wanted to go there. Everybody would have been happy. Instead they've gone for doing all three at once and we have a stinker (which will hopefully get less stinky next week).
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Post by distraction on Aug 1, 2014 22:59:38 GMT
Indeed. To offer even more elaborations: - Kickstarter applies a 5% fee
- Amazon applies a 3-5% credit card processing fee
- At the end of the funding period, when the on-file credit cards are actually charged, a rather significant percentage of all credit card payments get denied due to insufficient funds (this varies from project to project but is typically much higher percentage than most people realize)
- There's also the steep cost of producing physical backer rewards and shipping them worldwide
All of the above takes a significant chunk out of the final funded amount and when all's said and done there's much less money than what the Kickstarter page actually lists as the final funded amount (and that doesn't even factor in paying the actual people working on the game). As an aside, there's some really great reading material about a bunch of this stuff, and Kickstarter in general, over on sites like Gamasutra. Articles such as this and this are good reads. Really? REALLY? a) Amazon payments are not used on the UK site b) I'm pretty sure it wasn't a 'significant' percentage of credit card payments that got denied. c) The physical rewards were of pretty low quality; a cheap IKEA frame for the poster, low quality print on the Tshirts. Also there weren't that many to begin with (just check the tiers).
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Lord Ba'al
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Post by Lord Ba'al on Aug 1, 2014 23:36:39 GMT
It seems Sam van Tilburgh is not too happy with a certain conversation on Steam. Kickstarter cash from December funded the first 10 months of game development where it was then, as we all know, released on Early Access in September. Also, half a million wouldn't really sustain 22 people on three years of development. Matthew with all due respect but you have no authority to talk about this. I would, considering the Kickstarter was my baby and I worked at 22cans for a substantial time but not even I am prepared to talk about that topic (money, who paid what & when). If however what you say is true, you just confirmed the general consensus that Godus is late, very late considering the September 2013 delivery date mentioned on Kickstarter; please see www.kickstarter.com/help/faq/creator+questions for details, in particular; Obviously this is not the case. Ok I get it, it's still in 'beta' but if that's the case you would have to have set the date at a later date for fulfilling the delivery of the 'final game'. This wasn't the case. You keep blaring on about how it takes 2-4 years to make a game (as does G.K.). Unfortunately, people seem to have forgotten that that is not the premise why Peter left Lionhead and why 22cans was founded, the idea as far as I understood it was to be quick to turn things around. What would take weeks at a AAA studio should be done in mere days; link April 2012: www.eurogamer.net/articles/2012-04-11-peter-molyneux-why-i-quit-microsoft-and-why-my-new-game-will-change-the-worldSo, again with all due respect as I know you're doing a job and have to be a mouthpiece with very limited tools available to you but I'm personally a high tier backer and not even I feel happy about this. So don't start talking about money and how it was spend during the first 10 months to develop the 'beta' - that was never mentioned.
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Post by hardly on Aug 1, 2014 23:55:03 GMT
It is very interesting how SamVT has become active again. I wonder where this leads but I also hope he keeps himself safe.
Entwined in all this funding talk is the issue of what constitutes a BETA, ALPHA or as Peter outrageously coined a GAMMA release. I feel like this language has been twisted to justify 22Cans actions and different attempts at gathering funding. If the Steam Early Access version was actually a BETA in the sense that most of us understand it (I'm talking connotation here not denotation) then that would have been a version with 90% of the features set in stone and only in need of tweaking. Had such a build been released as a fulfilment of the kickstarter promises I think that would have been fine. However the build that was undercooked and worse 22Cans obviously didn't consider it complete and have since walked back many of the mechanics and features. More telling is the fact the game is still in flux today with a huge settlement revamp coming and hubworld/Jupiter almost of out of sight at this point.
They've also shifted to this infinite development path where the game will never be done. I actually like the idea of infinite development as done in Kerbal Space programme. In that case the basic game is there and they are just tinkering with it and extending it. If that's what 22Can eventually end up doing with GODUS I think its completely appropriate but I suspect Peter will use the infinite development approach to push GODUS as complete when it is not and then say everything else is icing on the cake rather than something we owe you.
I agree with Sam and others, there is a glaring inconsistency between what was pitched/promised/shown during Kickstarter and what is in evidence now.
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