Eldreth reacted to kimiko in 4 Questions from The Gordon Walton Atarashī Kami Club - 1 May 2015
Hello from The Gordon Walton Atarashī Kami Club. Praise His Holiness and we greet you all with warm wishes.
Today I bring 4 questions from The Gordon Walton Atarashī Kami Club for kind answering.
Chiyo asks: "Currently on YouTube, 'content creators' are dividing any revenue for their gameplay videos with YouTube by 50%. Some game companies, Nintendo for example, demand a division as well, in some cases up to 40% (of the 50% remainder). Artcraft is in a nice position of not being beholding to an IP owner or a parent company. His Holiness, The Prophet Gordon Walton and his Holy Champion, J Todd Coleman, are finally free of the constricting grip of the Star Wars/Lucasfilm franchise and IP owners as well as parent companies like SOE and EA. With that being said, what path will Artcraft take in regard to those who produce gameplay videos of Crowfall? Will Artcraft demand a portion of the revenue from 'content creators' or will they not?"
Shinako asks:"Crowfall is comparing to EVE online many times. What is amazed is that the depth and complexity of EVE is captivating and intriguing. The same wonderful things about EVE are also what make EVE inaccessible for many players. It is difficult to enter EVE as a solo player, even if looking for other people to play with. Unless going to EVE with a predetermined group of friends, EVE can feel very lonely and overwhelming and also makes much of the game content feel out of reach for new people. How will the triumph of His Holiness, The Prophet Gordon Walton - Crowfall - avoid the same daunting distance between the new player and those who are established for many months?"
Kiwako asks:"Does His Holiness, The Prophet Gordon Walton's minion, the Archangel Turry Akrund have a girlfriend?"
Group Question from the Club:"We are unsure if our request for a holy shrine to His Holiness, The Prophet Gordon Walton was denied by His Holiness as a sort of test of our faith. As his word must always be trusted as the truth, we believe what he has said. However, we can't help but feeling like this is a test of our resolve and love for him. Will there be offense taken by His Holiness, The Prophet Gordon Walton, if The Gordon Walton Atarashī Kami Club designates the most handsome and majestic statue or the most serene and peaceful place in the Eternal Kingdoms as a holy place of contemplation and adoration of His Holiness, The Prophet Gordon Walton?"
Thanking Gentleman Jack for helping in English translation.
( > )> Gordon Walton Atarashī Kami Club
Eldreth reacted to realblankspace in Community and community volunteers
Anyone who volunteers to moderate a growing community has my hat tipped to them. This game isn't coming out for years and they have to deal with a ton of stuff. It is one of the reason I passed on doing a vodcast for this game. Tons of work, lots of time invested, and in the end they only real reward is the pride in the work you finished and accomplished.
I'm not sure if I'm overanalyzing the forum material and posts I've read but a few of you keyboard warriors talk a whole bunch of crap here but don't have much of anything to back up all the hot air. Self important posts, terribly put together material, weak logic and reasoning, attacks on people instead of ideas. I'm used to having very heated discussions about topics because they are important to me as a gamer in a variety of different subjects, but I rarely step outside the arena of spirited debate just to talk trash on a forum. I've seen a few really well written and debated forum topics which I did enjoy. It is nice to see people defending topics/ideas/development of a game by using the scope of what would be better for the gaming experience overall and not just 'what I like to do noob' type of material. To the mods who have to keep things clean around here, you are much more lenient than I.
Keep up the good work mods. No one is going to thank you so just keep doing it for whatever reasons you see fit. Y'all should thank ACE for not asking me to mod. Some of you should save some of that gusto for when the game comes out.
Eldreth reacted to Pann in Our badges don't stink
If you are a Crowfall backer, you can now activate and fly your backer badge proudly here on the forum. Here's how:
Note: If you are a Kickstarter backer, you have to have activated your reward code to your account. If you have not received your code, please contact email@example.com
To select and display a badge:
1. Go to the main website - http://www.crowfall.com; login
5. Repeat the steps above to select and display your badge.
If your badge still isn't being displayed properly, contact firstname.lastname@example.org.
