Crowdfunding Update: Greed Monger Delivering Refunds To Backers


Greed Monger is a bit of a touchy subject here at MMO Fallout, considering it’s one of the few games that we outright refused to publicize should it ever reappear on Kickstarter, but we have some positive news on the game and its creator Jason Appleton. While Appleton may not have had much success creating video games, as evidenced by the crowdfunding and subsequent fall of Greed Monger, the man does appear to have more of a conscious than your average failed Kickstarter project and a willingness to right past wrongs.

That, and an impressive portfolio of cryptocurrency, because Appleton has taken a step extraordinary for Kickstarter creators and has begun extending refunds out of pocket. Backers have received updates over the past week or so letting them know that they can submit refund requests that will be processed through Paypal (or Bitcoin if that’s your preference). The refunds have started flowing, with Appleton noting that he is limited to $2,000 per day via Paypal restrictions on transfers.

Thank you guys for being patient. Its not easy coming up with 6 figures to repay donations to a passion project. But we are going to get there.

Backers interested in receiving refunds should check out the link below. Appleton took the time to post on Massively’s coverage that this controversy had been weighing on his mind for years and that in retrospect he understands the skepticism of the original campaign.

“As for the Refunds, yes, this has been a plague on my mind for many years and finally being in a position to make it all right has been a huge load off. I truly believed this project could be done. I thought everyone telling me I was crazy for even thinking it to be possible just jealous for having gotten funding from KS. Knowing what I know now, I realize why I was branded as a scammer from before the KS even ended. If I saw me today, trying to Kickstart a similar project , knowing what I know now, I’d think it was a bullshit cash grab too. I was just very ignorant and too trusting.”

(Source: Kickstarter)

Crowdfunding Fraudsters: 8-Bit MMO


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Fraudster:
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a:  a person who is not what he or she pretends to be :impostor;

Good day everyone! I’m going to keep this short and sweet, since this is an obvious one. Today’s project of note is for an 8-bit MMO by Pixels of the Night. Is Pixels of the Night the name of the company or the name of the game? I can’t say for sure.

So what information can Pixels of the Night give us about their game?

This project has been in works for two years now. With help from my college teacher to really put the code behind the game in place. What this money will do is help with the cost of servers, and hire another programmer to help with the many errors that may arise when dealing with building an MMO.

Cool, understandable. It makes sense that you’d need money to run the servers, hire more programmers, and dealing with technical issues. Since the game has been in the works for two years, what other information can you give? Screenshots? Game mechanics? Anything? Bueller?

No, despite being in development for two years, PotN doesn’t deem it necessary to give us even the most minimal of details on their game. No screenshots, no concept art, no details on game mechanics, no nothing. Evidently the creator should have had their college teacher help with the Kickstarter campaign as well.

Unsurprisingly, people aren’t too enthused about funding this campaign, and it has yet break $0 in funding with 11 days to go. The creator is hoping to raise two grand. So since I have absolutely no idea what this game is about, the next logical question is: How much can I donate and what do I get for it?

People who donate 100 dollars will receive a limited addition of the game, featuring 1k gold, and a exclusive armor set keeping you ahead of the game.

Any lingering doubt that the creator doesn’t know what he’s doing should vanish when you note that the only reward tier is for $20, but the detail of the reward is only for donations of at least $100.

Crowdfunding Fraudsters: League of Legends MMO


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Fraudster:
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a:  a person who is not what he or she pretends to be :impostor;

Dear potential content creators: Stop using unlicensed content as the basis of your projects. It is not only misleading from a consumer standpoint, it is illegal and will result in your campaign being shut down faster than you can say “cease and desist.”

Today’s crowdfunding frauster article is for the League of Legends MMO, a game not developed by Riot Games and not approved for development by Riot Games. It is, instead, in the works by the decidedly not-Riot Games studio…Kamron Nelson, a self-professed “lore enthusiast” from Salt Lake City. Nelson wants to raise $5 million to pitch a League of Legends MMO to Riot.

This project’s goal is to get Riot Games to work on this project with us, not to steal or infringe anything whatsoever. We love Riot and the game they’ve created; we just want an MMORPG based on the League engine that will allow us to explore the vast amounts of Lore we’ve been missing.

I assume that Nelson is using the term “us” in the royal sense, in the same vein that I use to reference to other, nonexistent staff here at MMO Fallout, because the Kickstarter page doesn’t indicate any real development team other than Nelson himself and a couple of Deviant Art users. If there is an actual studio that will work on the game, it has gone unnamed.

