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Combat: Which style do you prefer?


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#201
FieryDove

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EJ107 wrote...

I honestly will never under the fuss about "isometric" combat. I always assumed that the reason all combat was 2D-ish in older games was because it was trying to imitate tabletop games and because of the limitations of the technology then, I don't see why people would want that in modern games.


Well my first mage missed it in da2. Trying to place a FB on a bunch of mugs on stairs was impossible. bleh

#202
Sylvius the Mad

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EJ107 wrote...

I honestly will never under the fuss about "isometric" combat. I always assumed that the reason all combat was 2D-ish in older games was because it was trying to imitate tabletop games and because of the limitations of the technology then, I don't see why people would want that in modern games.

And yet, Obsidian just raised over $4 million to produce a 2D isometric game.

#203
hussey 92

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I prefer Origins combat. Unfortunatly I think Bioware prefers the Awesome Button Combat.

#204
Solmanian

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more game of thrones less dragon ball Z. combat in DA2 was to flashy and exagerated. We wanted something more realistic and rough, like your hero is actualy fighting for his life and not throwing hadukens... When I say I want a more fluid combat, it doesn't mean I don't want the pause&play, that the bread and butter of this games, I mean I want the combat to feel more realistic than a couple of bots repeating the exact same moves again and again. Also hits should hit harder; when you hit someone in DA:o you took a nice chunk of his Healthbar, but in DA2 it felt like you're giving him paper cuts.

Too many companies in their race to innovate forget to keep the good things that draw us to their games to begin with. What made me a fan of BW was how cerebral their games were: you had a ton of carefully crafted side quests, and tactical combat which made you calculate your every move. Look how successful Xcom:EU is: people miss the classics. People are playing an RPG, they aren't as interested in fast paced action (thats what action games are for), but a game that makes them think. Thats why battlefield and call of duty have a campaign you can finish in two hours and DA:o is a 100+ hours experience.

#205
upsettingshorts

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Sylvius the Mad wrote...

EJ107 wrote...

I honestly will never under the fuss about "isometric" combat. I always assumed that the reason all combat was 2D-ish in older games was because it was trying to imitate tabletop games and because of the limitations of the technology then, I don't see why people would want that in modern games.

And yet, Obsidian just raised over $4 million to produce a 2D isometric game.


How many times does Chris Avellone have to say, in no uncertain terms, that the number of donors contributing to Kickstarters does not reflect anything remotely close to a crack in publishers' business model for people to stop claiming otherwise.

How large do you imagine AAA budgets are by comparison?  Twice as large?  Five times?  Ten times?  Twenty times?

What are the numbers for any given, well-received multiplayer game? More than the 75,000 backers?  Ten times more?  A hundred times more?  Five hundred times more?

Furthermore we have absolutely no idea what corners Obsidian are cutting to produce a game so cheaply, and I'm not necessarily referring to content.  Did the team take pay cuts?  If so, is the argument that they ought to do that in order to service a niche community?  What happens if the game isn't ready and they run out of funding, who pays them then?  Are we assuming that literally everyone working on Project Eternity in any capacity is a big 2D RPG fan? Is anyone on this board or elsewhere even thinking of this stuff when they throw figures around?

I like Kickstarter and hope games like Project Eternity and Star Citizen do well.  But perspective and context matter, especially when people are making a habit of citing 75,000 and $4,000,000 as a lot.  None of that is to say the game won't end up being finished to a high standard and sell well enough to get a lot of people to notice.  As it stands though, the numbers are probably what publishers thought they were, which is likely why they told these developers they wouldn't throw tens of millions at them to make these games in the first place.

Modifié par Upsettingshorts, 20 octobre 2012 - 06:45 .


#206
deuce985

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Upsettingshorts wrote...

Sylvius the Mad wrote...

EJ107 wrote...

I honestly will never under the fuss about "isometric" combat. I always assumed that the reason all combat was 2D-ish in older games was because it was trying to imitate tabletop games and because of the limitations of the technology then, I don't see why people would want that in modern games.

