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LOL, John Romero. LOL.
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You are currently reading a thread in /v/ - Video Games

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http://www.engadget.com/2016/04/29/doom-creators-pull-blackroom-kickstarter-after-four-days/

>Blackroom was pitched as a "visceral, varied and violent shooter" inspired by the games both men worked on at iD Software. The Kickstarter had some early concept art, but otherwise it was just Carmack and Romero explaining what it would be about.

>While Romero and Carmack say they've decided to "suspend" the campaign, that's not technically possible on Kickstarter. They will, therefore, need to start again with a brand new campaign

suck it down
>>
>>335974624
>dose tittays

is jon a genderqueer now
>>
>>335974624
>Wants to give people a gameplay demo before taking their money after feedback
>Lol what JUST BRENDAN FREASER DUDE RIGHT??

Really op?
>>
>>335974624
Good
>>
Smart, because they weren't gonna make their goal anyway. At least this way they can kinda save face. But they claimed they had VCs willing to throw in millions to make the game, so why not just fund it that way, make a good game, and sell it?

Oh, right.
>>
It's always amazing how people always leave out the demo part when shitposting about this.

http://www.develop-online.net/news/john-romero-s-new-shooter-is-something-no-one-has-ever-seen-before/0215858

>A demo is already in the works, but isn’t due to be finished before the Kickstarter campaign ends. While Romero acknowledged that the team could “work around the clock” to do so, entering such levels of crunch is “not what we do”.

>Romero predicts that will take one to two months before the demo is ready, at which point the studio will relaunch the Kickstarter campaign with the same goal and reward structure. The team hopes to offer backers who return and pledge again a little something extra – “just as a thanks for sticking with us”.

>“We want to show off the Boxel UI and how that works in a fast-paced game, because that’s something a lot of people have been asking. We want to show things that are new about the game, the speed of it, and what we’re trying to get across. It should only take us a few months to bring all of that together. It won’t be a full level, but it will be enough gameplay to show off the speed and all the other things we’re talking about.”

>>335974624
>>335974753

>unique poster count didn't go up

Nice samefag.
>>
>re-launch the campaign when they have something to show
how is this a bad thing?
>>
I hope they find a way to keep the project going, just so John doesn't have to pump gas anymore.
>>
>>335974851
>launch terrible kickstarter based on nostalgia and dreams
>see that people have wised up a bit since the star citizen debacle
>slink away when you realize that you're not getting funded anyway

yeah, really
>>
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>>335974624
what a dropkick
>>
>>335975001
They were very much on track to getting the amount they asked
>>
>>335974937
>launching a kickstarter with nothing but concept art

the only reason they cancelled it was because they didn't make enough in the first 48 hours and they knew it was doomed. this will NEVER come back to kickstarter, and the entire project will be mothballed and memory-holed.
>>
>>335975062
successful kickstarters make ~60% of their total in the first and last 48 hours combined. they didn't hit any of the metrics necessary. you can't judge by the incredibly skewed trends of the first few hours. they knew it was doa, so they killed it rather than get embarrassed later.
>>
>>335974624
Oh yeah kickstarter needs a functioning prototype now. I thought they just kind of got past that by paying them or something, hopefully next time they have a demo and its good.
>>
>>335975307
Not at all. SQUAD did not make ~60% in that time at all and it got over it's goal
>>
>>335975148

Why is there such baseless yet zealous rhetoric about this never going back up again? Are you trying to get me to spend my money now on something?
Thread replies: 16
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