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Chris Taylor's Gas Powered may shut down - Wildman kickstarter not doing well

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I read a interview somewhere recently with Chris Talor and he doesn't "get" it anymore. He said he used to think in large scale (TA/SC) and now has released that is wrong and he shouldn't be thinking large scale for games anymore and has changed his design philosophy. Personally I don't know WTF the guy is on, but large scale is EXACTLY what is needed and wanted. If he came out with another large scale RTS that isn't dumb down for tards (SC2) then this would have been funded and meeting stretch goals for awhile already probably.
 
IMHO his only good game was Supreme Commander. I never played the old Total Annihilation and the Dungeon Siege titles were nothing more than extremely linear and simple hack and slash games.

Blasphemy! The first Dungeon Siege is still one of the better action-RPGs available today. I must have several hundreds hours into DS1, compared to 20 hours in 2, and maybe 40 minutes into 3. DS1 didn't even have loading screens, which 99.99% of games these days cannot do.
 
I read a interview somewhere recently with Chris Talor and he doesn't "get" it anymore. He said he used to think in large scale (TA/SC) and now has released that is wrong and he shouldn't be thinking large scale for games anymore and has changed his design philosophy. Personally I don't know WTF the guy is on, but large scale is EXACTLY what is needed and wanted. If he came out with another large scale RTS that isn't dumb down for tards (SC2) then this would have been funded and meeting stretch goals for awhile already probably.
Create successful game A; create sequel to successful game A (game B), but change key aspects to reach a larger demographic. Blame the formula of successful game A for game B's failure; continue down destructive path of game B.

Nope, I haven't seen this dozens and dozens of times, surely I haven't.
 
Blasphemy! The first Dungeon Siege is still one of the better action-RPGs available today. I must have several hundreds hours into DS1, compared to 20 hours in 2, and maybe 40 minutes into 3. DS1 didn't even have loading screens, which 99.99% of games these days cannot do.

I couldn't finish the game as it got so repetitive to me.. run down hall hack/shoot/spell through swarm of enemies, level up.. run down next hall repeat.. If you're a fan of those kind of games I'm sure it was awesome, but for me I just couldn't get into it.

It's always sad to see a developer go through something like this. The main guy may not have had the right idea to follow through but in this ever shrinking market I don't want to see another one go.
 
I couldn't finish the game as it got so repetitive to me.. run down hall hack/shoot/spell through swarm of enemies, level up.. run down next hall repeat.. If you're a fan of those kind of games I'm sure it was awesome, but for me I just couldn't get into it.

It's always sad to see a developer go through something like this. The main guy may not have had the right idea to follow through but in this ever shrinking market I don't want to see another one go.

DS has its good points but was the biggest most tedious grind I remember in a single player RPG. It also just felt 'by the numbers' and generic somehow.
 
Only 6 days to go, and they are not even halfway to their goal. So it's going to fail.

So now the question is, what is their next move?
 
DS has its good points but was the biggest most tedious grind I remember in a single player RPG. It also just felt 'by the numbers' and generic somehow.

That's pretty much how I felt. It also didn't help that by the time I finished grinding through the halls way of flooding enemies I was so burnt out that I didn't care why I had to go the long way around the army.

Only 6 days to go, and they are not even halfway to their goal. So it's going to fail.

So now the question is, what is their next move?

Didn't the article state they were shutting the entire company down if they failed this? My guess would be he's going to sell out to an EA just to be able to cover his debt.
 
too bad I like GPG and Chris, not so sure about this though

Yeah, whole time I was watching the intro video I didn't hear anything I hadn't seen before. Seem like he's trying to merge the RTS and Action-RPG genres Spore-style, which is to say a mediocre amount of depth for both that appeals to fans of neither.

This is a concept that seems designed for "casual gamers" (that is, people who think motion controllers and the Wii's graphics epitomize awesome). Chris doesn't seem to get that most video-game kickstarter backers are serious gamers who demand a level of depth he isn't offering; at least for a game that claims to "merge action-RPG with RTS".

As a big RTS player, I'm rather insulted when you tell me "you can control combat by setting rallying points! And each building builds different stuff! Are you excited?!" So it's one of those reverse-tower-defense mob games with little to no strategy beyond build order. No thanks.