Eldreth reacted to Pann in Community and community volunteers
Tomorrow will be my one-month “Panniversary” at ACE. I came in just a few days before the Kickstarter ended and had two weeks to extract as much as I could from Tully’s brain before he took it with him for his belated honeymoon to Japan. There were a lot of moving parts to master, admin tools to learn and all that jazz. I wasn’t able to spend as much time as I would have liked getting to know our community. Things are still moving at a crazy pace, but I feel like I’ve got my sea legs now and am learning how to achieve a better balance. That means I feel like we can start having some two-sided conversations rather than the reactive, quick replies many of you have gotten from me.
So, let’s talk about volunteers since that’s a hot topic in the community today.
I was a volunteer in Ultima Online. I loved it, and it’s not an exaggeration to say it changed my life. My experiences as a UO volunteer paved the way to the career I have now and introduced me not only to people who are “I’d help you move a body”-level friends but also my husband.
We knew from the onset that we wanted a volunteer program for EVE Online, too. It’s not a simple matter to build something like that from scratch, and we had to reboot it a couple of times, but I’m really proud of what it became. Again, the volunteer program helped me meet people who became very dear to me, and I was able to help some of them realize their goals of getting into the game industry.
Todd, Gordon and I all agree on the importance and value of having a corps of volunteers as part of the Crowfall community. We also recognize it can be a double-edged sword. Personally, I've had days when I wanted to throw in the towel on the whole shebang because it felt like it would be easier and less hassle to do everything myself than to have to fiddle with whatever the volunteer drama du jour happened to be.
Volunteers aren't employees, but they are hard workers. They aren't “official,” but they represent us. They don’t speak for us, but they help spread our message. They face a level of accountability and responsibility that other community members don’t. They are held to a higher standard. They have to be above the suspicion of impropriety, just like anyone on our team…. Except that they aren't on our team.
As a volunteer, there are times when you feel like you’re trying to walk the wire with your ankles tied together. It’s not for everyone. It’s definitely not for anyone who is sensitive or outspoken. If you haven’t tried it, you might wonder why any sane person would subject themselves to it. I wonder the same thing about people who sky dive or bungee jump. I guess it’s a matter of taste and what gets your adrenaline going – and who’s to say what’s sane and what isn't anyway? =)
So there we have our expectations for how Crowfall community volunteers should conduct themselves. In addition to following the same rules as the rest of the community, you've got all that stuff I talked about before: accountability, neutrality, held to higher standards.
But what about the community itself? To date, I've made some comments here and there about a few things but nothing in-depth. Very soon after I joined ACE, there was a big stink on the boards about moderation, and Tully had already shown me the language filter and acknowledged I’d probably want to revisit that and the all the forum rule-y, code of conduct-y stuff—all of which are on the To Do list that I’m slowly chipping away at each day as time allows.
Here’s my viewpoint on forum moderation in one easy reference I call The Will Smith Approach: “Don’t start nothing, won’t be nothing.” Follow the rules. You don’t have to get along with everyone, you don’t have to agree with everyone, but it’s not okay to be a jerk to anyone. You can argue a point, even heatedly, without getting personal.
And, just to be absolutely clear on this: I have ZERO tolerance for ‘hate speech’: racial slurs; insults related to religion, culture, gender or sexual orientation; or threats of violence. That’s an instant ban. Do not pass Go. Do not collect $200.
Crowfall is a “throne war simulator”. War. Simulator. Little virtual people fighting each other in a virtual world. But the emotions and feelings are often very real. It’s not Happy Time at Barney’s Playhouse. Things are going to get hot. Sides will be chosen and lines will be drawn. That’s what keeps it exciting. Now let’s get out there and pretend to kill each other – and have fun doing it.
Eldreth reacted to TullyAckland in Afk: Honeymoon Time!
Good write up, appreciate it!
It's fun catching up on things. I see that forum names have reverted back to their default - This should be fixed now on crowfall.com (go to accounts) so that everyone can adjust their names
Japan was awesome, Tokyo is the greatest city on earth and Kyoto was a wonderful cultural experience.
I took thousands of pictures while I was away but this one made me laugh - School kids thought I was someone famous and asked me to sign their books. Weird.
Eldreth reacted to Tyrant in The Crowfall Budget Question
Yesterday, I announced that we had unlocked another stretch goal, one that will let us better serve our European players. We've added a new stretch goal today that will follow the current additional graphics programmer stretch goal, localization of Crowfall in six additional languages. While this new stretch goal doesn't affect the majority of our audience, expanding our overseas audience helps the entire game in multiple ways. More on this below.
