The Other Worlds Shrine

Your place for discussion about RPGs, gaming, music, movies, anime, computers, sports, and any other stuff we care to talk about... 

  • So Kenji Infuane made another kickstarter....

  • Because playing them is not enough, we have to bitch about them daily, too. We had a Gameplay forum, but it got replaced by GameFAQs.
Because playing them is not enough, we have to bitch about them daily, too. We had a Gameplay forum, but it got replaced by GameFAQs.
 #166501  by Eric
 Wed Jul 29, 2015 7:31 am
It's going to fail in about 5 days.

https://www.kickstarter.com/projects/mi ... ble-legend

It's really hard to get into details about how/why his first kickstarter Mighty No 9 got like $4,000,000 and this one can't break $800k.

Kyle Bosman put together a pretty reasonable explanation for why it's struggling and will most likely fail.



I personally didn't back it and I didn't really feel compelled to either after how Mighty No 9 was handled(I was never a huge fan of Megaman Legends to begin with).

I don't think Mighty No 9 turned out bad mind you, I think it's a solid game, but it simply so far hasn't met the expectations I had(Which were probably too high), and I think the people who backed MN9 feel the same way about this kickstarter, especially when MN9 isn't even out yet.

Edit: oh apparently he had ANOTHER one he started at the same time for an anime to accompany the game. Needs 150k for a 5 min short, it MIGHT make it in 5 days, but ehhh.

https://www.kickstarter.com/projects/mi ... =discovery
 #166504  by Replay
 Wed Jul 29, 2015 12:51 pm
It would help if he'd release the first damn game before going off about how much he needs more money.
 #166516  by Julius Seeker
 Wed Jul 29, 2015 10:54 pm
He's been overrated for a few years now, ever since he decided to start trash talking half the industry, and got a personal fan base who actually bought the crap he said and bought into the myth he built up for himself. People are catching on now.
 #166584  by Eric
 Sat Aug 01, 2015 7:05 am
Another couple of updates that's turning this into a cluster fuck of epic proportions.

As I said in the original post, Red Ash is going to fail. Comcept, seeing the writing on the wall released a shitty demo that moved nobody to back the project, and I think they actually had a day or two of NEGATIVE dollars(Meaning people backing out).

Anyway they eventually got some Chinese company called FUSE that I've never heard of and has one of the sketchiest websites in existence to publish the game, and now they're turning the kickstarter for the game into a kickstarter for just the goals they originally talked about past the 800k goal they originally asked for(wat).

In the meantime since the kickstarter has failed, Mighty No 9, which was supposed to be due out September 15 is now being allegedly being pushed back to 2016 according to GameInformer http://www.gameinformer.com/b/news/arch ... -2015.aspx, the internet rumor going around that they were probably going to take the Red Ash kickstarter money to finish Mighty No 9 which they now won't be getting. Comcept is refusing to comment on the issue even to Mighty No 9 Kickstarter backers, which leads me to believe they won't say shit until the Red Ash kickstarter officially fails.
 #166585  by Don
 Sat Aug 01, 2015 12:03 pm
I think Mighty No 9 is a good example of what's wrong with gaming development. I mean, it's a Megaman game. It's not exactly a hard concept and it's done by a team that's supposed to have done this many times. It's one thing whether the game might be any good since there are good and bad Megaman games, but it shouldn't be hard to make a Megaman game on time even if it sucks, and really stuff that makes a Megaman game is usually the level design/bosses, which isn't something you can solve by throwing more money at it. X4 was probably the best game in the X series, and aside from the Anime movies that probably cost a nontrivial amount to make (as in not free, not expensive) it's not fundamentally any different from anything that came after it. I had a hard time believing adding Zero to the playable characters really incurred a huge development cost even though he was probably the best addition to the franchise in terms of playability.

Sometimes I think if you just have players hack into existing game assets and have the players being able to sell such works you'd end up with better mass produced games. Okay sure that totally bypasses the cost of original IP, but if diluting an IP like Megaman works then Capcom can do it themselves. I think what happens is say if I was to recruit an all-star Megaman team, so that'd include myself and I paid myself $500K a year for my knowledge of Megaman, and then I get Eric as a designer and pay him $300k a year and Zeus as a consultant for $250K because they're obviously like the #2 and #3 Megaman fans in the world after me. Oh and of course to have a game that measures up to the expectation of the #1 Megaman fan in the world we can't be cheap on staff, so should have quite a few 6 figure programmers/artist/composer on the team because we don't want people to screw this up.

Almost certainly my game totally sucks because I greatly overestimated the abilities of the people involved, but it's not like I'm trying to purposely rip my investors off. I mean shouldn't the #1/#2/#3 Megaman opinion be worth that much? Of course that assumption can easily be wrong, and maybe it turns out that even if we were #1/#2/#3 our expertise are only worth $100. You see this trap with a lot of big name guys. Sure, they're probably worth something, but it's probably close to few thousands instead of whatever salary those guys command. I'm pretty sure the biggest cost of games still goes into the salary. When people mod/hack into existing games (like a lot of Megaman mods) they obviously don't have anyone paying for them, and I think in this case your expertise does get valued correctly. If you really are awesome at Megaman games people will notice it, but you don't get to ask people for a million dollars just because you might be the world's leading authority on Megaman games.
 #166620  by Don
 Wed Aug 05, 2015 11:20 pm
Mighty No 9 got delayed to next year, says they're fixing bugs. Seriously, this is a Megaman game. What kind of bug can they be fixing?
 #166625  by Eric
 Sat Aug 08, 2015 12:30 am
Don wrote:Mighty No 9 got delayed to next year, says they're fixing bugs. Seriously, this is a Megaman game. What kind of bug can they be fixing?
Apparently they're fixing a bug with MULTIPLAYER. Who gives a flying fuck about multiplayer in a megaman game. I want to clear a stage, kill a boss, take his power and use it on the next boss until the game is over.