Honestly it sounds like a failed pitch to a big publisher that he made a kickstarter video for. Add in his mediocre recent work and the news that GPG is essentially doing this out of desperation, and you get... no.
 
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I think the game sounds awesome. To me it reminds me of when you are on Mount Arreat in DII and you are fighting your way up along with all the other barbarians, but this time you can control the barbarains like in an RTS. And, when the battle is over back to ARPG as you explore a cave and find the next massive battle. You can also polymorph into other animals, and get mounts. I don't really know of another game like it, and I like that he is trying something new.

As for what they are going to do if they don't get funded, I believe I read that will be the end of GPG and he is going to work on it in his basement and finish it by himself. I also believe the company is debt free, so he doesn't have to sell to EA or anyone to pay off debt. I really hope they make it, but it doesn't look good.
 
I think the game sounds awesome. To me it reminds me of when you are on Mount Arreat in DII and you are fighting your way up along with all the other barbarians, but this time you can control the barbarains like in an RTS. And, when the battle is over back to ARPG as you explore a cave and find the next massive battle. You can also polymorph into other animals, and get mounts. I don't really know of another game like it, and I like that he is trying something new.

As for what they are going to do if they don't get funded, I believe I read that will be the end of GPG and he is going to work on it in his basement and finish it by himself. I also believe the company is debt free, so he doesn't have to sell to EA or anyone to pay off debt. I really hope they make it, but it doesn't look good.

I think he should probably just give up on wildman tbh. The community has spoken and they said planetary annihilation... hell yeah! Wildman... not so much.
 
No they're not. One's a full blown RTS with massive scale, and one's a dumbed-down-RTS/dumbed-down-RPG hybrid.

How do you know? Have you played it? None of the info I can find make it sound really dumbed down. Also RTS in general is just a dumped-down turn based RTS, but they are still fun. I could even say WC3 is a dumbed-down-RTS. It is not massive in scale and very few units, but alot of people liked it. I played it but I liked WC2 better. Also it is suppose to be an ARPG not and RPG. So if you are looking for an RPG then yes Wildman will appear dumbed down compared to a real RPG. But, it is not suppose to be a RPG, it is something new. Don't people always want something new and not the same old game play again and again.
 
How do you know? Have you played it? None of the info I can find make it sound really dumbed down. Also RTS in general is just a dumped-down turn based RTS, but they are still fun. I could even say WC3 is a dumbed-down-RTS. It is not massive in scale and very few units, but alot of people liked it. I played it but I liked WC2 better. Also it is suppose to be an ARPG not and RPG. So if you are looking for an RPG then yes Wildman will appear dumbed down compared to a real RPG. But, it is not suppose to be a RPG, it is something new. Don't people always want something new and not the same old game play again and again.

In the intro video, he mentioned that your main hero could build structures, and then you could "set rallying points" to tell your units where to attack. What little in-game footage there is also shows identical units traveling in a straight line, as if they'd been automatically spawned. As for the "world conquest" mode he talks about where you take your opponents resources when you conquer territories, I was playing games with that mechanic as far back as 2003 (Rise of Nations), and I'm pretty sure they existed before that.

So my read on the RTS portion is that it's one of those reverse-tower-defense games where the only real strategy is build order. As for the RPG segment, there's even less information. Which doesn't entice me to its sophistication either.

Cutting two things in half and putting two halves together is not "trying something new". Spore tried to do exactly that with 5 different genres, and it flopped for a reason.

Now if he talked about integrating a full-blown RTS with a full-blown RPG, where you could, say, have high-level real-time tactical command of whole semi-independent units but then jump into the battle and assume direct control of a specific unit's commander, then I'd be interested. That would be something we haven't really seen before.
 