Like most pieces featured on Crowdfunding Kickstarters, the League of Legends MMO appears to be the creation of an “ideas guy,” someone with no apparent development background who decides he can create a game because he played a lot of them. Such mentality leads to financial disasters like Greed Monger, wastes hundreds of thousands of dollars in time and resources, and contributes to the already tainted reputation of crowdfunding.

So how does Kamron plan on investing the five million?

The money from this Kickstarter will go directly to Riot as an upfront ‘let’s make this game’ offer. If the project does not get fully funded, which is likely, no one is charged anything. It is RISK FREE unless fully funded.

Here’s the problem: Raising money to develop a game with rights that you haven’t secured and making promises that you can’t keep. It assumes that people are willing to fork over $5 million as a deposit in the hopes that waving said money under Riot’s nose will make them willing to work with an unknown entity to create a game with their own engine and characters.

By comparison, let’s look at other big crowdfunding efforts. Psychonauts 2 brought in $3.3 million as an established franchise with a big name attached (Tim Schafer). Shenmue 3 brought in over $6 million as an established franchise with big names attached and major corporate backing.

So the League of Legends MMO is funding hopes and dreams with the hope that everyone will get their money back should the campaign succeed but Riot says no anyway, handing their money to a guy that no one has ever heard of. Luckily the $5 million goal means that this project will fail long before Riot’s lawyers feel the need to get involved.

Crowdfunding Fraudsters: Sacrament From Kickstarter To Paytreon


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Fraudster:
2
a:  a person who is not what he or she pretends to be :impostor;

Today’s Crowdfunding Fraudsters come in the form of Sacrament, a game that describes itself as a sandbox for everyone, by a small team of people who have no idea how to build a game. Remember Greed Monger and how that project went? Jason Appleton was just a businessman who evidently got the idea that video games were like a vending machine that you just put money into and the game came out. If you look around the room you’ll see neither Appleton or Greed Monger, the latter was canned and the former ruined his reputation in the gaming community.

But let’s cut our teeth and dive into yet another independent “developer” made up of guys who don’t have any experience making games but played some games and are pretty sure they’ve got the gist of it down. Like an obese man who eats a lot of cake and decides to open a bakery, the folks at Ferocity Unbound are pretty certain that their years of experience raiding and presumably crossing their arms and harrumphing at how the current crop of MMOs and free to play suck, and how much better it would be to go back to a time when MMOs all had subscriptions and companies went bankrupt like it was going out of style.

Sacrament has already tried and failed to obtain crowd funding, via a Kickstarter campaign that raked in just a couple thousand out of $250 grand. Now the company is looking towards Patreon, demanding monthly payments for a game that doesn’t exist and may never launch, by people who might not have the know-how to deliver on their promises. On the other hand, the benefit of Patreon is that unlike Kickstarter which requires a real product, they aren’t actually obligated to return any of the money should the project go belly up. Gamers with too much expendable money can pledge upwards of $50 per month.

If you’re interested in donating more than fifty grand, you can go ahead and contact the developer directly.

So instead of making this cut and dry, I took a little look at Sacrament’s website only to be overwhelmed with a gigantic wall of text that says pretty much nothing. Donald Trump couldn’t make a wall out of empty promises this great. You really need to see the kind of stuff that this developer is promising.

Naturally, Sacrament will have no levels.

We chose, instead, to take out the levels and incorporate tiers, which work as a difficulty scale. Some players will live in tier 12 where their difficulty is at its cap, some will find that grouping up and taking on tier 16 is where they love to be, others will simply take on the game until they are bleeding at the fingertips. We wanted the players to be able to go back and forth between tiers seamlessly and feel as if they were still earning their fight rewards.

You might be asking yourself “what does any of this mean? How do tiers work if there are no levels? What do the tiers signify? How do you rise up in tiers and how is going from tier 1 to tier 12 any different from calling them levels? What are the difficulty differences between levels?” Sure, the description of one of the bigger mechanical changes doesn’t actually contain any information on how the system works, but that’s not important. What is important is that this system is for you, the player.

Tell me more!

PvE will consist of 20 tiers. The first 15 tiers will have three zones – or locations – dedicated to the player’s progression through each tier. The final 5 tiers will be raiding tiers (larger group overworld content and actual 24 and 36 player instanced raid content) where you will have to beat all of the raids in order to flag yourself and move on to the next tier. Let me be very clear here… You will have no character levels, only tiers to show your strength of character!