How the fuck do you justify a 6 month delay for multiplayer, patch that shit in later.

http://www.engadget.com/2015/08/07/migh ... #continued
Q: So you said at the start of the interview that your single-player campaign is in a very good place, it's basically completed?

A: Yes. It's 100-percent complete.
 #166692  by Don
 Mon Aug 17, 2015 10:00 pm
Not totally related to this, but today I saw an article of some big name Hong Kong manga guy blames piracy because his latest manga sold in the single digits. I mean, I know piracy is a problem, but I think most bookstores stopped carrying stuff from Hong Kong even before there was the Internet. My brother said I was propping up entire industries by myself and it's probably not that much of an exaggeration. I think when I stopped buying some of the stuff the bookstore stopped importing them because I was really the only guy buying that stuff.

Hmm, isn't the girl in the Red Ash black, or was she just covered in dust during the video? Not that I care about it either way since it seems like this game isn't going anywhere.
 #167638  by Eric
 Mon Jan 25, 2016 7:09 am
It just got delayed again to Spring 2016 for those same features nobody cares about because they're having troubles with the engine...the engine being Unreal Engine 3, which is fucking simple as shit to use.
To the fans eagerly awaiting the release of Mighty No. 9,

Unfortunately, we have an announcement that will be very disappointing to all of you. In preparation for the February release of Mighty No. 9 we have been working hard with our partners to resolve any network issues and porting work necessary to publish Mighty No. 9 on the various platforms. However, the issues relating to the network modes were more critical than expected, and it has become apparent that we will need to delay the game from its February 9th release date. We have been working up until the very last moment to resolve these issues in order to make the February release, but it has become clear that we no longer have enough time to fix the issues and have everything prepared for release.

The reason for the delay is rooted in bugs inside the network modes, and specifically problems with matchmaking. There are two large reasons for this problem, one of them being the large number of platforms supported (the solution for each platform is slightly different) and the other stems from the fact that the engine we are using is no longer being updated which means adjustments for matchmaking and online code are being made manually (actually reprogramming parts of the engine by the dev team themselves). Unfortunately, this is all a result of miscalculations on the part of us, the development staff. As a result, our fans who have been looking forward to Mighty No. 9 have been forced to wait for over half a year longer than expected, and for that we are sincerely sorry. I want to take this chance to apologize personally, and on the behalf of the development staff.

Over the end of the year break and the beginning of 2016, the development staff has been working on these issues non-stop without break, and thanks to their hard work the end is in sight. We continue to make progress to resolve these last issues that have been holding up the release of the game on the different platforms.

Because we are constantly working on it in cooperation with all our partners, we want to wait and make sure that everything is confirmed to be ready before giving a new specific release date. But we expect it to realistically be in Spring 2016.

For this 3rd delay of the game, we have no excuses for disappointing our fans and especially our backers once more. We want to take this chance to express our sincerest apologies to everyone who has looked forward to the release.

Although we are far past our original release date, the release of Mighty No. 9 is still right around the corner. We are all working hard to make sure that we can finish and release the game to all of our fans as quickly as possible, and ask once more for your support of this project that we have created together over these last few years.

Keiji Inafune
 #167640  by Don
 Mon Jan 25, 2016 9:16 pm
Software development is hard but there's no way it's this hard. I think people always just use that as an excuse. Yes everything gets more complicated when you have all these people and stuff but it's also still just a Megaman game.
 #167675  by Zeus
 Sun Jan 31, 2016 2:40 pm
They're having trouble with different network features on different platforms as they likely had no experience with any of it. It's not just the engine.

The worst part about it is it's for features no one wants or cares about in the game. If freakin' Ubisoft can learn that no one wanted multi in Assassin's Greed why the hell can't some people just learn not all games need them?
 #167680  by Eric
 Sun Jan 31, 2016 8:37 pm
Zeus wrote:They're having trouble with different network features on different platforms as they likely had no experience with any of it. It's not just the engine.

The worst part about it is it's for features no one wants or cares about in the game. If freakin' Ubisoft can learn that no one wanted multi in Assassin's Greed why the hell can't some people just learn not all games need them?
It was part of the kickstarter stretch goals, and they have probably have 0 intention of patching this game post-launch. So they have to get it working out the door.

I'm actually kinda concerned because Koji Igarashi's Bloodstained: Ritual of the Night also hit a online stretch goal >_<
 #167721  by Replay
 Sun Feb 07, 2016 11:04 am
It just got delayed again to Spring 2016 for those same features nobody cares about because they're having troubles with the engine...the engine being Unreal Engine 3, which is fucking simple as shit to use.
Software development is hard but there's no way it's this hard. I think people always just use that as an excuse.
I love watching people who don't develop talk about how easy it is to make games. :) And by "I love it", I mean...well, something else entirely.

I'm not particularly defending Inafune here; even by the standards of actual people who code he's let people down mightily by now. Yes, several million dollars and a few years ought to be sufficient to get a Mega Man derivative to market.

But for fuck's sake... go code something, make something, before you guys start going off about how any game development engine is simple to release a finished product in.

I endlessly feel like I have this problem with not just this community but half the entire world. As Elon Musk has noted...MAKING things, getting them ready for the really very, very, very high standards that the modern commercial market demands, is actually pretty hard. That even actually applies to Mega Man games.

If you don't believe me, go try making one.

And let's not have any "Well I downloaded someone else's platform engine and it works on my computer so I can't see why Inafune can't get his game out". Actually MAKE something of your own.

I would really like to challenge this entire community to a development contest in fact if anyone is interested.