#oneaday Day 844: Hope was Kept Alive

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So, it was a somewhat tense finish, but the impressive-looking Republique from Camouflaj (a developer that includes, among others, one of the creative minds behind Halo and Metal Gear Solid) is fully funded. The outcome was by no means looking certain, but a last-minute push saw the team sail past their $500,000 goal to over $550,000 with, at the time of writing, 14 minutes to go.

Why the hesitation, though, when projects like Wasteland 2 and Double Fine Adventure breezed through the crowdfunding process?

Part of the issue centres around the very thing that Republique is trying to do: bring a "triple-A" gaming experience to the iOS platform. Not in the form of a crippled console port with awful touchscreen controls, not in the form of a spinoff game with awful touchscreen controls, but a brand new game specifically designed for smartphones.

When Republique's Kickstarter launched, the plan appeared to be to release the title only on iOS. (This angered the Android fans, but that's a whole other issue.) It sounded like the thing people have been clamouring for for all this time — "bring us proper games on iOS," they bellowed. "We're sick of this 69p physics puzzle crap!" — but when it came to time for people to actually speak with their wallets, no-one wanted to cast the first dollar.

Whether this was people suddenly deciding that actually, they didn't really want to play a triple-A iOS game after all, or simply waiting to see if that guy over there was going to chip in some money before they did, we'll never know. But it certainly got off to a slow start despite considerable enthusiasm from its backers, its producers and the press — not to mention the fact that backing something on Kickstarter is essentially risk-free. If the project doesn't meet its target, you don't pay. Simple as that. You'd think that would make people a bit more willing to show a bit of faith in it.

After a little while, Camouflaj announced that the game would be coming to PC and Mac as well. They assure us that the desktop versions won't just be straight ports of the iOS version and vice-versa, but naturally this made backers wonder if it's taking away from the original point of the project. (I say it's a good thing, since it means more people will be able to play the game, even if it somewhat dilutes the original message.)

Still the project struggled, however. The team brought in PR pro Billy Berghammer to help muster up some further enthusiasm for the title. Backers, developers and press alike continued to promote the project — in some cases drawing the ire of the community, such as when Garnett Lee mentioned it on the Weekend Confirmed podcast. But still it was looking questionable as to whether or not this promising-looking game would ever get made. (I had a sneaking suspicion that after all the community and press attention it would have got made anyway even if the Kickstarter had failed, but I guess we'll never know now.)

As that big countdown on the Kickstarter page ticked inexorably down, people were worried. Would this promising project make it? Or would it forever be stillborn, The Game That Never Was?

The final hours came, and those jazzed about the game went into overdrive, bombarding social media with exhortations for those who thought the game looked interesting to back it, to show that they were hungry for this type of experience. As time counted down, it looked like something wonderful was happening. The phoenix was rising from the ashes, and that "amount pledged" counter was growing, faster and faster. By the time there were just a few hours left, the team was within $100,000 of its goal. As the deadline got closer and closer, the number crept higher and higher. Existing backers tweaked their pledges upwards to help push it over the edge until eventually, finally, with the hammer falling, the project lurched across the finishing line — and kept going.

It called to mind the way popular eBay auctions typically end up going. Actually, the way pretty much any eBay auction tends to end up going, in my experience. Nothing, nothing, nothing for days, a flurry of activity towards the end then a few "snipers" pushing it yet higher at the last minute. On eBay, this behaviour is at least understandable because bid-sniping is a proven (if immensely irritating) tactic for securing the thing you want. On Kickstarter, there's no good reason for it to happen, short of people who had been intending to back the project for some time and hadn't got around to it suddenly going "OH SHI~" and racing to their computers brandishing their credit cards.

