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View Full Version : Slashdot article: How Kickstarter upended the gaming industry



Oersted
Sep-26-2013, 19:52
http://slashdot.org/topic/bi/how-kickstarter-upended-the-gaming-industry/

"How Kickstarter Upended the Gaming Industry"

Old_Canuck
Sep-26-2013, 19:59
Wow 19 million dollars raised on Robert's website. It seems Kickstarter can also kickstart a website funding project:

"...Roberts took a novel approach to crowdfunding, raising $2.1 million on Kickstarter last fall while conducting a simultaneous campaign on his own “Roberts Space Industries” site. While the Kickstarter had a 30-day window, the Roberts Space Industries crowdfund platform continues raising money to this day, bringing the total to $19.9 million. Backers can guarantee themselves a virtual spacecraft for $30...."

Thx for posting, Oerstead.

Royraiden
Sep-26-2013, 20:49
Wow 19 million dollars raised on Robert's website. It seems Kickstarter can also kickstart a website funding project:

"...Roberts took a novel approach to crowdfunding, raising $2.1 million on Kickstarter last fall while conducting a simultaneous campaign on his own “Roberts Space Industries” site. While the Kickstarter had a 30-day window, the Roberts Space Industries crowdfund platform continues raising money to this day, bringing the total to $19.9 million. Backers can guarantee themselves a virtual spacecraft for $30...."

Thx for posting, Oerstead.

So that means there could be a second Kickstarter or any other type of crowd funding after the current Kickstarter closes?That would be very helpful to focus on the stretch goals and possibly attract even more people while showing the work in progress that has already started.With more content and well done video updates Im really confident almost all the stretch goals could be reached.Im sure Mysticpuma already contacted Ilya, if a second Kickstarter is possible Ilya needs to understand that from beginning to end there has to be a constant flow of updates of the best quality possible .

Tempered
Sep-26-2013, 22:02
Roberts has huge name recognition in the PC world. He also has a good grasp of marketing strategies. His approach to the kickstarter was not exactly unique, others have used the exact same strategy. Roberts just knows how to present and sell a game.

To be honest, I think I'm more excited about Elite Dangerous than I am about Star Citizen. Elite brings me waaaay back to my first commodore 64 computer. It was the first game available (that I'm aware of) that did wire frame modeling. Everything else at the time was sprites. It pretty much invented the space combat/trader genre and really opened my eyes to the possibilities of computer simulation.

HaJa
Sep-27-2013, 01:10
It's actually $20 000 000 now :D

I believe that it's due to the fact that flightsim developers utterly miss out on good promotion
and fail to create a "lindberg" moment (pick whatever name or event you want here) to make
the pilot feel involved in something!

Chris Roberts does everything right and SC creates an involvement and a sense of participation
the flight sim community lacks! Also space is a more intriguing thing than flight but regardless
I firmly believe that a flight sim needs a living environment to lure beginners in to it.

//
HJ

Old_Canuck
Sep-27-2013, 01:20
Just curious how the learning curve of a Star Citizen craft would compare to DCS P-51 or one of the DCS jets?

=BKHZ=Furbs
Sep-27-2013, 05:04
I don't think there is much to learn, not as in FM, more maybe system use.
But its not going to be anywhere near as tricky to actual fly the craft, im very tempted to get something.

Tempered
Sep-27-2013, 20:37
Just curious how the learning curve of a Star Citizen craft would compare to DCS P-51 or one of the DCS jets?

I am guessing you will be able to fly with a mouse and only really need a button for the lasers and a button for the missiles. The more advanced pilots will learn to use thrusters for vertical and horizontal drift.

If you want to see a space sim that promises complex systems, check out http://www.fingerscrossedinteractive.com/index.html Rogue system is the name of the game.

Old_Canuck
Sep-28-2013, 01:05
Thx for the replies. I guess the bottom line is, it's a complex task learning to fly and a realistic simulator will have that complexity. Those of us who are willing to tackle that level of complexity are a minority in the gaming world and will likely always be the minority.

HaJa
Sep-28-2013, 01:12
The truth is we don't really know yet! It will most likely not be as difficult as the A10 but since
the multicrew ships will have the possibility for manned specialist stations as engineer or sensors and
weapons as well as pilot and navigator it could be quite complex. CR has said that it definitely won't be easy
and that a form of dead is dead will be in place.

I do believe that people who think this will be an easy arcade thing are in for a surprise. But that is just my
take on it :)

ATAG_Bliss
Sep-28-2013, 03:19
Thx for the replies. I guess the bottom line is, it's a complex task learning to fly and a realistic simulator will have that complexity. Those of us who are willing to tackle that level of complexity are a minority in the gaming world and will likely always be the minority.

OC,

All I know is I bought an Constellation and you can hop in the bathroom and even flush the toilet :D

I'm just hoping I get someone else to fly the thing while I get to read magazines on the crapper :-P

Old_Canuck
Sep-28-2013, 13:35
OC,

All I know is I bought an Constellation and you can hop in the bathroom and even flush the toilet :D

I'm just hoping I get someone else to fly the thing while I get to read magazines on the crapper :-P

Do I have to buy a Constellation module to use your bathroom? I think what you're saying is that space sims can be as complex as realistic flight sims. So maybe the problem in our flight sim genre is that people are just tired of it.

Tempered
Sep-28-2013, 16:25
People have limited time. Most would rather jump right into a game and have a decent chance of doing well, rather than spending hours mapping joystick buttons and learning how to fly. I fully support any sim that defaults to a very simplistic flight model with the ability to adjust the learning curve upward as you gain proficiency. Start off with an engine on button that goes through the entire start up sequence, automatically raise and lower landing gear when appropriate, and have a fly where you point the nose type of flight model. This will get someone started in the game with a minimal amount of button memorization. Progressively add more complexity and buttons while letting the player know where they stand on the scale of difficulty. Reward the player for taking on more difficult settings.

Old_Canuck
Sep-28-2013, 16:39
People have limited time. Most would rather jump right into a game and have a decent chance of doing well, rather than spending hours mapping joystick buttons and learning how to fly. I fully support any sim that defaults to a very simplistic flight model with the ability to adjust the learning curve upward as you gain proficiency. Start off with an engine on button that goes through the entire start up sequence, automatically raise and lower landing gear when appropriate, and have a fly where you point the nose type of flight model. This will get someone started in the game with a minimal amount of button memorization. Progressively add more complexity and buttons while letting the player know where they stand on the scale of difficulty. Reward the player for taking on more difficult settings.

Good points, Tempered. I believe that's what Ilya was alluding to in his latest update.