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CoreyCole: So, are we giving up if the Kickstarter fails? We think we should. The lowest-selling of our games reached over 100,000 players. If there aren't even 7,000 players who think that we know how to design a great game, then we're clearly in the wrong business. That doesn't have anything to do with how we feel about ourselves and our skills; it just means there isn't a market for what we do.
That's one possibility, but we don't really know yet what the percentage of backers is compared to the percentage of gamers who will buy these kickstarted games retail. There are some additional barriers to getting people to back versus wanting to buy your game retail -- I've seen some gamers say how sad it is that so-and-so would have to stoop to using kickstarter for funding rather than a publisher, and they would probably never back a game.

If 50% of people who would buy a retail game are also willing to pre-order a game kickstarted by a designer with known record, then even 7k backers seems anemic. If only 1% of the folks who would buy a finished game are willing to become backers instead, then the 3.5k you've got now represents a respectable market for a first title from an indie company. Sales figures from SpaceVenture and Mobius over the next couple years will probably show the truth is somewhere inbetween.

Then again, if this kickstarter attempt goes down, you and Lori will likely both be tied up with other projects by the time the retail figures start coming in, and unable to commit to another marathon of kickstarter direct-marketing. So I'm focusing on this kickstarter and not holding my breath for some hypothetical future repeat.
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sjlc: So I'm focusing on this kickstarter and not holding my breath for some hypothetical future repeat.
Great plan. This is something I've waited 15 years for, I'd like to make the best of this opportunity while I have it. I love what I've seen from "Hero-U", and I believe that the more it is successful, the more likely we are to see "Quest for Glory VI" down the road.
I finally chipped in to the kickstarter (had to wait for payday the other day)
I think what the Kickstarter really needs now is a proper, well produced video update/interview. Video updates, presentations of the team, et.c. have been so important for the other successful adventure Kickstarters. But it needs to be done well, it can't just be the Coles sitting in the couch and talking.
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iamlindoro: The notion that they'll throw up their hands and give up indicates a lack of commitment on their part, honestly.
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It is, to me, completely disingenuous to constantly call back to Quest for Glory as a marketing tactic when you know that's not what you're going to be giving people.
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I know I'm being a bit blunt here, but frankly I'm irritated by the "if we don't make it on our terms then we'll pack up our toys and go home." I invest fairly actively in real life, and I would never invest in a company who would give up after their first effort failed, and who couldn't look at the market realities and deduce from the obvious why they had failed. Frankly, I'm fairly certain the kickstarter will fail-- and when it does, it won't be my fault if the Coles go back to their humdrum jobs, it'll be theirs for not being adaptable.
Lack if commitment? More like lack of stupidity. I think its entirely reasonable for the Coles to put in a solid month of campaigning to try to raise the funds to make the game they want and, if the public don't agree, move on to something else. You seriously expect them to continue working on this project without pay for another month or two in the hope that maybe it will get funded the second time around, after it has already been rejected? That just demonstrates to me that you have no understanding of how any kind of fund raising, let alone game development, works.

Firstly, as you know, the Coles made Quest for Glory, there is nothing disingenuous about referring to it in this kickstarter. Secondly, if you had read the updates (admittedly there are many) you would see that the game that they are making will be similar to Quest for Glory in many ways. Sure it won't look like it, but they nevertheless intend to make it a hybrid of an adventure and RPG, in the same way that Quest for Glory was.

You would never invest in a company that would give up after their first effort failed? Really? How many IPOs have you invested in the second time round, that failed the first time?

Check out the Alpha Colony kick-starter if you want to see how second attempt kick-starters go. Its struggling to make $50k. And you expect the artwork to be better (and therefore the amount sought to fund it to be higher) the second time round. Sounds like a recipe for success.

Whilst I agree that the kickstarter could have been sharper, hindsight is a wonderful thing. Your suggestion that they are not fully committed because they aren't willing to, after being rejected by the community, have a second go, is absurd.

p.s. Welcome to gog.
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sjlc:
Mr. Cole already replied to me, "We think we will have a stronger story by giving Shawn his own identity. Allowing different names would weaken that."
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iamlindoro: Frankly, I'm fairly certain the kickstarter will fail-- and when it does, it won't be my fault if the Coles go back to their humdrum jobs, it'll be theirs for not being adaptable.
Richard, you've made it abundantly clear here and elsewhere on the internet that you care deeply about seeing a successor to the series, and that you are dissatisfied with all the reasonable answers given to your questions and concerns. Fair enough. But a regular person might have wished us well and gone quietly about his business instead of trolling and casting aspersions on people's characters, and now you want to wash your hands of all responsibility for an outcome where we will all be poorer?
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sjlc:
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tarangwydion: Mr. Cole already replied to me, "We think we will have a stronger story by giving Shawn his own identity. Allowing different names would weaken that."
I can kind of see that, though if some fan gets kicks out of renaming Shawn to 'Bubba Hasenpfeffer' it's their own fault if the atmosphere is a bit ruined ;)

Actually I thought of an even better reason not to allow name changes, after suggesting you ask -- leaving the name fixed for one of the core characters will make things much smoother in case one of the future sequels gets voice acting. If all goes well, later games in the series will have more funding and things like voice acting could come back on the table.
Post edited November 11, 2012 by sjlc
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sjlc: Actually I thought of an even better reason not to allow name changes, after suggesting you ask -- leaving the name fixed for one of the core characters will make things much smoother in case one of the future sequels gets voice acting. If all goes well, later games in the series will have more funding and things like voice acting could come back on the table.
I see your point, and I agree. It was quite ridiculous to have a Dungeon Siege movie with a protagonist called "the farmer" :-)
I'm a supporter and backer of this game. I've chatted with Lori and Corey several times in the past year - and they're fully committed, and excited, to be bringing you this game. Seriously - there's almost a child-like joy in them, regarding the subject matter and the action/adventure you'll face. Their sense of storytelling and humor is all over this game - yes, the format is different with this game than it was with Quest For Glory, but the song remains the same, so to speak.