And yet, Obsidian just raised over $4 million to produce a 2D isometric game.


How many times does Chris Avellone have to say, in no uncertain terms, that the number of donors contributing to Kickstarters does not reflect anything remotely close to a crack in publishers' business model for people to stop claiming otherwise.

How large do you imagine AAA budgets are by comparison?  Twice as large?  Five times?  Ten times?  Twenty times?

What are the numbers for any given, well-received multiplayer game? More than the 75,000 backers?  Ten times more?  A hundred times more?  Five hundred times more?

Furthermore we have absolutely no idea what corners Obsidian are cutting to produce a game so cheaply, and I'm not necessarily referring to content. 

I like Kickstarter and hope games like Project Eternity and Star Citizen do well.  But perspective and context matter, especially when people are making a habit of citing 75,000 and $4,000,000 as a lot.


I actually read some articles about game development not too long ago. It's quite interesting to see how much budget itself went to insane heights this gen. I saw a graph that showed from 2005-2012 the average budgets almost tripled. That's pretty ridiculous. If you looked at the numbers before that, budgets slowly were raising. However, I think most game budgets are skewed. Unlike movies, gaming factors in marketing to their budgets. Some games might only cost about $15 million to make and end up hitting a number like $60 million because they put that much marketing money behind the game. It's pretty ridiclous. I think BF3 spent well over $100 million just on marketing itself...that's crazy.

I'm not trying to refute your point because I agree with it. I just thought it was interesting how little game development $$$ goes into the major blockbuster games. Marketing seems to be where the majority of the money goes with very few exceptions. Rockstar games seems to be a huge victim of really bad management. Almost every game they make goes through development problems and hits the $100 million mark.

Like Max Payne 3 flopping.

Modifié par deuce985, 20 octobre 2012 - 06:35 .


#207
upsettingshorts

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deuce985 wrote...

I'm not trying to refute your point because I agree with it. I just thought it was interesting how little game development $$$ goes into the major blockbuster games. Marketing seems to be where the majority of the money goes with very few exceptions. Rockstar games seems to be a huge victim of really bad management. Almost every game they make goes through development problems and hits the $100 million mark.

Like Max Payne 3 flopping.


Yeah I'm not trying to say "lots of money equals a good game" but I am trying to say that the numbers underyling Project Eternity or Wasteland 2 are hardly even close to being the kind of emphatic statement endorsing a particular game genre that people seem to think it is.  

It's on an entirely different and much smaller scale.  

Not to mention gamers tend to undervalue the money spent on things like marketing, because they're already invested and know about things and don't see the value in it.

Also I should point out that the flop of Max Payne 3 had over five times as many sales as Project Eternity has backers as per the time of that article.  Scale.

Modifié par Upsettingshorts, 20 octobre 2012 - 06:37 .


#208
deuce985

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Ok, I typed screwed instead of skewed...I think it's time for bed.

#209
deuce985

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Upsettingshorts wrote...

deuce985 wrote...

I'm not trying to refute your point because I agree with it. I just thought it was interesting how little game development $$$ goes into the major blockbuster games. Marketing seems to be where the majority of the money goes with very few exceptions. Rockstar games seems to be a huge victim of really bad management. Almost every game they make goes through development problems and hits the $100 million mark.

Like Max Payne 3 flopping.


Yeah I'm not trying to say "lots of money equals a good game" but I am trying to say that the numbers underyling Project Eternity or Wasteland 2 are hardly even close to being the kind of emphatic statement endorsing a particular game genre that people seem to think it is.  

It's on an entirely different and much smaller scale.  

Not to mention gamers tend to undervalue the money spent on things like marketing, because they're already invested and know about things and don't see the value in it.

Also I should point out that the flop of Max Payne 3 had over five times as many sales as Project Eternity has backers as per the time of that article.  Scale.


Yup.

I'm very interested to see how some of these Kickstarter projects do commercially. I hope they do well and it opens the eyes of publishers. Something tells me they won't be huge blockbusters though. Mostly a niche market, IMO.

