• '21 '20 '18 '17

    @seancb Its called kickstarter, not crowdsourcer. All of us around here potentially have have design skills, game experience, and passion. We don’t have injection molds, art software, printing and publishing experience for paper and cardboard product–I’ve designed several games but the problem isnt creating the idea its about creating and executing the final product.


  • @IWillNeverGrowUp It makes kickstarter feel like the other “give me something for free” sites. I’ve pledged $1 to games I dont even like–many of the HUGELY successful games have hideous artwork, lame gameplay, silly gimmicks, and cheeze ideas but when you actually watch people who know what they’re doing give updates, they have a plan, they have a process, they dont make very many excuses and ASK to be held accountable when they dissappoint, which is exactly how I approach…my work.


  • @taamvan said in Dun-zo:

    @IWillNeverGrowUp It makes kickstarter feel like the other “give me something for free” sites. I’ve pledged $1 to games I dont even like–many of the HUGELY successful games have hideous artwork, lame gameplay, silly gimmicks, and cheeze ideas but when you actually watch people who know what they’re doing give updates, they have a plan, they have a process, they dont make very many excuses and ASK to be held accountable when they dissappoint, which is exactly how I approach…my work.

    I’ve had the opposite experience with the 100+ games I’ve backed through Kickstarter (not just $1 backing, but full pledges) … lots of great game play, amazing artwork and excellent execution. It requires some research on the part of the backer to know what they’re getting in to … to date I’ve only been burned twice out of 100+; once by a big publisher to the tune of around $300 (Robotech RPG Tactics from Palladium) and once by a small/new publisher for $40ish (Dwarves in Trouble by HEX Games).

    That said, yes … a professional will have a developed game, mostly finished art (if not finished), proper updates and plans in place and a high degree of communication with their backers (even if late, I like to know what’s happening and not get excuses).

    @taamvan said in Dun-zo:

    I’ve designed several games but the problem isnt creating the idea its about creating and executing the final product.

    Execution is the biggest, most difficult and most expensive, part of producing a game! It’s where many fall flat.

  • '21 '18 '16

    @taamvan you’re missing the point. he can send the backers the files which i assume are electronic in nature and we can just roll on down to kinkos and print the stuff i have tons of pieces from games or i can just buy them elsewhere or paint some of my old ones.
    i have old helicopters from Fortress America.

  • '21 '20 '18 '17

    I did overstate that a bit–many of the projects are great, I’m just surprised sometimes at what sells a game these days (social media involvement, slick manga style art, tons of greebly feelies, wave after wave of milestones and expansions and more and more). And most of the board-game projects do produce a quality product, Zombicide, that dino game, kittens all made millions and did exactly what they said they would do. It is the go-to place for the publishing model which has always been wonky (even Steve Jackson games doesnt really make much money and he has many successful projects for 30 years…and is a great guy).

  • '21 '20 '18 '17

    @seancb well yeah we could but most of us have created modded/kitbashed versions of our favorite games without taking a dollar and they’re better than something that doesnt exist in any playable form anyways. Alot of people backed this just to get the pile of new promised pieces, which is odd to me because like you, I have FA x2, AxA x 10, Ikusa, on and on and on…

    I didnt bother to read his exegis but as I’ve told Eric straight, AxA Global took 2 reprints, 4 rules runs, and 10 years of playtesting to get pretty close to not-broken. Now make a longer, more complex game with imbalanced forces? No way.


  • @taamvan said in Dun-zo:

    @seancb well yeah we could but most of us have created modded/kitbashed versions of our favorite games without taking a dollar and they’re better than something that doesnt exist in any playable form anyways. Alot of people backed this just to get the pile of new promised pieces, which is odd to me because like you, I have FA x2, AxA x 10, Ikusa, on and on and on…

    I didnt bother to read his exegis but as I’ve told Eric straight, AxA Global took 2 reprints, 4 rules runs, and 10 years of playtesting to get pretty close to not-broken. Now make a longer, more complex game with imbalanced forces? No way.

    Well I got it for everything in game. I gotta go with taamvan on this based mostly on what he said.
    Ya seancb I get where your coming from too. If u get the original file for map and such I know I could make most changes if need be to the map and charts. I wouldn’t have a problem if my money was sent back and then I’d use the money to buy a printed map and charts.
    But most can’t do that


  • Just went to kick starter site for this game and all comments and such have been removed. Nothing comes up.

  • Sponsor '22 '20 '19 '18 '17 '16 '12

    @GEN-MANSTEIN said in Dun-zo:

    Just went to kick starter site for this game and all comments and such have been removed. Nothing comes up.

    Still there for me. Must’ve been a glitch? I know that the content creator cannot remove or change anything in the campaign once it’s completed except for the header image, create new updates and change the link at the top of the page so if anything is gone it’s a Kickstarter server error.


  • Ya. Can see it now on another computer.

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