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“It’s done, there is no way back. We tried, we failed”

kickstarter.com

171–180 of 392 posts

Re: “It’s done, there is no way back. We tried, we failed”

#171

I wanted to believe that a team of 6 to 10 people could make a game that looked and felt AAA. Boy was I wrong! When we made Crash Bandicoot (with a team of 7), it was already virtually impossible to make a AAA game with 6-10 people, and that was 20 years ago. I tell inexperienced entrepreneurs to take their honest best estimate and multiply by 10. Or, as Mark Cerny (our producer on Crash) used to tell us, "add one an…

There is a nice long list of over 100 answers to the question of why software estimates are off at Quora:

http://www.quora.com/Engineering-Management/Why-are-software...

Re: “It’s done, there is no way back. We tried, we failed”

#172
post #42

It's interesting that failure articles seem to always go up to #1 on HackerNews. Why is that?

Because failure stories tend to be more sincere and heartfelt than the success stories. It provokes the readers' emotions.

Success stories usually won't include any dirty details, any shabby deals or the full naked truth of the events that underwent. No A-list actor will talk about the producer dick he sucked. You have a reputation to maintain after a success.

In a failure on the other hand, you probably are at the rock bottom, have nothing to lose, no one to be afraid of.

Re: “It’s done, there is no way back. We tried, we failed”

#173
post #76

Earlier quoted context omitted.

Also, the original kickstarter [1] was for $50,000 with $72,000 raised. I'm not an expert on the economics of the video game industry, but I can't believe that would pay a team of 6-10 people for very long. [1] https://www.kickstarter.com/projects/45588301/woolfe-the-red...

It was way too little money ... but I guess what happened is that they expected a third party investor to complete the development budget given the success of their KS campaign. Well it looks like it didn't happen. In my opinion , if one choose this strategy, one should make sure some investors are actually interested,even better, sign an agreement with potential "angels" before launching a campaign.

Seems like if they had signed agreements from angel investors, their time would be better spent making the game than to raise $50k.

Re: “It’s done, there is no way back. We tried, we failed”

#175
post #20

I wanted to believe that a team of 6 to 10 people could make a game that looked and felt AAA. Boy was I wrong! When we made Crash Bandicoot (with a team of 7), it was already virtually impossible to make a AAA game with 6-10 people, and that was 20 years ago. I tell inexperienced entrepreneurs to take their honest best estimate and multiply by 10. Or, as Mark Cerny (our producer on Crash) used to tell us, "add one an…

Offtpic but you worked on Crash Bandicoot!? That's so awesome. I loved each version of that game and it made our childhoods much more fun (at countries all over the world, just as an example I'm from Colombia)

I as well loved Crash Bandicoot. Playing the first three games plus CTR with my siblings and cousins are part of my favorite childhood memories. We had so much good fun with those games! (From the US)

Re: “It’s done, there is no way back. We tried, we failed”

#176
post #146
post #85

Earlier quoted context omitted.

Do you realize that while it wasn't successful, they did actually make a game? http://store.steampowered.com/app/281940/ For comparison, €60000 buys about 40cm = 0.0004km of highway.

Off topic but I kind of hate it when someone replies and then deletes his comment. I wonder what he said in reply to my comment now (and what you replied to Jules)...

Basically he said that they got a €60k subsidy from the Belgian government, and that this was a huge waste of taxpayer money for a couple of hand drawn sketches and 3d models.

Re: “It’s done, there is no way back. We tried, we failed”

#177

I don't have data to back this up other than years of entrepreneurship. I'm sure someone could invest the time to dig-up the data and corroborate or refute my statement. I think game development must rank way up there with restaurants in terms of business failure rates. It might even be worst than restaurants but the data could be impossible to collect. Why? Because restaurant failures are a matter of public record w…

This is definitely valuable input from someone who's clearly been in the industry a while.

Your point regarding putting your efforts into building a piece of software for someone else rather than trying to do it yourself is sound advice, but people will still disregard it even if it defies common sense. A tiny part of those will end up becoming very successful, and those are usually the people we hear of later.

It would be interesting to see numbers on failed startups (within both the gaming industry and otherwise).

Re: “It’s done, there is no way back. We tried, we failed”

#178
post #53
post #29

Earlier quoted context omitted.

They apparently had investors and attracted government subsidies.

That sounds very reasonable. In that case it would be great to know what kind of penalties they incur because no releasing.

They did release, so no penalties from the government, and they filed for bankruptcy so the investors probably just lost their money. I don't know about Belgian bankruptcy laws so no idea if there are personal consequences.

Re: “It’s done, there is no way back. We tried, we failed”

#179
post #54
post #38

> But we have literally no money whatsoever to pay for stamps, let alone print the artbooks and dvd-cases. How did this happen? Shouldn't that money have been allocated earlier? Did they spend every dollar thinking that this is the dollar that turns everything around. Maybe I just don't get the mentality of those looking to fund projects on Kickstarter.

I really wish software kickstarters would stop doing physical rewards. The logistics of manufacturing and shipping are non-trivial and are so outside of any software studio's wheelhouse.

I'm not sure if it's true. It depends. Some stuff, for sure, like 3d printing tiny models of ingame characters, is something you can't just go out and do at scale without experience.

But there's a lot of 'artbook' and 'wallpaper' and 'soundtrack' stuff. i.e. 100% of things that they already have. This project on its kickstarter already displayed lots of art and wallpaper material, and they launched the game obviously with a soundtrack.

In short, shipping that is going to a local printer and asking to make a booklet or a wallpaper, in color. They give you a price and you inflate it by 10x. Wallpaper and booklet costs $3 to print, add a soundtrack and $3 in shipping (average, some will be 50c, some $5), and turn it into a +$25 reward. Get 1000 backers like that and you're netting close to $20k for relatively little effort. Even some ridiculous overhead and you still net $10k for stuff you can pay a highschooler a few hundred bucks to create. That $20k can pay a 3man passionate noodle eating team that's working on this parttime for months, and that's with a thousand backers, this team had a few thousand, actually I took a look and it seems that rewards are about half their campaign. It's really scrappy but it happens and it sometimes really works out.

Definitely not something that works for every project, in fact I see it fail more often than not. But it's not a priori a bad idea, I just don't think everyone thinks it through. Some devs create games and then have a mini comic booklet as a reward that increases the price by $5, or hell just include it for free because hey, kickstarter. That requires writing, printing and shipping, the costs don't make sense at all.

Re: “It’s done, there is no way back. We tried, we failed”

#180
post #53
post #29

Earlier quoted context omitted.

They apparently had investors and attracted government subsidies.

That sounds very reasonable. In that case it would be great to know what kind of penalties they incur because no releasing.

The game is released.

http://store.steampowered.com/app/281940/

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