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I think the reason I didn't support this is that I can't really remember a game that chris has done that 'wow' me since total a; and there has been quite a few really bad ones recently. I'm somehwat willing to give him a shadow of a doubt given that publishers have been pushing for games to follow a certain path so maybe it hasn't been strictly his doing; also the original presentation was very weak explaining the rpg aspect ans the rts aspects (btw i kind of prefer tbs over rts) so I figured it was just easier to wait to see if the game materalize and then decide.
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When I look at the other kickstarts I supported (xile, grimdawn, eternity) there is a history that suggest these people will do a decent job if given complete liberty. Even the really bad obsidian games (like ds3) I've enjoyed (I know a lot of ds fans disliked it) but they have enough recent works to suggest (hint) what was their effort and what was the publisher's influence.
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In this day and age I think established names have got to do a better job at the initial pitch explaining what they want to do (and it helps if they can explain what they can do without publisher interference).
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Anyways I have mixed feelings here. THe campaign is not going well and I doubt it will meet funding but I can't see enough in the presentation to show how this game will be any better than (for example) space Siege (or even ds which was well received) neither of which i would support as i just didn't like them (well i only played sapce siege demo ). DS2 was better than ds and almost enjoyable but again the the sort of game i would support or fund (the rpg side was very very weak).
 
In the intro video, he mentioned that your main hero could build structures, and then you could "set rallying points" to tell your units where to attack. What little in-game footage there is also shows identical units traveling in a straight line, as if they'd been automatically spawned.
Most of the good RTS games allow you to set rally points so when your units are built they go there and attack or defend that spot. I don't think I have seen any in-game footage of this. There are concept drawings of it that sounds like what you are talking about. I am pretty sure they spawn outside their barracks or whatever and walk to there rally point like every other RTS game. Not sure how this is a bad thing.

As for the "world conquest" mode he talks about where you take your opponents resources when you conquer territories, I was playing games with that mechanic as far back as 2003 (Rise of Nations), and I'm pretty sure they existed before that.
All or most RTS games work this way. You take over the enemies base and you get their natural resources. CIV does it. WC does it. Supreme Commander does it. It is pretty common. The thing that Wildman does that is not common is when you defeat the enemy you get to pick which technology you get. Say new armor tech. Or, maybe faster unit training. Your side becomes unique and develops how you want it to. Become a fast attack team or turtle up team. It just depends on what techs you decide to take. It reminds me a little of the BadAss points system in BL2.

So my read on the RTS portion is that it's one of those reverse-tower-defense games where the only real strategy is build order. As for the RPG segment, there's even less information. Which doesn't entice me to its sophistication either.
I don't see the reverse tower defense thing at all. I have never seen that referenced. It has always been called an RTS. All I have heard for the ARPG side is find loot and polymorph skills. Since an ARPG is mainly just loot and a simple skill tree. There is not much more to say without releasing the skill tree which is never final until the game is released. And even then they can change alot after the release.

Cutting two things in half and putting two halves together is not "trying something new". Spore tried to do exactly that with 5 different genres, and it flopped for a reason.
That is exactly trying something new. Almost everything new builds on previous things. I never played Spore, but part of its problem was it had too much hype.

Now if he talked about integrating a full-blown RTS with a full-blown RPG, where you could, say, have high-level real-time tactical command of whole semi-independent units but then jump into the battle and assume direct control of a specific unit's commander, then I'd be interested. That would be something we haven't really seen before.
Something along the lines of a full-blown RTS like Supreme Command and a full-blow RPG like The Witcher not an ARPG, because you need a compelling story and dialog choices for a true RPG, would be a gigantic undertaking. The budget would be $20million+. I don't think that would get funded when a smaller version has never been tried. Wildman is that smaller version. As for taking direct control of specific units, take a look at Ground Control back in 2000. No resources though and diffidently no RPG.
 
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Most of the good RTS games allow you to set rally points so when your units are built they go there and attack or defend that spot. I don't think I have seen any in-game footage of this. There are concept drawings of it that sounds like what you are talking about. I am pretty sure they spawn outside their barracks or whatever and walk to there rally point like every other RTS game. Not sure how this is a bad thing.

*WHOOSH*

The point is he advertises setting rallying points as the primary attack mechanic. Which implies that you lack anything beyond the most rudimentary manual control over the units. If it was a full RTS, he wouldn't even mention rallying points because the feature, as you point out, is as common as air bags in a car.

As for the unit behavior, go watch the intro video at 4:15 and tell me it isn't canned.

All or most RTS games work this way. You take over the enemies base and you get their natural resources. CIV does it. WC does it. Supreme Commander does it. It is pretty common. The thing that Wildman does that is not common is when you defeat the enemy you get to pick which technology you get. Say new armor tech. Or, maybe faster unit training. Your side becomes unique and develops how you want it to. Become a fast attack team or turtle up team. It just depends on what techs you decide to take. It reminds me a little of the BadAss points system in BL2.

