Lesson 1 of 0
Pillars of Eternity
- What do you think of Pillars of Eternity?
- What major themes did you observe?
- The cost of Kickstarter, presales
- The cost of an early fanbase
- Can do attitude
- Do you think about the business aspect of games the way Urquhart does?
- Before Kickstarting, pitched for 3 months from Mar to Jun. Was that wise?
- In 2012 “The crowdfunding revolution had begun.”
- What do you think of Kickstarter now?
- Obsidian didn’t just “wing it”, “Adam Brennecke was locking himself alone in an office, trying to come up with the perfect Kickstarter.”
- What costs are involved in a kickstarter campaign?
- What cost in money and time would you guesstimate a quality Kickstarter like Obsidians cost?
- Adam 2 Months of planning, + several others
- “for the next few weeks, Adam Brennecke and Josh Sawyer met daily with their small Kickstarter crew”.
- tons of art, video, and sound assets
- plus the month of managing the campaign
- enough of a game demo to show
- Where is your natural foil between design and biz?
- Have u ever said “Ah it’s just another software package!”? Underestimate training time?
- Ever made a full production schedule? Based on costs?
- “Players were happy with the general themes and core mechanics, but the beta was so unstable, it left a sour first taste.” Shipped a month early to negative feedback.
- What is the cost of shipping early?
- Delayed release from Nov 2014 to Mar 2015 at a cost of 1.5m (33%) more. What would you honestly do faced with that call?
- Shipped and sold 700k units first year, approx $20 mil (after steam’s 7 mil) vs 4.5 + 1.5 m = 6m budget. Was it worth it?