#210
RosaAquafire

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I'd prefer DA2's responsive, fast, visceral, fun combat with DA:O's strategic and tactical elements. DA2's battle system with DA:O's need for positioning and preparation, and NO WAVES OR STUNLOCKS.

If I had to choose only one game's combat though, DA2's. Unlike DA:O's combat, which gets samey once you know all the fights, DA2's is always fun to play and watch. Unless a wave spawns on you. Then everything sucks.

#211
The_11thDoctor

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DA2 after DLC legacy. It was the perfect mix of both games. It just needs to be more extreme in that direction.

#212
Realmzmaster

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Rawgrim wrote...

Realmzmaster wrote...

Rawgrim wrote...


http://i14.photobuck...xZweihander.png


Really?

Exactly, as I have stated before the silliness did not begin with DA2. So I do not blame just DA2 for it and give DAO and DAA a pass. All the weapons in DA2 were not oversized. It is fantasy.

As I asked before in other threads How much realism do you want in your fantasy?. What is acceptable for some it unacceptable for others.


that pic was from DA2, by the way.

The realism should stick with the realism introduced in the first game. Pretty much a golden rule. If we are toldshown that nobody can use magic except for mages, switching from that in game 2 ruins the "realmism" especially if there is no explanation for it. Talis leaping 50 feet backwards through the air, and landing on a ledge 20 feet up from a stand still position, breaks the "realism" in the game. Just an example. Rogues having 50 000 smokebombs, firing 5 arrows up into the ceilling, and 200 of them raining down (done by a rogue not a mage) also breaks the realism. Allthough that one got introduced in Awakening.  When you set the groundrules in game 1, don`t change it later. Thats what i am getting at. Its like the hobbits learning how to fly at the end of Return of a King.


  I know the picture is Hawke's Key for the two hander. It's size is no different that Mother's Chosen from Awakening.  dragonage.wikia.com/wiki/The_Mother%27s_Chosen .
If only mages can use magic how do you explain rangers calling pets (like a giant bear in the middle of the Deep Roads) from thin air (which DAO does)? Yet gamers complained about Hawke calling dog in DA2. And no explanation was ever given. You mean like any character with archery skill in DAO having unlimited arrows or bolts? Or a rogue being able to enter sheath in an open field in daylight? Not counting scattershot and bursting arrow.
It is okay for a warrior in full plate to jump up 10 feet and stab a ogre, but someone light and not wearing plate or heavy armor like Tallis cannot jump twenty feet? 
So if the first game sets up the ridiculous it is acceptable for the remaining games in the series? Well if that is the case then DAO set the pace.

Modifié par Realmzmaster, 20 octobre 2012 - 07:59 .


#213
Shadow Fox

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Solmanian wrote...

more game of thrones less dragon ball Z. combat in DA2 was to flashy and exagerated. We wanted something more realistic and rough, like your hero is actualy fighting for his life and not throwing hadukens... When I say I want a more fluid combat, it doesn't mean I don't want the pause&play, that the bread and butter of this games, I mean I want the combat to feel more realistic than a couple of bots repeating the exact same moves again and again. Also hits should hit harder; when you hit someone in DA:o you took a nice chunk of his Healthbar, but in DA2 it felt like you're giving him paper cuts.

Too many companies in their race to innovate forget to keep the good things that draw us to their games to begin with. What made me a fan of BW was how cerebral their games were: you had a ton of carefully crafted side quests, and tactical combat which made you calculate your every move. Look how successful Xcom:EU is: people miss the classics. People are playing an RPG, they aren't as interested in fast paced action (thats what action games are for), but a game that makes them think. Thats why battlefield and call of duty have a campaign you can finish in two hours and DA:o is a 100+ hours experience.

Why can't rpgs feature fast combat? and DA2 felt more like Hawke was fighting for his life as it was more hectic and no if you rushed through the main story Origins wasn't 100 hours+

And exactly how was Origins combat tactical?I spent the whole game boosting dex on my DW Rogue and gave her the best gear I could buy and had Wynne and Alistair as constant party members with Slale,Leiliana and Morrigan used interchangably with that set up and max herblism my Rogue was nigh unkillable with crazy damage.