Talking about money brought something else to mind that I’d like to discuss. We've gotten this question several times about our project budget over the last few months (and we've answered it both on the forums and interviews, but never in a major update). So, let's have some straight talk about project financing.
Specifically, let's answer the core questions: How can you make Crowfall for less than $10m, and where is that money coming from?
After the Kickstarter and several achieved stretch goals (thank you backers!), our “core module” expanded what in essence is the “core game”! Our vision is bigger than the core game though, and we’ll continue to develop the game beyond the launch of the core game. But the budget we are talking about here is for that core game: the core module + the stretch goals we achieved during Kickstarter.
Here are some of the reasons why Crowfall is going to be much more inexpensive to build:
1. We aren't making a Player versus Environment game. PvE games need hundreds of hours of handcrafted content. In our prior experience, it’s not unusual for PvE content costs to drive 70%+ of the overall cost (and time it takes to build) of an MMO project. As crazy as it sounds, it may take three to five people working for half a year to make a single zone -- which offers the players only a few hours of gameplay before they move on.
2. We’re using procedural generation to randomize our worlds out of pre-build pieces. Custom building a world means a TON of handcrafted content, and it takes both time and a lot of people to do this well. Building a world procedurally means that you create a library of assets, and then construct many, many worlds out of those pieces. Effectively, you're building a machine that produces worlds instead of building each world by hand.
3. Our archetypes approach means that we don't have to create a combinatory set of art. If you have 10 races and 10 classes, and each one can be combined, and you want to create 10 custom looks for each, that's (10x10x10=1000) custom characters that you have to make. The ongoing cost is even worse because it's effectively exponential -- every time you add a new race or class, the problem gets exponentially worse. With handcrafted archetypes, we've kept that cost linear -- which also means that we can still have a high degree of customization for each archetype, and we can spend MORE time making each one look unique (and fantastic!) We can still achieve customization for each archetype. We can't stress enough how important this was to keeping our costs in check. Other MMOs spend TENS of millions of dollars on combinatory avatar systems.
4. We acquired a backend MMO technology stack when we formed the company. One of our first employees (who previously worked on titles like Shadowbane, Pirates of the Burning Seas and Wizard101) had spent four years as an independent developer, building his own proprietary MMO backend technology base. We acquired a license to that technology (and hired him!) right at the beginning of our company. This alone cut our time to market by over a year and reduced our costs substantially.
5. We’re using a commercial engine (Unity 5) for our client, along with additional technologies like PhysX and Voxel Farm, which we are modifying and extending for our needs. This means we get the content pipelines built into Unity 5 as part of the package, and we get to focus our efforts on multiplayer, responsiveness and improving the visuals fidelity and performance.
6. We’re outsourcing some of our production work. We’re keeping our core team relatively small, filling with contractors as needed. We hate the idea of overstaffing and having to lay people off when the bulk of the content is done, so instead we will be working with a few quality outsourcing companies (like OMNOM workshop) to help us with much of our content work. This isn't really about cost savings so much as it is a strategy for expanding our team's capacity when we need to do a lot of work in a short period of time. Both Todd and I have lots of experience in utilizing outsourcing and know how to select and work with the best of the best.
Typically even a small MMO is going to take over $10 million to build (and probably closer to $20 million). If the fully-loaded cost of an employee (once you add in the cost of office space, insurance, taxes, etc.) averages about $100k/year, which means a $10m project will buy you 100 man-years of work! We’re doing a much smaller than normal MMO by choosing to be PvP-focused, doing algorithmic world generation, tight (but effective!) constraints on character customization and heavily reliance on off-the-shelf technologies. Our cost for the core game will be in the $6 million range. The full vision we are working toward will cost more, of course, as launch is never the "end game" when you make an MMO. It's only the beginning. Once we're up and running, and the game is generating revenue, we'll continue to expand it and grow it as long as our customers will support us!
Now where is the money coming from to make this game?
We've been clear that crowdfunding is only one piece of the funding puzzle, albeit the most important one!