No character levels, only tiers, right. Makes perfect sense. Hey this isn’t one of those games where there are no “levels” but instead the game uses skill levels that are effectively the same thing, right?

If a skill maxes at 100 and you achieve it in PvE then step into the Arena for the very first time. Your Arena rank is 1 your skill is downgraded to the max for that rank, let’s say 5. As soon as you reach rank 2 your skill is now 10, hit rank 3 and it is automatically 15, so forth and so on.

Thought so.

Sacrament is not your typical theme park MMORPG where the player is led by the hand from start to finish on a leash. While it may be an easy way to ensure players go exactly where the developers want them to go so they can literally control content, Sacrament’s content design is strong enough not to force people to do any quests. From the moment of inception of this game, there were a few key elements that existed before even writing any concepts down, and this was one of them.

Absolutely no hand holding. You’ll be leashed through each tiered zone, but they will not hold your hand at any point through it. It’s completely different from current games, just like how the tier system is completely different from levels. It’s totally different guys! Nostalgia, Everquest, this new generation, am I right?

But let’s talk about grouping. Since your game has no levels, there shouldn’t be any problem with two players of varying experience getting together and knocking down a boss for some sweet loot, right? I mean, the whole new thing about MMOs is allowing players to group up with their friends without having to wait for the lower guy to level up.

Unfortunately, since you are not flagged for the tier, your items are not assigned to the primary loot table and so seeing them drop will be less likely. However, even when one does drop you cannot loot it off of the corpse and cannot hold the item until your tier. This is one of the incentives of flagging for each tier. You’re still getting a sufficient amount of experience and currency drop (equal to what monsters in your tier would drop plus 5-10% per tier above your own) to give you plenty of reason to take on the more difficult content.

Sacrament is very friendly to people who want to group with their friends, just don’t expect to get any loot without the game holding up a giant middle finger. Also hold the phone here, experience in what? Your game has no levels, so what is the experience going toward? And why does gear need a specific tier flagged to use? Once again, how are tiers any different from levels when you are locking away loot, areas, and the ability to not just loot but equip gear? In the end, what is the difference between “you need to be level 12 to equip these pauldrons” and “you need to be tier 12 to equip these pauldrons?” Other than the completely user-unfriendly mechanic of having the game deny loot because you’re not high level enough, an issue that every other MMO seems to have figured out.

It should also be noted that while the game does penalize you for taking on content above your level, there is no penalty for farming content below your level. No handholding garbage, you got that? This is a hardcore game for hardcore people, now stop farming things stronger than you and start farming things weaker than you. Alright, tell me about the raids.

Side note, I honestly didn’t expect the raids to be this ridiculous. I’ve included just a small snippet of how Sacrament has thought up its raid bosses, but just get a load of this example.

At 75% of the boss’s health he roars and a Yeti comes down into the fight. The Yeti boss cannot be directly damaged by players, but summons waves and waves of adds that must die within proximity to the Yeti causing fire damage that burns the Yeti’s flesh and fur until it is dead. Once the Yeti is dead the boss will then obtain a small shield that cannot be damaged by players directly and will summon a wave (or two) of adds that must die within proximity of the boss to drop the shield and allow for the raid to continue to DPS the boss (if enough of the enemies are not killed within proximity of the boss then another set of adds AND a mini boss spawns again); this will happen once every 30 seconds.

I’m not even playing the game and I’m already searching for the unsubscribe button. Do they expect people to put up with this? This is about a quarter of the boss fight description, and it is described as a “mild raid” to boot! It not only sounds convoluted but frustrating and just one gimmick played over and over and over again. The first raid you hit is a 12-player PUG dungeon at tier 5, which if you read above is when people actually start seeing each other. Yep, the game starts off your interactivity with a 12-man dungeon. These don’t sound like game pitches as much as the ramblings of a mad man who went insane while playing World of Warcraft Vanilla and now runs around town trying to put together a 40-man raid on Walmart.

But that’s not enough, I need some ridiculous concept shoe-horned in for the sake of “hardcore” street cred. Give me a boss that can murder everyone in a zone.

The PvE/Crafter raids, Blended Raids, are unique and designed for your Epic Quests for both PvE players and Crafters. These raids will force the PvE players to fight off hordes of NPCs to provide the Crafters opportunities to create items that will allow the raid to progress or speed it up. Sometimes the Crafters must craft an item that prevents all players from dying to a zone wide one shot or build a wall that can allow players to hide behind it while the boss goes on a rampage.