#214
areuexperienced

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deuce985 wrote...

Upsettingshorts wrote...

deuce985 wrote...

I'm not trying to refute your point because I agree with it. I just thought it was interesting how little game development $$$ goes into the major blockbuster games. Marketing seems to be where the majority of the money goes with very few exceptions. Rockstar games seems to be a huge victim of really bad management. Almost every game they make goes through development problems and hits the $100 million mark.

Like Max Payne 3 flopping.


Yeah I'm not trying to say "lots of money equals a good game" but I am trying to say that the numbers underyling Project Eternity or Wasteland 2 are hardly even close to being the kind of emphatic statement endorsing a particular game genre that people seem to think it is.  

It's on an entirely different and much smaller scale.  

Not to mention gamers tend to undervalue the money spent on things like marketing, because they're already invested and know about things and don't see the value in it.

Also I should point out that the flop of Max Payne 3 had over five times as many sales as Project Eternity has backers as per the time of that article.  Scale.


Yup.

I'm very interested to see how some of these Kickstarter projects do commercially. I hope they do well and it opens the eyes of publishers. Something tells me they won't be huge blockbusters though. Mostly a niche market, IMO.


Let's not forget that Kickstarter also entails very high expectations for Obsidian. Also, let's not forget that Obsidian has, over the years, crafted for itself not only the image of a great RPG developer but also the image of the company that releases the most bug-ridden games known to man. I'm not saying that this will ultimately be the case for PE but it is a possibility and if this angers a lot of people who literally gave out of their own pockets to develop this game (not to say it's any different that buying the game itself but it does entail a sense of "being owed" for showing your support and whatnot), and we all know that gamers are a whiny bunch to begin with, this could well bury Obsidian's credibility six-feet-under. Or the game might turn out great and everybody's going to be happy? We'll wait and see, I guess.

#215
ioannisdenton

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Sylvius the Mad wrote...

EJ107 wrote...

I honestly will never under the fuss about "isometric" combat. I always assumed that the reason all combat was 2D-ish in older games was because it was trying to imitate tabletop games and because of the limitations of the technology then, I don't see why people would want that in modern games.

And yet, Obsidian just raised over $4 million to produce a 2D isometric game.

whihc makes me wish to buy a gaming pc again inorde to play it. Obsidian rules. ALpha protocol was such a great RPG.
RPG, you know Role Playing Game, not just a shoot this and then speak a few lines that do not matter

#216
Persephone

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Mages: DAII. 100% improvement
Warriors: DAO. Warriors were WAY too fast and nimble in DAII. 
Archers: DAII.
Two handed rogues: Meld DAII and DAO, best of both.

Encounters and strategies: LEGACY

#217
Aulis Vaara

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Arcane Warrior Mage Hawke wrote...

Aulis Vaara you're ignoring how 4 was one of the series best sellers as most "old-Skool" fans do. Really why wouldn't Capcom go in that direction to appease a whiney minority?Oh pulease


People buy games because the previous ones were great. There's always a delay of one game before people stop buying someone's games. I'm not saying Resident Evil games don't sell. I'm just explaining why so many people give bad scores, that it's not just a "cool thing" to do.

Furthermore, I never said they shouldn't make actiony resident evil games. There are people who love them and if they sell, good for them. However, it doesn't change the fact that the fans they had accumulated so far were disappointed. It also doesn't change anything about Resident Evil 6 turning out to be a poor game because it was trying to appease everybody.

--------------

As for combat, DA:O is the way to go. It has way more depth in it, much of which comes from mages. When have you ever needed to dispell anything in DA2? And what you needed to dispell, you couldn't!

Teleporting mages weren't fun, they were annoying. Mages who put themselves in an invincibility field weren't powerful, they conveniently gave you the time to mop everyone else up first. Your own mages could only either control the battlefield or deal damage. There were a few debilitation spells, but considering they rarely worked on the few units you needed them on, they were rather inefficient compared to everything else.

