Showing posts with label Crowdfunding. Show all posts
Showing posts with label Crowdfunding. Show all posts

One-on-One Discussions with Gamers: AAA Developers & Crowdfunding Solutions

In recent one-on-one discussions with gamers, SDGT Entertainment delved into the challenges that many AAA developers are currently facing. The myth of being "too big to fail" is one that these developers need to get over, as it's becoming increasingly clear that alternative routes must be considered to ensure long-term success. Concord could've been morphed into a single player mission based adventure. If it were me, I would've wanted to see Firewalk give the game a secondwind by taking this route, and even let them fly free with the title under the conditions that it remained a Playstation exclusive (in terms of consoles) for a solid period of time. 



IOI (IO Interactive) comes to mind as far as being a dev team being able to take their baby (the Hitman franchise) and soar, verses being wiped off the map. Hitman lives on and the team continues to make content like... The Splitter featuring Jean-Claude Van Damme as an exclusive Hitman target. They have other IPs in development, but... they took what they had and continued to build without trying to pump out title on top of title. Instead they adapted, married Hitman 1 to 3 and served up Hitman: World of Assassination. The additional adventures can be purchased for... Hitman: World of Assassination (initially released in Q1 2021), and this is one way to keep a game fresh while the developers figure out their next move. You can dive into Hitman with a free starter pack... right now, and play The Splitter free for a limited time!

I'm not saying Concord would've been able to last, especially with the track record and fanbase Hitman has, but... all that work didn't have to go to waste.

The Myth of "Too Big to Fail"

The notion that large developers are immune to failure is a dangerous misconception. The reality is that even the biggest names in the industry can falter if they don't adapt to changing market dynamics and consumer expectations. This was echoed by Chris J., an Ohio native visiting Orlando, who expressed his frustration with the current state of the industry:

"I hate when companies nickel and dime us for extra content that should've been in the game in the first place," says Chris J.

Not everyone will be able to go live with each title for online multiplayer action. The playerbase will have to come from somewhere and there are some badass games that a number of gamers aren't willing to part with just yet. Grand Theft Auto Online, Fortnight, CSGO, Minecraft, even COD Mobile are still ticking. I won't say run in fear when it comes to making online games, but... you have to know when to take a step back and do your homework to identify and take into account what warms someones heart enough to make that a purchase + microtransations would be okay vs a free-to-play setup or... additional DLC that adds to a complete game. These discussions also included Sims 4, which a couple I didn't get a chance to quote, had a major reaction about. They love Sims, but said similar to what I have in the past regarding how limited part 4 felt. We agreed that it was better off being a free-to-play game from the beginning. It took nearly a decade for that to occur, but they eventually adapted to the situation. I guess the $39.99 wasn't going to cut it anymore, especially with the cost of the DLC.

The Problem with Greed

Greed doesn't guarantee a continuous flow of money. Developers need to understand that their revenue comes from gamers with a fluctuating percentage struggling to make ends meet. Investments in gaming must make sense for these consumers. The big developers can play mind games with themselves, but reality will always keep it real with them, whether they like it or not.

When it comes to developers who are hesitant to revive fan-favorite games because they want to rake in piles of money on what appears to be the safe bet, it's understandable to seek success. However, the same gamers they want support from are the ones some don't seem to believe in. Even reaching out for crowdfunding for beloved games seems to be a step too far for some publishers.

Crowdfunding as a Viable Option

Newlyweds Trey and Diana S., honeymooning in Orlando, shared their thoughts on crowdfunding:

"I've given money to Kickstarters before, they just have to present it well and make the rewards worth it. I'll even pay a buck or two to get my name posted on a backer list. I don't have faith in the big developers to do Kickstarters bro, they're stuck up," says Trey S.

"If it's my job and I want to keep that job, I would listen to the customers," says Diana S.

Overall, if gamers are willing to put up the money for a game based on a calculated cost, it should be a no-brainer for developers to give the people what they're willing to invest in (if the goal isn't made thats the indicator to keep it moving). Giving gamers what they're willing to pay for seems to make too much sense for some publishers. Hopefully, this article... ruffles some feathers in the right way and helps more developers get over themselves if they're running into a wall.


 + Sophi 

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FTS: Shantae: Half Genie Hero Ultimate Edition! - Goes Digital!




Valencia, Calif. – 1/31/2018— WayForward is pleased to announce
Shantae: Half-Genie Hero - Ultimate Edition (Digital Version)!