If you want to get an idea of what game-play will look like, take a look at this video for MacGuffin's curse. This is a gameplay video; Brawsome is going to be doing the programming for the game, and they've said it will look similar to this.

http://youtu.be/Hx0ob8Qdn7k?t=1m25s

I can also vouch for the art team: Eriq Chang and John-Paul Selwood are just two members of the art team - they've worked on AGDI's remakes of QFG2 and King's Quest III, to name a few. Actually, John-Paul overhauled most of the backgrounds for KQ1 and KQ2 for their recent updated releases. As well, I have worked with both of these men in the past - they have contributed to works that I have produced. In addition to being talented artists - they're really great people, and incredible fans of the genre. With them at the art helm, I promise the game will look and feel beautiful - and be fun to play.

If you don't know me, I run a company called Infamous Quests - we do retro style adventure games, and have an upcoming title called "Quest For Infamy". Obviously, Sierra and The Coles have been great influences on us - and I'm a big fan of old-school adventure gaming. I really think this game will be amazing, and it's in good hands. I understand people's concerns out there, but if I can offer any kind of honest endorsement - I'm doing it! If you like adventure games and role-playing games, you'll enjoy Hero-U.

Bt
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Blackthorne519: If you want to get an idea of what game-play will look like, take a look at this video for MacGuffin's curse. This is a gameplay video; Brawsome is going to be doing the programming for the game, and they've said it will look similar to this.
From the FAQ:

Q: Is Hero-U a puzzle game like MacGuffin's Curse, since you are "using the MacGuffin's Curse engine"?

A: No, that engine is just a starting point. Brawsome will customize it for this project. What the engine gives us is a good system for tile-based graphics, the dialogue system, character animation, and a number of other useful features. None of that has anything to do with the game play, which is adventure + RPG. We will include a few MacGuffin's Curse style puzzles, but those will be a very small part of the game.
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Blackthorne519: If you want to get an idea of what game-play will look like, take a look at this video for MacGuffin's curse. This is a gameplay video; Brawsome is going to be doing the programming for the game, and they've said it will look similar to this.
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Mrstarker: From the FAQ:

Q: Is Hero-U a puzzle game like MacGuffin's Curse, since you are "using the MacGuffin's Curse engine"?

A: No, that engine is just a starting point. Brawsome will customize it for this project. What the engine gives us is a good system for tile-based graphics, the dialogue system, character animation, and a number of other useful features. None of that has anything to do with the game play, which is adventure + RPG. We will include a few MacGuffin's Curse style puzzles, but those will be a very small part of the game.
Yes, exactly what I said - it will look "similar" to this. Not exactly, but it's a helpful indicator of the feel of the game... I assume. The top down look, the tile graphics and the dialogue systems are what I'm referring to.

Bt
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iamlindoro: The Coles have repeatedly denied that art is on equal footing with gameplay and story-- sorry, but it is. Artwork is a kind of storytelling, too, and it is as powerful or more powerful than the plot itself. Experiencing the world is just as important as what you experience there.
To you, perhaps it is. To me, it is not. While I do appreciate great artwork, it doesn't have to be present for me to enjoy a game. If someone refuses to play a game because it's not pretty enough for them, then they'll miss out on many great games. I know someone that absolutely loves Mel Brooks movies, but he's never seen Young Frankenstein for the sole reason that it's in black & white. If that's his POV, then he has to live with missing out on one of the funniest movies of all time from his favorite producer of all time, not to mention the Three Stooges or the Marx Brothers.

And FWIW, I like the art for Hero-U.
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iamlindoro: I know I'm being a bit blunt here, but frankly I'm irritated by the "if we don't make it on our terms then we'll pack up our toys and go home."
Yet this is the same attitude that is shown by the QFG fans who refuse to donate even a few dollars to Hero-U because it isn't QFG6. They probably don't even realize that, but they're sending the same vibe: "If you don't make QFG6, then I'll pack up my toys and go home". The Coles don't own the rights to QFG and if they get the message that fans won't accept anything else from them, they'll never have reason - or the money - to try to obtain those right for the future. A success for Hero-U gives them a stronger position from which to negotiate, with both the industry and the fans.
Post edited November 12, 2012 by burf90
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CoreyCole: So, are we giving up if the Kickstarter fails? We think we should. The lowest-selling of our games reached over 100,000 players. If there aren't even 7,000 players who think that we know how to design a great game, then we're clearly in the wrong business. That doesn't have anything to do with how we feel about ourselves and our skills; it just means there isn't a market for what we do.
For what it is worth, I chipped in $20{all I can afford at the moment) and I hope there is a surge of backers in the next week. If your kickstarter doesn't meet the funding goal I hope you consider trying again in a few months.
Post edited November 12, 2012 by Xoanon
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Xoanon: For what it is worth, I chipped in $20{all I can afford at the moment) and I hope there is a surge of backers in the next week. If your kickstarter doesn't meet the funding goal I hope you consider trying again in a few months.
We appreciate that, Xoanon. And thanks to you, too, Mcneil_1! It's not how much you back with, it's that you back. Thanks!

Now, if you haven't dipped your toes in the Hero-U comments section, yet. Come on over and say "hi"!
Post edited November 12, 2012 by burf90