Our first source of funds was early investment. We started with the founder's money, then did a minority equity sale to raise a total of $2.35 million. We used this money to start the company and to kick off pre-production on Crowfall. This is how we financed all of our efforts leading into the Kickstarter: the website, the forums, the videos and (of course!) the game. Many of you noticed that the Crowfall Kickstarter had a LOT more content and details than other similar Kickstarter campaigns. That's because we raised money and started working on the project more than a year before we presented it to you!
The second source of funds is crowdfunding, which started with our Kickstarter campaign. As you know, we raised almost $1.8 million dollars from that campaign, which is huge! But it doesn't stop there. We will continue to crowdfund post-Kickstarter, as we think this funding is the purest we can get -- not only does it help make the game better, but it grows the community at the same time. We've already collected over $50,000 on our site since the Kickstarter ended. We don’t know how many more people will back us between now and the core game launch, or how much in total we’ll raise, but crowdfunding pledges make a big difference and we’ll spend every bit of it to make Crowfall as good as it can be!
Our third source of funding is licensing foreign rights. Distributing and supporting an MMO outside of your home market is both time-consuming and capital-intensive, far beyond the means of a company like ACE at this point. Based on the early data, we believe the game could also be very popular outside of English-speaking territories. Our business model works fine for the Western markets, and we've committed to having European servers for launch (either we’ll do it ourselves or do it with a partner). Our design and business model may have to be modified to work outside of Western markets, which makes distribution more challenging for those markets. Typically, we can ask our partners to pay licensing fees for the overseas rights to our games, which means that we have another source of money that we can apply towards development. To this end, we are in active discussions with multiple parties already.
As a fourth option, we can always bring in additional investment money (i.e. sell more equity). After our Kickstarter ended, we were approached by a number of people (ALL of them backers!) interested in investing in ArtCraft. We are currently considering taking a small investment from a few accredited investors (we call them player/angels!) We like the idea of having backers as investors, as they are "pre-filtered" to believe in the Crowfall vision and won't want to change the design or the business model. We don't feel that we HAVE to raise this money, but we do feel like we could put it to good use to both reduce our risk and make the game better -- if we can find individuals who are a good fit. It would also put us in the best negotiating position for the overseas rights, meaning we can wait for the right partners and deals.
So there you have it, our plans for building Crowfall and our plans for funding it, all out in the open and in one place!
We’re happy to entertain constructive discussion and questions in this thread, but please understand that we can’t go into details on our business development efforts without potentially harming those efforts. Happy to engage, as long you guys realize that some questions might be answered with, "I'm afraid we can't talk about that!" As always though, when we have anything that can be made known to our backers you’ll be the first to know!
Thanks again for your support!
ArtCraft Entertainment, Inc
Eldreth reacted to Tyrant in State Of The Service/web
First, some great news. During our Kickstarter campaign, we had a separate stretch goal running: we promised to count our overseas backer amounts on Kickstarter against this stretch goal, and this stretch goal has been achieved!
Stretch goal #1 for PayPal: $165k (ACHIEVED)
· Host servers in Europe for betas and launch
· Localize the website/community in 6 languages (German, French, Spanish, Portuguese, Russian, Italian)
· Hire another community manager to focus on our overseas communities
We are still working on our current stretch goal for another graphics programmer and getting closer to achieving that every day as new people pledge for Crowfall!
Second, the Crowfall store will open soon. This will give you the option to upgrade your reward package, if you’d like, and will also have a selection of items available for purchase separately. Look for more information when the store launches.
Third, and probably the most exciting news, we’re starting to do live testing with people this evening on merging your Kickstarter pledges with your crowfall.com website account. These emails will be sent to the email address you used to back us on Kickstarter and will have directions on how to merge with your crowfall.com account (which may be on a completely different email). We’ll be doing these all week, so no need to ask us about it until next week. Check your spam folder, of course, every day just in case your spam filter doesn’t like our email. A sample email is shown below so you’ll know what to look for from us.
Thanks for your support!
Eldreth reacted to Tyrant in Gordon Walton - Are You The One Who Brought Us The Nge?
Now that SOE is gone (long live Daybreak Games!) we should go ahead and have the Star Wars:Galaxies NGE discussion.
I'll start with the easy part: The NGE was my fault.
I'll also say that memory is an imperfect thing, particularly around emotional circumstances, so I won't say this is 100% accurate, but it's the way I remember it.