This is all I’m going to specifically talk about as far as game mechanics go, you can probably anticipate where the game is headed by what I have written above. You can find everything at the main website, but it’s all a bunch of the same convoluted, overly-complicated functions you find in similar games. I not only have to question the marketability of a game that forces players through these ridiculous, multi-tiered raids, but I question the abilities of the developers to implement such complicated systems.

So let’s look at the three founders and their bios. If they don’t immediately tell me about 90’s nostalgia, you can count my money withdrawn.

I started playing MMORPGs with the first EverQuest, though I missed the launch by about a year. I was an active duty Marine at the time with two deployments, so leveling up through the game wasn’t nearly as enjoyable for me as playing the game at any level. I kid you not… I spent two years between Orc Highway in GFay and Crushbone. Yep. It was a blast, too!

MMOs of the 90s were fun and enjoyable; they’re where I cut my teeth in MMO gaming. Creators of recent MMOs have missed something. Many are so caught up in recreating the success of one title or another that they miss the mark when creating a fun game to play.

Gaming is my passion. From the first time I picked up a SNES controller and popped in that Zelda cartridge, I’ve been fascinated by video games.

Alright, nostalgia is one thing. I’m going to need to see your credentials. Do any of you have development experience?

Nearing the end of our time with ESO we had begun to discuss the concepts of a new game with two of our friends, Kraive and Ahdora, and I quickly realized that between the four of us we had quite a bit of insight and information. I drew up some documents to see how much information about game systems we could come up with and a month and a half later we had an entire game hashed out. I’m talking from the ground on up.

To my surprise, shortly thereafter I was asked by one of those friends if Kraive and I would give input on an idea he and his brother had for an MMO. I was even more surprised to find that it matched so closely with my own idea about the direction in which a game should go. Thus began a whirlwind collaboration on concepts: the beginning of what was to become Sacrament. In just a few short months, we’d hammered out the vast majority of our core game concepts. Things went from a dream to very real, very fast.

Personally I’m a long term player. Many can look at the sheer number of titles I’ve played and assume I’m one of the locusts, travelling from game to game until the next one comes along. I played Everquest for 6-7 years, I met my wife during a short break but I had intended to return to EQ. I had tried the other titles of the time but EQ was where I always returned.

So we have a development team made up of the “idea guy.” Alright, so you don’t have any credentials. Can you sufficiently play to the 90’s kid gamer?

This game addresses concerns that have been expressed by the gaming masses for years. Concerns that have heretofore either gone unanswered, or have been given only lip service. Sacrament offers so much to so many different kinds of players. I couldn’t be more proud to be a part of this project, and I cannot wait to share this with everyone. Consider Sacrament nourishment for your starving gamer soul.

I could use some nourishment, because reading through the website was exhausting.

This is what happens when the gaming press pays attention to every indie dev with a failed crowdfunding campaign. What isn’t surprising is that the game has a very small following of players willing to throw a substantial amount of money into the void, people who will no doubt be yelling at the press for not properly scrutinizing the developers a couple of years down the road when they dissolve pre-alpha.

Sacrament’s Patreon hasn’t started yet, the developer is still fleshing out details. May the buyer beware.

Crowdfunding Fraudsters: Life Is Strange 2


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Update: And the campaign has been shut down.

2a:  a person who is not what he or she pretends to be :impostor; also:  one who defrauds:cheat

Today’s Crowdfunding Fraudster comes to us from Kickstarter, for Life Is Strange 2. You may be thinking right now, “Connor, Life Is Strange was a completely legitimate game. It was published by Square Enix for crying out loud. How could a crowdfunding effort to make a sequel be fraudulent?”

The answer is simple: This campaign isn’t being run by developer Dontnod Entertainment, nor is it manned by publisher Square Enix. This campaign was started by a fan Scott Ashby, trying to raise twenty thousand dollars to persuade Dontnod to make the sequel a reality. According to the campaign page, there are two options should this be successfully funded: Give the money to Dontnod to fund the sequel or use the money to buy the rights to Life is Strange and hand it over to another developer to make said sequel.

Despite the money going to someone else to create the game, the campaign creator has already made some promises on how the game will be including 16 different endings, a musical mini-game, and other game features. Quite presumptive to think you can raise nowhere near the amount of money that such a game would require to develop, but to also hold said money ransom unless your demands are met. Whoever donates at the $1,000 level will be allowed to write the backstory for Principal Wells with every $1,000 donation after that being allowed to voice a character. Because that’s exactly what you want in a story, character plots that are essentially fanfiction and amateur voice actors.