Compare that to DA:O where mages on both sides can cast Curse Of Mortality, which you can dispell, and which stops your enemies from healing. Other curses, buffs, and debuffs exist, most of them useful. Add some good visual aids to that, and you've got a good system.

Good visual cues are really important though. If an enemy wears lots of armour, they had better be physically tough. If an enemy is a barebones skeleton, it should go down really fast. We should be able to depend on our own eyes! And for the attributes that are not so easy to spot: abilities! Give us abilities to check what attributes enemies might have. Not in numbers, of course, but for instance, to check enemy magical resistance, you could cast a spell, and enemies glow brighter the more resistant they are.

Modifié par Aulis Vaara, 20 octobre 2012 - 01:52 .


#218
Sylvius the Mad

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Upsettingshorts wrote...

How large do you imagine AAA budgets are by comparison?  Twice as large?  Five times?  Ten times?  Twenty times?

I've been saying for years that AAA game budgets are too big.  When Firaxis made Sid Meier's Alpha Centauri, the entire company employed 17 people.  17.

These games should be able to be made cheaply enough that they're a huge success with only 200,000 copies sold.

Market success should be measured by ROI, not by raw sales figures.  And ROI takes a big hit when production costs grow unabated.  With improving technology, these production costs should be falling, not rising.  Making Baldur's Gate now should be cheaper than making Baldur's Gate in 1997.  So why are game budgets vastly larger than before?

As it stands though, the numbers are probably what publishers thought they were, which is likely why they told these developers they wouldn't throw tens of millions at them to make these games in the first place.

They shouldn't have wanted to throw tens of millions at them.  These games don't need a huge marketing budget, because there isn't a broad market for them.  These games don't need lots of bells and whistles, because those bells and whistles are designed to be appealing to that broader market.

I expect that $4 million is not the sum total of the develpment cost of PE (nor was $1.1 million ever a credible budget, despite that being Obsidian's first KS target).  They've been quite clear here that their objective is to raise enough from the release of PE to be able to fund future games themselves.  I expect Obsidian is funding any extra PE development costs themselves, as well.

#219
AlanC9

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Sylvius the Mad wrote...
These games should be able to be made cheaply enough that they're a huge success with only 200,000 copies sold.

Market success should be measured by ROI, not by raw sales figures.  And ROI takes a big hit when production costs grow unabated.  With improving technology, these production costs should be falling, not rising.  Making Baldur's Gate now should be cheaper than making Baldur's Gate in 1997.  So why are game budgets vastly larger than before?


Well, the "why" there is that people are expecting expensive stuff. But of course, they've been taught to expect that stuff.

One of the issues here is that cheap games aren't very easy to market. Indie films have various free and cheap channels to get attention, and the cable television model gives a show both a subsidy and cheap marketing. I don't think this works for games. Not to mention the whole retail shelf space issue, but that's going away anyhow.

#220
Sylvius the Mad

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AlanC9 wrote...

Well, the "why" there is that people are expecting expensive stuff. But of course, they've been taught to expect that stuff.

No, they haven't.  The consumers who expect that are consumers who wouldn't have been consuming the content without those features.  As Allan explains, the people today who are derided as having forgotten how to play older games are people who never knew how to play those older games, because they weren't gamers 25 years ago (or wouldn't have been, had they been there).

But even if it were the case that consumers have been taught to expct expensive stuff, it was the designers who taught them that.  If that's the case, then the designers have made their own bed.

One of the issues here is that cheap games aren't very easy to market.

If your customers are traditional gamers, they're basically all on the internet.

Not to mention the whole retail shelf space issue, but that's going away anyhow.

Retail should have gone away long ago.  As soon as retail packages stoped adding actual value (like manuals), the entire retail model because entirely unnecessary.  I was calling on BioWare to switch to a pure digital distribution model as far back as 2004.  They explained to me that they couldn't include full manuals anymore because the manuals were too heavy, and that instantly made boxed copies a waste of time and effort.