I was running SWG starting before the Jump to Lightspeed expansion was announced. This wouldn't have happened if SOE had been happy with the size and thus profitability of the game. Expectations had been that SWG would be as big, if not bigger than EQ which at the time was ~500k players. SWG had briefly gone over 400k but settled down into a 200-250k level. The Holicron addition and hints on how to get a Jedi ended up slowing net growth of the game and undermined the in-game community as people tried to macro their way to Jedi.
We had hoped that by adding the "Stars" in Star Wars (i.e. space vehicles and flight) that the game would grow significantly. But SWG had more fundamental issues around the combat system (which hadn't gotten nearly enough iteration before launch), and an overwhelming amount of bugs, balance tuning and missing features for the dozens of various professions was holding the game back. The team was constantly working against a giant backlog of these issues just to keep the players we had retained.
SWG was a real masterpiece in many ways. The team, led by Rich Vogel, John Donham and Raph Koster, built an amazing game, both in scope and AAA presentation. It had a character customization system that was the state of the art for the time (and still better than many we see today). An amazing diversity of professions and skill trees. Some extremely innovative design and gameplay roles were first seen in SWG. Having a player council was a SWG innovation. Rather than using the EQ technology, and entire new engine was created to match the requirement of SWG. And this was all done for <$18m in <3 years (2 years and 9 months), launching in June 2003. This was and remains unprecedented achievement in building a AAA MMO. And like so many MMOs, it was launched far too soon for financial reasons, so there were plenty of problems at launch and beyond.
After the Jump to Lightspeed expansion launched (Oct 2004), it was clear that our audience size was clearly <300k and that was not acceptable to SOE (or to LucasArts).
We were working hard to fix the bugs, missing features and trying to make the audience happier so we could grow. But that was a slow grind, even though SOE had added significantly more development resources in 2004 when I joined the team along with my team that had been working on an unannounced SOE project.
Elements of the SWG team had this idea that maybe we should build a second Star Wars game that was focused on the "War" in Star Wars. It would be large scale battle game for planetary conquest. That way we could have more people in bigger battles (the character customization in SWG was far too detailed to have lots of players on the screen without significant performance issues). We could have a game where people fought over planets and they'd be dominated by either the Rebels or the Empire until they switched hands again in a galactic strategy game. We could build a real twitch combat system that was less turn based and more visceral. It was a very exciting idea.
I championed an idea to SOE and LucasArts that we build this game with a new team, sell it as a separate product, but actually share the universe with SWG. No matter which game you initially joined, your subscription would give you access to both games. You'd have a battle game and a role playing game all together. The battles would take place on new worlds, but the outcomes would affect who owned the SWG worlds, such that the worlds in SWG would change who owned the government buildings and towns, empire and rebel banners swapping out, storm troopers patrolling where formerly the rebel soldiers would have been found. And an overall strategy game at the planetary level, bringing the "Wars" to Star Wars.
Management was excited about this concept until the cost of this new game was clear and neither company (SOE or LucasArts) wanted to (or were able) make that investment. But the thought remained that a Star Wars game with more "Wars" in it could be huge.
A prototype of the combat and faction switching in a town had been built. That and the launch World of Warcraft game influenced the development of the Combat Upgrade (Apr 2005) and following New Game Experience (Nov 2005).
The context at that time was that World of Warcraft had launched in November 2004, and so had Everquest 2. Everquest 2 clearly didn't meet expectations as WOW took off, even with their early shortages of product. Almost every other MMO in the market got less play and less acquisition as WOW took market share. So there were noticeable financial stresses on SOE and all the other MMO companies.
I participated in the early planning for the NGE, and I was told to execute it over my and many others on the SWG teams’ objections. I failed as an effective communicator in my attempts to change this course. In March of 2005 my boss came to Austin for a visit, and I told him I was going to refuse to move forward on the NGE development and launch. I had assessed that it would be a breach of my fiduciary duty to do so. I believed (and told him) that launching the planned NGE would alienate the customer base, cause at least half of them to quit and lose the company 10’s of millions of dollars. At the same time I told him he deserved to have people that worked for him do what he said, and I was sorry I was being intransigent. A week later I was terminated, and frankly I was never happier to be fired. I don't blame my management, as I basically made them do it. Being in conflict with your management is never fun, but doing something you don't believe in is worse.