In Rise of Nations I got a unique advantage from each territory I captured, as well as "tribute" which I could spend to buy my choice of one-use global-effect cards (ie: "Start with +150 of each resource" or "deny opponent income from strategic resources for 1 turn") to customize gameplay.

Literally every Total War game has had an even more sophisticated mechanic. This is not a new concept nor enough in and of itself for me to support a game.

I don't see the reverse tower defense thing at all. I have never seen that referenced. It has always been called an RTS. All I have heard for the ARPG side is find loot and polymorph skills. Since an ARPG is mainly just loot and a simple skill tree. There is not much more to say without releasing the skill tree which is never final until the game is released. And even then they can change alot after the release.

Yes, it's apparently been misnamed, or just barely deserving of the RTS classification.

That is exactly trying something new. Almost everything new builds on previous things. I never played Spore, but part of its problem was it had too much hype.

Alright, here's my brilliant game idea. I'll take Starcraft II and Diablo III, take about half the mechanics out of each, and mash them together with a common theme. Yep, I'm original and new! 🙄

Something along the lines of a full-blown RTS like Supreme Command and a full-blow RPG like The Witcher not an ARPG, because you need a compelling story and dialog choices for a true RPG, would be a gigantic undertaking. The budget would be $20million+. I don't think that would get funded when a smaller version has never been tried. Wildman is that smaller version. As for taking direct control of specific units, take a look at Ground Control back in 2000. No resources though and diffidently no RPG.

Right, he can't do it all on his current budget so he's cutting back on both sides and likely creating an unsatisfying experience overall.

Look, I get you like this pitch and hell, maybe I'm wrong and whatever Chris churns out of his basement will be the best indie game ever made. I'm just saying that from what I saw presented, I don't see a single feature to get excited about. Mediocre-looking ARPG + Mediocre-looking RTS != awesome, to me. At best it looks like something I might try if it was getting positive reviews and on sale.
 
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Well from that 5sec. video I cannot really tell if they are spawning from that hut or it is acting as a waypoint and they are running from way point to way point ie. patrolling. Using waypoints/rally points would work to direct your units to attack. I don't think it is going be 100+ unit battles. Did just notice at the beginning two of the bigger units turned around and went back to the hut and then went back the way they came and passed the point they turned around at. So something controlled them. So, I am not really sure how the system works. He should answer that question.

Tech choice not new, but not common in RTS. Plus it works good with the RPG part in that you have a choice.

Faith or trust tells me if it says RTS it is a RTS. I could be wrong. He needs to provide more details.

SCII + DIII = original. Not many sword slinging magic casting hero fighting space alien games out there. Just don't take DIII's skill tree or lack there of. 🙂 This is how new genres are born. Tower defence is the tower base defense part ripped from an RTS. ARPG was just RPG plus action game's speed with combat from shooter games.

He had to cut back the budget not many games get $20million+ on kickstarter. As for the experience who knows how it will turn out or what people will buy. Look at the money Angry birds or Minecraft have made. I have played both and while both are fun, I don't really get their success.

His pitch needs major help. He has said he is not a marketing guy and he started kickstarter out all wrong. He should have hired a marketing guy to do it. If not hired just asked one and said hey if it works you get "X" dollars. So, end the end I am mainly going on what could be and knowing that he did create TA, DS, and SC. His failures seem more like the faults of publisher. Make it run on consoles, make it simpler, make it smaller, don't try anything new.

On the plus side compared to the past few days today's pledges were up a good amount. Not getting my hopes up. I fully never expect to play wildman.
 
Yeah, whole time I was watching the intro video I didn't hear anything I hadn't seen before. Seem like he's trying to merge the RTS and Action-RPG genres Spore-style, which is to say a mediocre amount of depth for both that appeals to fans of neither.

This is a concept that seems designed for "casual gamers" (that is, people who think motion controllers and the Wii's graphics epitomize awesome). Chris doesn't seem to get that most video-game kickstarter backers are serious gamers who demand a level of depth he isn't offering; at least for a game that claims to "merge action-RPG with RTS".

As a big RTS player, I'm rather insulted when you tell me "you can control combat by setting rallying points! And each building builds different stuff! Are you excited?!" So it's one of those reverse-tower-defense mob games with little to no strategy beyond build order. No thanks.

