I don't understand why these kickstarters don't try the impulse-driven approach. Give access to the basic game at 10$ - and adjust the higher tiers accordingly with extras.
Given the amount of shit in the works, people need an incentive to pledge - and a very cheap entry price could potentially take these small timers over the line.
Because some games are early alpha, and would give a bad initial impression. Gameplay videos are best, and perhaps a short thirty minute demo, if you are a new studio and have funding.
This game does look really cool, and it looks like it could succeed where that Deathfire thing failed. I like its Realms of Arkania vibe…
I noticed two main terrain types in their intro video. Whiterun…then the pirate-y Risen-style Carribean tropics thing that's popular right now. I do hope they have plenty of traditional green medieval landscapes too. (I know, call me boring…)
I agree with Dart though. A lower entry fee could pull a lot of impulse backers in. I don't see all that many Kickstarters embracing that…
They already quoted Betrayal at Krondor and Shadows over Riva as influences. Reminds me of Dark Heart of Uukrul, and the old SSI games, along with Realms of Arkania, except with better physics, and environmental physics are interactive in first-person; as well as third person, cover-based gameplay, and deformable environment. Complete with that sand-box, emergent design that LGS and Elder Scrolls pioneered, such as harvesting materials in first person, interacting with object physics, and skill-checks, puzzles, secret doors, deadly traps, illusions, and more... Etc.
I also prefer hexes. Squares do not give a terrain advantage. The value of being able to position, break barrels, and provide your own cover, as well as toss them at opponents, in isometric hex-based combat. This is a mild cover cost for what could be a groundbreaking RPG, combining interactive physics, puzzle solving, crafting, harvesting, and survival mechanics, ala Underworld or Elder Scrolls, with the top-down turn-based view of Fallout 1 & 2 or any Tactics game that used hexes over squares, allowing attacks from 90 degree angles, complete with skill points, puzzles, traps, etc, that make for a great RPG. All the best wrapped into one!
Positioning your own cover is crucial, but then again, so is the cover mechanic, the ability to break barrels, and position yourself in combat, as well as having a fully interactive environment, complete with perception-based skills that see through persistent illusions, puzzles, traps, locks, and secret doors. $60,000 is almost too cheap for a game of this type. It is groundbreaking.
Both in first-and-third person perspectives. Not only the environmental physics, but the appeal to retro-hardcore, rather than dumbing down. The environmental physics alone would have sold me; or even that it is first-person, mixed with third-person, tactical combat; or that is pushes both boundaries, the first-and-the-third perspective. We'll see how this turns out.
I am almost glad Seven Dragons got cancelled, as we'll see it again soon, but it may draw more attention to Dungeons of Aledorn, which needs sufficient funds to produce a game which pushes so many elements, complete with so many new ideas, just from reading updates.
Voidwalker.