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

kickstarter.com

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

#91
post #59

Earlier quoted context omitted.

They're based on Antwerp, Belgium, That could make it work. Since the regular salary is $24k I'd expect it to be around $5k per person.

> Since the regular salary is $24k Where did you take this number from? Try at least, the bare minimum, double that in Western Europe for anyone calling themselves a game developer

No, games developers are badly underpaid because it's seen as a cool thing to go into.

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

#92

It's interesting to see the reactions here. The matchstick project ended up giving full refunds to the backers and yet they were trashed in the comments. While here people are showing lots of love even after the bankrupt notification.

I know Kickstarter failures are pretty common...but I submitted this one because I liked the refreshing straightforward admission of abject failure. The comments on the OP are pretty mild and supportive considering that the project isn't sending out any of its promised rewards, nevermind not finishing the game. I'd like to think that the OP's honesty is a factor in that.

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

#93

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…

>> .. or, as Mark Cerny (our producer on Crash) used to tell us, "add one and increase the unit"

Reading this made my day, it's the exact same rule I try to apply to my own effort estimate, to the letter. I was 100% convinced I came up with it myself, but now I'm starting to think I may have (unconsciously) picked it up from someone else at some point ;-)

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

#94

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…

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...

I won't back games unless they either ask for a few 100k, or are vastly over target already. The reason is that I'd rather back someone with a realistic, workable (but maybe a bit too high) budget than someone optimistic about a probably too low budget. Double so if they state that they want to hire someone.

I see a lot of kickstarter project where a team of 5 is looking for 20K or somesuch. While some teams can and do pull it off, that just seems crazy low and too much risk (especially when you factor in KS' fee and cost of rewards).

EDIT: Removed the as a rule from the first sentence (was I, as a rule, won't back...). After reading andallas' reply, I realised that there are some very rare occasions where I do back projects I otherwise wouldn't, but they have to have really proven themselves.

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

#95
post #59

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...

They're based on Antwerp, Belgium, That could make it work. Since the regular salary is $24k I'd expect it to be around $5k per person.

That's what the developer gets, net. Multiply by 2.5x for what the employer actually has to pay.

72k USD will get you one senior developer for one year.

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

#96
post #17
post #15

Earlier quoted context omitted.

[deleted]

It says they are in bankruptcy and the IP for the game is for sale (no doubt to pay down what they borrowed). Someone else could buy it up and build it, but not them (unless they could come up with cash for their creditors)

Oh wow, that's an even worse tragedy.

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

#97
post #5

Earlier quoted context omitted.

It's a real shame, since I was really looking forward to this game! I suppose I should count myself fortunate that I didn't Kickstart Woolfe. Seeing these failed projects is grim reminder that just because you back something doesn't mean it will be delivered.

"Oh I didn't get the toy I paid for". Really? That's what you're posting when a group of talented artists see their dream shattered?

>Really? That's what you're posting when a group of talented artists see their dream shattered?

How, exactly, was their "dream shattered"?

They raised money that (they thought) was sufficient, and got to work independently on a game they loved. That's more than a lot of people get. Apparently the game wasn't very good. No one is entitled to financial success.

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

#99

So, I wonder how much they'd sell all the assets and source for? Could we Kickstart a project to drop it all in the Public Domain?

I'd kick in.

I'd like someone in the industry to look at the code first, to Due Diligence that it's not just utter crap...
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