I watched the launch and outcome of the NGE launch closely. I actually hoped that the NGE would work out, as that would have meant that I’d have to revisit my entire mental framework on working with MMO communities. But the customer losses were significant, and the blow to both the SWG and SOE brands was noticeable. Destroying player persistence, the professions they’d put months or years of work into, along with their identities, to make the game “better” for new customers wasn’t a win from my external assessment. Many of those alienated customers became activists against SOE due to their losses, and the bad feelings around this change to SWG continues with ex-customers to this day.
I want to stress that everyone that I knew who were involved with SWG at SOE and at LucasArts were trying to do the best thing as they saw it for their companies and for the long-term benefit of the game. I just didn’t believe then or now that it was right thing to do from a customer stewardship and fiduciary standpoint.
So I feel I am responsible for the NGE, because the impetus came from an idea I initially championed, which I as unable to deflect when it was being mis-applied (in my view) to SWG.
Again, the lesson of messing with the core of a game design in order to try and grow revenue being a likely recipe for disaster was demonstrated to me. And I had yet another Forest Gump-type moment in MMO history in my career.
It's OK to grieve a bit if appropriate for you. I don't want to see bashing of John Smedley or any of the other folks I know and respect at the former SOE. It's easy to demonize someone for doing something risky when the results turn out poorly. And we need risk takers to get innovation. What's more valuable is to figure out how to avoid making major mistakes in the first place, and coming up with more creative ways to solve these combination of game/community/business problems.
Please keep the discussion constructive and on-topic. I'll be asking the mods to remove and/or move posts which are off-topic.
Eldreth reacted to Tyrant in Ban On The Forums = Ban In Game
Several points to cap this thread off. When a person on our service doesn't follow the Terms of Service or Rules of Conduct (linked at the bottom of every page of the website, and pinned here ), or the Forum Rules of Conduct (pinned at the top of News & Announcements) they should expect the potential for consequences.
http://crowfall.com/#/terms http://crowfall.com/#/rulesofconduct http://community.crowfall.com/index.php?/topic/3-forum-rules-of-conduct/
We'll be merging the Forums and Service Rules of Conduct over the next couple of months.
If a person is disciplined for actions they've taken on our service, several things happen:
1) They are informed via a message here (and soon via email too)
2) The action is always reviewed by an ArtCraft employee, most frequently Pann
3) No permanent ban happens immediately unless the action is particularly heinous, most often a warning is given, if someone continues a temporary suspension is put in place, and then if repeated we do a permanent ban
If someone wants to appeal their ban, they can do so after 90 days by petitioning email@example.com. We'll review the case, and make a ruling with a pre-disposition to letting people back in. Once.
But make no mistake, if you can't follow our rules for the Crowfall service, we don't want you as a customer.
Pre-launch, we plan to use volunteer moderators. These are your fellow backers that because of their affinity for the Crowfall community volunteer their time to make this venue more productive. Moderators who don't follow the rules are retired immediately, and are under the same rules as any participant here, but a lot more scrutiny. We value their contribution a lot!
Post-launch we'll move to paid moderators who are not players, to avoid any potential for conflict of interest. We'd rather spend crowdfunding money on development of the game now, than on moderators.
Thanks for taking the time to read this!
Eldreth reacted to jtoddcoleman in Why Haven't You Backed Yet?
By the way, folks, great thread (I wish that I had thought of it!)
For those who are waiting for more info:
- some of these details will come, and make some of you happy.
- some of these details will come, and make some of you unhappy.
- some of you will not find enough information for your liking.
Which is understandable, but I'm not sure that I can do much about it. We are being as open as we can be, and will continue to do so -- but if you're waiting for a 200 page game design document, that's not going to happen.
At the end of the day, a kickstarter is a leap of faith. I'll let you in on an industry secret, though: following ANY game before launch is a leap of faith. Kickstarter projects just talk about it more openly.
Game development is as much "art" as "craft" (see what I did, there?) ... The details always emerge over time.
I am a firm believer that you can't build game in a design document. You build a game by building a game. Design documents are fantastic (and we have many) but the purpose is to codify the vision, capture ideas and to build a plan... but if you think that plan WON'T change after you've started? You're kidding yourself.