Name: Shantae: Half-Genie Hero - Ultimate Edition
Publisher/Developer: WayForward
Release Date: Available Spring - alongside retail versions
Platforms: Nintendo Switch, PS4, Xbox One, Steam for Windows PC.
Players: Single Player
Price: $29.99 USD
Shantae: Half-Genie Hero – Ultimate Edition includes all of the previously released DLC (all heroes, modes, and costumes) in one incredible package! Also includes a new exclusive Blue Bathing Suit costume, for use in Beach Mode!
About:
A massive collection that’s packed to the gills! Shantae Fans and newcomers alike will treasure this all-inclusive “Ultimate Edition” of Shantae: Half-Genie Hero! 
In addition to the bevy of vivid, detailed high-definition graphics that made this newest entry in the Shantae series a fan-favorite, the Ultimate Edition includes even more modes, monsters, and platforming action! ‘Pirate Queen’s Quest’ allows players to take on the role of Shantae’s arch-nemesis, Risky Boots, in a whole new storyline! ‘Friends to the End’ features ethereal new levels and a special boss encounter as Shantae’s pals Sky, Bolo, and Rottytops enter her nightmare to try to save her from certain doom, while ‘Costume Pack’ provides three new arcade-style adventures – harness the power of the Ninja, Beach, and Officer costumes in these brand new side-stories!
Also included are previously unreleased bonuses - the Tinkerbat Transformation, Blue Shantae Costume, and Classic Risky Boots costume!
EXCLUSIVE BONUS COSTUME: Digital and retail copies of Ultimate Edition come with an exclusive extra Beach Mode costume you won’t find anywhere else - Shantae’s signature Blue Bathing Suit!
Game Features:
  • Shantae Mode – enjoy the main Shantae storyline, “Half-Genie Hero”
  • Hero Mode – get a head start with Shantae’s animal transformations already unlocked
  • Hard Core Mode  the tough-as-nails follow up to Shantae Mode for those craving a stiff challenge
  • Pirate Queen’s Quest – conquer Sequin Land as the nefarious pirate Risky Boots in an exciting new story!
  • Friends to the End – Swap between friends Sky, Bolo, and Rottytops to save Shantae from the Nightmare Realm!
  • Costume Pack – Side story modes with brand new gameplay: Wall jump in Ninja Mode, repel sunburn in Beach Mode, and take down Space Hooligans in Officer Mode!
  • Extras Gallery – Meet various conditions to unlock artwork in each game mode!
  • Hall of Fame – View artwork created by the most die-hard Shantae fans!
  • Tinkerbat Dance – Transform into a pirate and slash through foes!
  • Includes Blue Shantae Costume and Classic Risky Costume colors
  • Exclusive Bonus Costume  Blue Bathing Suit - for use in Beach Mode!





Brought to you by the... Baby Fu Clothing Co!

Square-Enix Collective vs Doing it yourself... which way is better for an Indie Dev?

 
Do you need Square-Enix Collective or can you do it yourself? These aren't the only options... but these are the two being discussed today for indie game developers out there.

Square-Enix Collective... is, (hmmm) for the people who lack the know-how, support, or willingness to go the process of crowd funding alone and (or just) want a major 3rd party company distributing their game.
 
I'm not going to go into extreme detail, but expect them to receive money on both ends of the process... because time is money (making it worth their while if there is any to go around through this process).

They get a percentage from crowd funding, a percentage for distribution, the sales platform gets a chunk (...unless you refuse to use one), the licensing fee, sales tax, and... once the smoke clears you basically surface with about 40% of the sales revenue.

That's not bad (at all)... because a lot of developers may receive around the same, or just a little more than this. They will... not provide you with advertising (which may be one of the bigger things some indie would hope for... and they should give them some sort of spotlight on their social media channels and at E3 in a reel or something), but it results in less cost for you when they don't require an ad cost.

Should the option still be there? Yes... but in replace of them doing it... they will provide you alternatives companies if you desire marketing (so the option is there). Marketing can prove very helpful... so that people know that your game even exists.

Square-Enix Collective... in my opinion, serves a purpose that shouldn't be required... but often is... because some great games never get a chance at life (aka released to the public). Either there is no interest (which can happen), no one knows about the game (which happens too), or there isn't enough interest. So while I can say "Do it yourself" with the reasons I list below, I know that not everyone has that option... and some feel like they need a bigger company to start them out to get the ball rolling. Support is that magical word that makes all the difference, and there has been more of that to go around because of PC & Mobile giving you the option to go your own way and be great. (This isn't new to some of you... but I had to mention this "duh"... so that those new to all this, do not feel powerless when it comes to doing it themselves.)
 
There has to be a starting point though, and sometimes the concept creator needs the money in order to hire the right people to bring that concept to life. Double-check if the concept is good enough to get a good response and solid support (because liking is not the same as financial support... remember that). There are some development teams that start off developing with no financial compensation through that entire process... but that's a freaking labor of love, if it ever gets completed. You've seen labors of love before, people dedicating hours upon hours to remake games in HD... only to have the company tell them to shut it down when it gets too much attention (rather than bringing them on and seeing if it has enough support to work with them and get the game done the legit way).

Honestly, when I see labor's of love when it comes to fan remakes... I think of the hours gone down the drain that could've went towards making amazing indie games. The fan version is usually going to be taboo to the game industry from a legal standpoint, so it really isn't as worth it to me... when the plug can just be pulled.
 
There are indie developers who will tell you that team members come and go for all sorts of reasons... good, bad, tragic, and weird... making it hard for a game to be completed. Some games you may have looked forward to being released... and they just "died" while you're screaming "What?! The game's almost done... just finish it!". A game can't be finished without people to finish it, and teams usually consist of multiple team members because not everyone has the same skills (and know-how... usually).


That's one of the sad truths that can happen in indie (and even in bigger studios... but you'd expect them to have money and resources for projects they take on... or believe in the project enough before they even allow development to begin so that they don't end up cancelled like "Mega man Legends 3").

That said, you still have access to crowd funding without Square-Enix Collective. So if you want to do it yourself... more power to you because there will be a higher profit percentage that comes with that. Understand that doesn't always mean more profit as a result, because a higher percentage of the profit from $100,000 is not going to be as much as that 40% mentioned above out of over 1 point whatever... MILLION dollars or more, because a known company is behind it. I can't say the game would net that amount (could be much more or much less)... but examples are helpful.

You won't have as many rules when you develop your own game without obligations to a big company... but don't let that mean there is a lack of structure (we try to maintain a structure here also). Having a successfully crowd funded project can gain you the help you need to get your game booming... but remember, you are responsible for handling the funds appropriately to get that game to the people who believe in you and your presented vision.

So you will have some rules with crowd funding (that rewards), which should include:

- Make the game

- Maintain a real schedule for the release date (so that the dates don't change... at all or at least not dramatically.)

- Deliver as promised (on all platforms, and rewards)

Hope this gives insight to everyone on the fence about going with Square-Enix Collective or Doing it yourself.