So obviously the campaign is filled with as much ambition as it is lacking self awareness or a basic understanding of how the gaming industry works. Ashby does not have the rights to the game, is not making anywhere near enough money to buy said rights, can’t compel the developer anyway, and in some distant parallel universe where this campaign had any hope of succeeding, could simply walk away with twenty grand in his pocket and say that at least he tried.

Ultimately the sincerity of the campaign creator is irrelevant to the ultimate outcome: That backers will not see a return on their investment, and fans of the game could be tricked into thinking that this is somehow legitimate. The sooner that this project gets shut down, the better.

(Source: Kickstarter)

Kickstarter Fraudsters: Free MMORPG By Vermeulen Peter


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Kickstarter Fraudsters is a new column here at MMO Fallout where we look at the worst of crowdfunding, particularly in gaming, with people who expect public funding for projects that they have absolutely no qualifications to reasonably create. I use the term fraudster because it fits like a glove. Many of these creators have never worked in the industry and likely barely handle the budgeting of their own personal expenses let alone having the knowledge to plan a multi-year development cycle for a massive video game project.

You’ll find throughout this series that a lot of these projects fall into essentially the same pits in terms of making the project look good, and

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The first campaign we are going to discuss is Free MMORPG by creator Vermeulen Peter. Now this guy wants over sixteen grand to fund an MMO that has no title, no screenshots, or artwork to speak of. It does have a low resolution screenshot from a Dark Age of Camelot video that he pulled off of Youtube. Just in case the campaign lacking in the most basic of details isn’t sketchy enough, we’re going to show you a screenshot from another game and say “ours is going to be like that.”

Hopefully Vermeulen isn’t one of those gamers that thinks creating video games is easy because he’s played a bunch of them and thinks he can do the same thing but with none of those filthy capitalist ideas.

So i love gaming, and i know a lot of people do. But i hate the pay to win concept that’s been going on more and more these days. But also the pay to play. Thats only good if u can play all the time u get.

This is a statement that tends to come out of the most deluded sections of the gaming community, those who not only demand their media completely free but who regard content creators as effectively indentured servants here for our enjoyment and perhaps a smidgen of ad revenue if we feel generous and shut off our ad blockers. Perhaps Vermeulen should look up the numerous indie developers who thought that they could release their game for free and rely on ad revenue only to find out that it doesn’t pay a living wage let alone enough to sustain the servers.

I want to create an MMORPG based on Dark age of camelot (hence the foto) that is 100% free to play. No advantages can be bought, not even looks ingame.

You have to wonder at what point Vermeulen looked at the Kickstarter draft and said to himself “this makes complete sense.” The idea here is that he is going to crowdfund a game that is completely free and has no in-game monetization system. Even if you back the Kickstarter campaign, you get absolutely nothing. Not even a poorly made T-Shirt or wristband. If you back at one hundred Euros, you get alpha access to a game that has no more details than “it’s like DAoC.” Can I pay by check?

So what is the incentive to pledge? You can spend money and get nothing, or not pay anything and wait for the game to release after which everything will be free anyway. This is the problem with Kickstarters that treat the system like it’s a charity: They think anyone will care about a project that wants something in return for nothing. If you’re going to give everything away for free, good luck convincing people to pay you. Either your project releases anyway or it fails and they lose nothing, there are certainly enough free games available that your absence will not be missed.

Generally you want to give people a reason to pledge to your campaign, like a discount or swag. Everyone loves swag, you’d be surprised how many college students you can convince to sign up for a credit card by offering them a free beer cozy.

The more I read this, the more convinced I am that this campaign is funding a Dark Age of Camelot private server, and I’m not just saying that because none of the money is going toward actual game development:

All money is to get the hardware, startup the internet connection, and get legal software. Afterwards i will get my income with selling add space on my website.

I also have bad news for you, Vermeulen: Funding your game server through website ads is a failed proposition, not least of which because your intended audience who want everything for free and refuse to actively fund your game in any fashion? Those people are also likely using ad blockers. You also have to give people an incentive to visit the website, because once they have the client there isn’t much reason other than to check patch notes every now and then. Compare to a game like RuneScape where, out of the eighty thousand concurrent users logged in right now, forty five of them are using the forums.

The plus side of campaigns like this is that they are overwhelmingly likely to fail with maybe one or two backers total. If you’d like to waste your money and receive nothing in return, you have until the 23rd to back this campaign.