#221
AllThatJazz

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Persephone wrote...

Mages: DAII. 100% improvement
Warriors: DAO. Warriors were WAY too fast and nimble in DAII. 
Archers: DAII.
Two handed rogues: Meld DAII and DAO, best of both.

Encounters and strategies: LEGACY


This, with the addition of a tactical camera that can be pulled back a fair bit further than in DA2 (I missed that).

I did like the movement, pace and fluidity of the combat in DA2, and the fact that the classes felt different to play, ie my rogue didn't just feel like a slightly less shuffly warrior in lighter armour. But Warriors in DA2 didn't feel as though they had enough weight, or indeed were carrying enough weight. The (enormous) swords were swinging far too quickly. Overall, I was more entertained by the combat in DA2 - but an ideal scenario for me would marry elements of both games.

#222
Realmzmaster

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Some on this forum seem to be under the impression that armor and weapons are heavy. A complete suit of plate armor weighs 44 pounds. The average two handed sword is 5 pounds. All these myths about weight come from the movies and tales like A Connecticut Yankee in King Arthur's Court by Mark Twain. In fact warriors in full plate could comfortably run. crawl, climb ladders as well as mount and dismount a horse with no aid . The Modern soldier carries more weigh (90 pounds) than a warrior in plate. Also armor weight is evenly distributed making it easier to wear.

The problem with DAO two handed combat was that it was too slow. The two-handed sword warrior had to use that weapon for both offense and defense. No way could it move as slow as DAO and be used for defense off an offensive strike.

The two handed in DA2 may have been a little too fast but it is closer than DAO.

The only problem with DA2 is not the speed but the animations. Real combat once started is fast and furious. The animations are over the top, but a lot of that started in Awakening with some of it being in DAO.

#223
AppealToReason

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There will probably be all new combat. Still along the lines of what you'd expect but because of the new engine they are working to basically re-animate everything.

They said at the Expo today that FrostBite 2 is great for lighting, environments and textures and all but struggles a little with talking and "making a lightning bolt shoot from your hand" so they're working on it to overcome this and I'd expect all new animations and feel to the combat

#224
FlamingBoy

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Upsettingshorts wrote...

Sylvius the Mad wrote...

EJ107 wrote...

I honestly will never under the fuss about "isometric" combat. I always assumed that the reason all combat was 2D-ish in older games was because it was trying to imitate tabletop games and because of the limitations of the technology then, I don't see why people would want that in modern games.

And yet, Obsidian just raised over $4 million to produce a 2D isometric game.


How many times does Chris Avellone have to say, in no uncertain terms, that the number of donors contributing to Kickstarters does not reflect anything remotely close to a crack in publishers' business model for people to stop claiming otherwise.

How large do you imagine AAA budgets are by comparison?  Twice as large?  Five times?  Ten times?  Twenty times?

What are the numbers for any given, well-received multiplayer game? More than the 75,000 backers?  Ten times more?  A hundred times more?  Five hundred times more?

Furthermore we have absolutely no idea what corners Obsidian are cutting to produce a game so cheaply, and I'm not necessarily referring to content.  Did the team take pay cuts?  If so, is the argument that they ought to do that in order to service a niche community?  What happens if the game isn't ready and they run out of funding, who pays them then?  Are we assuming that literally everyone working on Project Eternity in any capacity is a big 2D RPG fan? Is anyone on this board or elsewhere even thinking of this stuff when they throw figures around?

I like Kickstarter and hope games like Project Eternity and Star Citizen do well.  But perspective and context matter, especially when people are making a habit of citing 75,000 and $4,000,000 as a lot.  None of that is to say the game won't end up being finished to a high standard and sell well enough to get a lot of people to notice.  As it stands though, the numbers are probably what publishers thought they were, which is likely why they told these developers they wouldn't throw tens of millions at them to make these games in the first place.


just want to say battlefield and call of duty are unfair examples since large quantities of the budget are spent on marketing