At the beginning of a project, you know the general vector that you want to head in. This is the "vision" of the game. (At least, you SHOULD know the vision! If you don't know what the vision is, AND what the vision isn't, STOP until you do!)
With a vision in hand, like a map to the New World, you set sail. You don't wait for a map that doesn't exist. You don't even have the food stores to make it. You take the leap knowing that you will figure it out.
I have seen projects wait until they have a fully designed project on paper, with hundreds and hundreds of pages of design documentation, and they either never ship -- or scrap the documents and rewrite them completely, prior to launch.
In our case, we have a vision that I feel is unquestionably fertile ground for innovation. We have a high-level architecture that is a fantastic foundation, and a design architecture that lends itself to an unprecedented level of flexibility and iteration. We have collected a motley crew that has as much experience as any other team on the planet.
...but the details aren't all in focus, yet. No team has done this before, so it will take some exploration. As the fog of war pulls back, we'll have to course correct. The deeper we go, the more we will know and the better decisions we can make.
Effectively, backing us means that you are joining us on this adventure. You want to stand on the deck of the ship with us, cutting through the fog to see what's out there. It could be a city of gold! It could be dragons! (I'm hoping for mermaids, personally.)
Whatever is out there, we're going to find out. Not by talking about it. Not by waiting. Not by watching other people do it first.
We'll find out by doing it. That's the call to adventure.
If you want to wait, that's fine. I get it. No shame in waiting... but, to stretch my analogy to the limit, it just means that while we are on this adventure, you'll be back at shore hoping that WE find the New World and come back to get you.
It's understandable position to take. It's just not for me.
Eldreth reacted to jtoddcoleman in 02/27/15 - Achievement Unlocked: $800K Pledged!
I'm writing this just before dawn on Friday the 27th. We are now at the end of day 3 of our kickstarter -- less than 72 hours since we started. ...and you guys just funded us!
$800,000. That's unbelievable.
This is a huge vote of confidence for our vision, and our Company. We are inspired by your passion and honored by the faith that you have placed in us. We won't let you down.
We set out to find an audience to support us in creating something different, something innovative... and now we have, we are going to do exactly that. Thank you for making this happen.
Allies, Enemies, Empires, Betrayal, Risk, Conquest!
We're doing this, together. We're going to make Crowfall a reality.
From all of us at ArtCraft: thank you, sincerely.
Todd, Gordon and the ArtCraft Team
ps. don't stop pushing! we've added our first two stretch goals to page, let's keep this momentum going -- each additional pledge makes the game that much better!
Eldreth reacted to thomasblair in Concern Over Passive Vs. Active Skill Training
If a player can get their hands on a resource and their archetype/discipline combination has the recipe they can attempt the craft. They may just not succeed. Currently all our gates are soft gates which puts the decision in the players hands, instead of an arbitrary number of equipment pieces to be ground out. The higher the skill the higher the likely hood of an even better result.
Most of your examples have to do with the acquisition of resources, which is great that is where the challenge should be. Find friends to go help you harvest silver and gold and haul it all back to the base. That becomes a nights gameplay, not cranking out a bunch of stuff no one will use or will ultimately kill the economies.
As many remember SWG crafting to be the end all be all, it had it warts too. There was no easy way to get to the top of the crafting trees. (Not until Gungan Head Statues came out that is) Crafters had to craft 1000s of piece of junk to get to the top of any tree. You absolutely had to be at the top of the tree or you weren't crafting any 90%+ composite armor I assure you. At some point a server command "createprototype practice no item" was put in to help the crafters get through their grind without actually creating the item object because all these extra items were causing the database server to die. They even got a bonus 15% xp for not creating the item! (That's right a bribe to not make 1000s of pieces of junk to ease the pressure on the server but you still need to go through the process of making 1000s piece of junk).
I dug up one of my old leveling macros. What you would do is put 10 crafting kits in your toolbar, make a macro with the commands below 10 times incrementing the slot number, (you also needed to add the schematic number) then spam click the resource stacks at the correct stage.
/ui action toolbarSlotxx;
/createprototype practice no item;
/createprototype practice no item;
Looking back I can't believe some of the hoops we made players jump through just so they could play the crafting game. It's madness I tell you! Be happy this team has made games with systems like these and learned from them. This will give us a chance to try new things, make some new mistakes and build on those.