The team was 30 members
That only makes the end product even less impressive in my eyes.
The team was 30 members
That only makes the end product even less impressive in my eyes.
For the campaign alone I would tend to agree. But they also made the editor, and what I hear from Devs on this topic is always that doing that is a significant effort thats not to be underestimated.
The team was 30 members, unsure about division of full & parttime. Info I found listed avg income for software engineers & devs in Seattle as $84k and $68k though I doubt HBS was paying that, I figured somewhere in the $50-55k area (might be too conservative) which is pretty much the entire Kickstarter before expenses.
I dont' understand the hate. Yes, the campaign was short, but I really enjoyed it non the less. I liked Ex:C well enough, but mostly as a time sink, I didn't actually have fun playing.
SRR has good dialogue, a solid enough class and battle system, and an editor that is really user friendly and with loads of possibilities. What do you you mean when you say the scores would be lower if it was compared to AAA games? I would beg to differ, I haven't played ANY triple A games that was as good as this one in years.
What games are you playing that makes this one poor in comparison, I just don't get it?
I say it's Kickstarter money well spent. (But I would like a normal save system though…)
I suppose the nearest comparison right now is with XCOM EU. Certainly a much more accomplished game, but with a much larger budget. I reckon SR is an OK game, but I'm not going to be funding many more kickstarters if this is the best that can be done with a $2m budget.
If you compare it to Expeditions Conquistador or Legends Of Eisenwald (Admittedly still beta) both of which got less than $100,000 on kickstarter, it is really very disappointing that this is all they were able to do with $2m (and 30 devs!) - i.e. 20x the funding of those projects. I'll certainly be very disappointed if Larian can't do a lot better with D:OS and Wasteland 2 already looks to be in a different ballpark to SR in every aspect.
I wonder if they paid a lot less for employees to do the work on those games since they were made in europe where I'm pretty sure they are paying less for the same amount of people.
The team was 30 members, unsure about division of full & parttime. Info I found listed avg income for software engineers & devs in Seattle as $84k and $68k though I doubt HBS was paying that, I figured somewhere in the $50-55k area (might be too conservative) which is pretty much the entire Kickstarter before expenses.
I suppose the nearest comparison right now is with XCOM EU. Certainly that's a much more accomplished game, but with a much larger budget. I reckon SR is an OK bargain bin game, but I'm not going to be funding many more kickstarters if this is the best that can be done with a $2m budget. Maybe Kickstarter is better set up for those with the passion to suffer for their art - and they are the guys who really deserve the cash, I think.
Also heard, but haven't checked to verify, the Shadowrun license from Microsoft was $600,000.
The rise of the auto-save I understand - especially if it's cycling through a few save slots to do it. Unfortunately, it's created a lot of gamers that simply won't save their games. They've never had to before and many of the games they still play don't require it so they never learn to do it. These people make it so you HAVE to have an auto-save of some sort.At the very least, recent games without a save anywhere have autosaves when you "change" your character (action RPGs like diablo, torchlight work ok in this mode). This doesn't even have that. I mean really, what a crock.
Right, that's exactly the comparison I would make. XCOM has higher production values, sure. But other than that? XCOM took me about 20hrs to finish, this one took me 12. And the superior editor of SRR makes up for that shortcoming. XCOM's battle are cool, but only for a while. XCOM cost me three times as much and probably had what, 20x the budget or more? Yet to me it is the inferior game of the two, I enjoyed SRR far more. And the possibilities of SRR are huge when people start making mods, making me believe the hours spent on that game will rise with time. XCOM? Standing on the shelf collecting dust (actually the virtual shelf of uninstalled Steam games, but that didn't sound quite as good.).