Perhaps one explanation is that some prospective backers — let's call them "floating backers" — have their eyes on several Kickstarters at once, and as they count down towards redemption or oblivion, they pick whichever one looks the most promising and/or likely to be successful, then jump on board with that one. Why? For the swag, of course. Ain't no point putting up your money if you don't get no cool shit for it, eh? And you wouldn't want to inadvertently find yourself paying for ten projects that all got successfully funded, would you? So naturally you wait until the eleventh hour, pick the one with the coolest swag and then back the shit out of it before time expires. That way you get to come out of it looking like the hero — "I helped Republique over the finish line!" — and back a project you genuinely like the sound of in the process.

This is all conjecture, of course. Short of polling the entire community of over 11,000 backers for Republique, it's impossible to know exactly why things unfolded the way they did. I find myself happy for the team that the game has been successfully funded, and I'm looking forward to playing it — but I find myself skeptical as to whether or not this game is, in fact, going to herald a revolution in "triple-A" iOS titles.

I guess we'll have to wait and see!


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0 thoughts on “#oneaday Day 844: Hope was Kept Alive

  1. I feel like that Android fan line was directed at me. Which is fine, that was my exact reaction. It's only increased since they've announced PC/Mac versions, but at least I can play it somehow.

    So, first off, why did people get upset with Garnett mentioning it on Weekend Confirmed? I'll admit I haven't listened in a while (maybe I should get back, I like Garnett, and if I remember correctly, Jeff Canata is a host as well), but they cover gaming news. So, seems to follow they'd discuss it. Unless he pulled a Garnett and yelled at the people that haven't backed it yet, which I can literally hear happening in my head.

    Also, here's comes a big reveal. Unless it's something I really want, I don't back a project unless it's funded. Luckily, all the ones I've been excited about funding have been, so I can just decide what extra things I feel like paying for, and get my stuff. While this may not be the best way to do it, it's the only affordable way. I have a small gaming budget as it is, so every dollar has to be used responsibly.

    And honestly, I was kinda hoping that Republique would fail, only because I feel that half a million dollars is a ridiculously high goal to start with. I feel that after seeing the Double Fine KS, and the Wasteland/Shadowrun KSs, Ryan Payton thought he could get a similar amount of money. And I'm actually surprised he got there. If it HAD failed, I think it would have been an interesting moment, where a Triple A project, with big names and the promise of quality failed to draw the attention needed.

    And as an aside, I don't think the iPad needs Triple A games. Between PC/Mac/every console available, there's enough things for you to play games on. I'd rather have a game that's targeted to mobile devices, and uses that in a unique way, then the next MGS game on my phone. That doesn't need to happen. But that's another discussion.

    1. Haha, yes. The Android line was with you in mind, but I somehow doubt you're the only person who responded in such a manner, considering the number of people who hijack iOS game threads and just post the word "Android." with no other comment. (Pro-tip to anyone considering doing that: it probably won't make the developers want to develop for Android.)

      I didn't hear the episode of WC in question (I don't listen — I keep meaning to, but I've never got around to it) but I saw a bit of a Twitter spat afterwards on the subject. Ryan Payton is, I believe, a friend of Garnett's, so Garnett mentioned the project as something cool that happened to be being made by his friend. People accused him of impropriety and inappropriately using his position. I can sort of understand why, though I disagree with them yelling at him about it. It's his show, he can talk about what he wants.

      As for the "triple-A iOS" thing — this is a game specifically designed for mobile that aims to use the platform's unique features to create an experience that will supposedly have to be rethought a fair bit for the PC/Mac versions. I guess we'll see exactly how much when the game eventually comes out, but I certainly have no objection for broadness of choice. There's no reason why the lovely big screen of the iPad shouldn't be used for something more than "Flight Control in big". Breadth of choice is a good thing, I say — no-one's saying that it's going to take away from the "quick-hit" iOS games that are such moneymakers (and GOD do they make an astonishing amount of money — particularly the shit ones), rather that it will provide broader choice and a greater variety of experiences on the platform.

      Do we "need" that? Probably not. But we don't "need" three consoles and PC either. As with many things, I'd rather have the option to play it if I want to than not have it at all.

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