[Not Massive] Ant Simulator Funds Blown On Strippers And Booze


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Backers of the Ant Simulator crowdfunding campaign have every right to be furious today, as we learned that the game has been cancelled due to a lack of funds. While it isn’t uncommon for such games to run out of funding during development, the outward explanation and reason for why the developer has no money is probably the first of its kind, and you might want to take down the names just in case they pop up in future business ventures.

The explanation comes from founder Eric Tereshinski, who resigned from the company over the alleged antics of his coworkers. Tereshinski alleges in his video that his ex-business partners secretly stole funds from the company and used that money on booze, restaurants, and strippers. The names of the two gentlemen are Tyler Monce and Devon Staley. Tereshinski has resigned from the company and will no longer be working on Ant Simulator, due to contractual restrictions preventing him from working on the game or anything like it outside of the company. According to Tereshinski, his business partners have threatened to sue him if he works on Ant Simulator elsewhere.

While Tereshinski cannot sue due to contract agreements, there is a possibility of charges being brought by the Federal Trade Commission, should backers submit complaints. The FTC as well as state Attorney Generals have begun prosecuting crowdfunding campaigns over misappropriated funds.

(Source: Softpedia)

Hero’s Song Campaign Cancelled, Funded By Investors


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Backers of Hero’s Song, all three thousand of you, were surprised this morning by the sudden news that the campaign was being cancelled. Backers were all sent an email explaining that the campaign would be closed due to predictions showing that the funding would not reach its necessary levels. The campaign had lasted for six days and had raised approximately $136 thousand of the intended $800 grand.

After looking at our funding levels and the reality that we aren’t going to reach our funding goals, we’ve decided that the best thing to do is to end the Kickstarter. We sincerely appreciate all of the support we got from the backers and the Kickstarter community.

The good news is that the game isn’t gone, in fact just the opposite. Pixelmage Games has been able to get the game fully funded by investors, without bringing publishers into the deal and hopefully allowing the developers the freedom to make their vision a reality. The Kickstarter campaign expected a delivery around October 2016, so we’ll have to see if the game continues on track.

Pixelmage Games is the new home of John Smedley, formerly of Daybreak Game Company, formerly Sony Online Entertainment.

(Source: Kickstarter)

Shroud of the Avatar Community Wants Free Offline Access To Perks


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What do you do when your game sells items for real money but also includes a separate offline mode that can’t reasonably be regulated by the developer? For Shroud of the Avatar, the folks at Portalarium figures that no matter what their stance on the issue, there is little doubt that hackers will figure out a way to nab those cash shop items for free. So why not do everyone a favor, since the only impact the player can have is on their own world, and give everyone access to exclusive items in offline mode?

The idea was polled, and so far the response has been in overwhelming agreement. 96.5% of the voting community, approximately 860 votes as of this publishing, agree that it is OK for all add on and pledge rewards to be available in offline mode. This obviously comes with a caveat that items will need to be crafted, with the biggest and best stuff becoming end-game content, and that numerous items will have no real effect in offline mode like Fyndoro’s Tablet, an item that is used to find other players.

Community response to the idea has been overwhelmingly positive, especially from those who had invested serious money into the game:

I have 5k in and my greatest concern is someone will feel I bought a advantage over them. That’s not what I want. I like the nick nacks, their cool, but I don’t want anyone to feel its pay to play outside of the basic costs for the game.

And not all of the ‘no’ votes were against the idea entirely, with many citing the extra development time required to turn the items into craftables and figure out balancing.

I don’t really care either way, but voted NO because I do not want the developers wasting any time on making the items craftable. Just put them all on a special vendor and be done with it please.

If you add up all the hats, cloaks, costumes, weapons, armor, prosperity items etc. you would probably have at least 100 new items, each one requiring a unique recipe. How many unique recipes for hats alone are needed? Can it even be done without adding new ingredients?

How do you feel about pledge items, considering they can run a pretty penny, being available to players for free in offline mode? Let us know in the comments below.

(Source: Shroud of the Avatar)

John Smedley Returns, Crowd Funding New Game


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John Smedley, former of the Daybreak Game Company Smedleys, has returned to gaming in the form of Pixelmage Games. The startup has a few names you might recognize, including Patrick Rothfuss, Jon Handy, and Bill Trost, and their first game is Hero’s Song. Hero’s Song is a 2D rogue-like RPG where each world is shaped by its own history. You might find yourself in a world where the dwarves never existed, and neither has their technology, or one where necromancy reigns supreme.

Each server is hosted by players with the capacity for thousands to join in. You can check out more details at the link below.

(Source: Kickstarter)