Honestly it sounds like a failed pitch to a big publisher that he made a kickstarter video for. Add in his mediocre recent work and the news that GPG is essentially doing this out of desperation, and you get... no.
It seems you have a big bone to gripe with him. Your tone is very negative and overtly dismissive. Your opinion seems to be a biased one, not an unbiased one, and most people will take what you say with a grain of salt.
 
Well from that 5sec. video I cannot really tell if they are spawning from that hut or it is acting as a waypoint and they are running from way point to way point ie. patrolling. Using waypoints/rally points would work to direct your units to attack. I don't think it is going be 100+ unit battles. Did just notice at the beginning two of the bigger units turned around and went back to the hut and then went back the way they came and passed the point they turned around at. So something controlled them. So, I am not really sure how the system works. He should answer that question.

Tech choice not new, but not common in RTS. Plus it works good with the RPG part in that you have a choice.

Faith or trust tells me if it says RTS it is a RTS. I could be wrong. He needs to provide more details.

SCII + DIII = original. Not many sword slinging magic casting hero fighting space alien games out there. Just don't take DIII's skill tree or lack there of. 🙂 This is how new genres are born. Tower defence is the tower base defense part ripped from an RTS. ARPG was just RPG plus action game's speed with combat from shooter games.

He had to cut back the budget not many games get $20million+ on kickstarter. As for the experience who knows how it will turn out or what people will buy. Look at the money Angry birds or Minecraft have made. I have played both and while both are fun, I don't really get their success.

His pitch needs major help. He has said he is not a marketing guy and he started kickstarter out all wrong. He should have hired a marketing guy to do it. If not hired just asked one and said hey if it works you get "X" dollars. So, end the end I am mainly going on what could be and knowing that he did create TA, DS, and SC. His failures seem more like the faults of publisher. Make it run on consoles, make it simpler, make it smaller, don't try anything new.

On the plus side compared to the past few days today's pledges were up a good amount. Not getting my hopes up. I fully never expect to play wildman.

Demigod was referred to as an RTS. It wasn't even close.
 
It seems you have a big bone to gripe with him. Your tone is very negative and overtly dismissive. Your opinion seems to be a biased one, not an unbiased one, and most people will take what you say with a grain of salt.

My opinion is based on Chris's pitch. I felt like I was listening to a used car salesman. Overly scripted, bad acting, shallow on details. Other games such as Wasteland 2, Shadowrun Returns, the Banner Saga, even Star Citizen (which had by far the most market-speak) had a degree of honesty in their pitches that this one simply lacked. I felt like Chris was feeding me a line of pure bullshit. What details were mentioned were severely overhyped.

Quoting from the vid:
Wildman can build a barrack! Train archers! A kennel to train.. war dogs! Or a witch's shack to produce.. shamans and warlocks...

You step into someone else's territory they've got defensive structures and units are pouring out to push you back! They want to take out these structures hat you've built right here. Now, what you can do is you can plant a rally flag, and you can tell them where you want them to go, so their forces operate and rally the way you want them to. This allows you to control your armies!

Wow, you've just spent 30 seconds advertising a dumbed down Warcraft 2. You sure you want my money?


Contrast that to Planetary Annihilation where right off the bat, with no narration at all, they show your units colonizing asteroids, strapping rockets to them and smashing them into planets as the ultimate doomsday weapon. Granted it was just a video, but it was done in-engine and the implicit promise of such a feature was there. Now that's something I've never seen in an RTS, and they didn't need some spooky "You should be excited!" marketing tone to deliver it.
 
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Demigod was referred to as an RTS. It wasn't even close.

From www.demigodthegame.com
Demigod is a real-time, tactical strategy game that includes extensive role-playing elements.

Not RTS. If it was referred to an RTS before the release I don't know, but games can change in development. Everything google turns up for me when I look for demigod RTS says it isn't an RTS. I cannot find anything saying it is an RTS.

But, yeah Wildman may say ARPG + RTS now, but it may turn into something else like ARPG with multiply units supporting you the whole way instead of just big battles. Or, maybe mostly RTS with very little solo ARPG time to go exploring and just moving from battle to battle fairly quickly. I have not read if it will be a 50/50 split, 70/30 split, or etc.
 
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