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Broken Sword 5

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Gabe - 14 December 2013 03:04 AM

They pledged that gonna make it for 400k$ and got about 800k$ now can you imagine what kind of BS game could’ve been release with about 400k$ ;no cutscenes,no people strolling by,no lip sync,no characters closing doors and changing clothes, simple as that.Hey wait a minute..no pizza delivery guy’s helmet,no shop for flower lady,no cell phone for George maybe..

The game was supposed to be shorter, so they’d have probably ended with just Part 1, less polished and with less dialogue. For an $800k budget the game looks and plays very good, especially compared to Larry Reloaded (which was $650k).

     

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Doom - 14 December 2013 05:37 AM

The game was supposed to be shorter, so they’d have probably ended with just Part 1, less polished and with less dialogue. For an $800k budget the game looks and plays very good, especially compared to Larry Reloaded (which was $650k).

I recall Trowe saying that the actual budget of Reloaded climbed to a bit over 1 million. BS5 washes the floor with L:R quality and lenght ways in comparision.

     
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Doom - 14 December 2013 05:37 AM

The game was supposed to be shorter, so they’d have probably ended with just Part 1, less polished and with less dialogue. For an $800k budget the game looks and plays very good, especially compared to Larry Reloaded (which was $650k).

I don’t think they would have ended it where part 1 ends now, instead I think that the current part 1 would have been considerately shorter, and that most of the game would have been in what is now part 2. Basically the same story told, but more focus on the Gnostic part of the story, which has really only been hinted at here in part 1, and a much shorter game in total.

 

     

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I mean the game being the size of Part 1… I agree that it would’ve probably involved the story of Part 2, Part 1 feels more like a prologue. Anyway, Revolution did a great job, and Trowe not Smile

     

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If your expectations benchmark is Trowe potentially every ag can beat
that without any budget concerns.

     

“Going on means going far - Going far means returning”

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I was expecting a return to classical roots - and I got it. And concerning Trowe, there is nothing else to compare to, because the are only 2 Kickstarter adventures released so far. Let’s see what other companies will come up with.

     

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Doom - 14 December 2013 05:37 AM
Gabe - 14 December 2013 03:04 AM

They pledged that gonna make it for 400k$ and got about 800k$ now can you imagine what kind of BS game could’ve been release with about 400k$ ;no cutscenes,no people strolling by,no lip sync,no characters closing doors and changing clothes, simple as that.Hey wait a minute..no pizza delivery guy’s helmet,no shop for flower lady,no cell phone for George maybe..

The game was supposed to be shorter, so they’d have probably ended with just Part 1, less polished and with less dialogue. For an $800k budget the game looks and plays very good, especially compared to Larry Reloaded (which was $650k).

As was mentioned already, BS5 did cost much more to make. They funded about 500.000 themselves, and they got about 820.000 with the Kickstarter and Paypal funding (minus their percentages - about 5% each - and the rewards costs).
They could borrow money because it was a BS game, and because of work they had already done, and the KS funding showed that the game would be finished. According to Warriner’s blog (message November 15):

“... But note that bs5 has probably cost 3 to 4 times what the kickstarter raised…”

     
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Really,how much do you think necessary to produce a decent poin&clicker; today, 10 million$ maybe?Anyway due to your estimate looks like Revolution gone bankrupt already.

     

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Different subject, Gabe. Just getting the facts straight. But then, some aren’t interested in such details. Naughty
PS BTW: Not my “estimate”: it’s Tony Warriner’s statement.

     
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Gabe - 14 December 2013 09:17 AM

Really,how much do you think necessary to produce a decent poin&clicker; today, 10 million$ maybe?Anyway due to your estimate looks like Revolution gone bankrupt already.

Depends really on multiple factors: Length the game, art style, animation style, size of the team, salary level of team, voice actors, amount of characters etc.

 

     

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tomimt - 14 December 2013 09:25 AM
Gabe - 14 December 2013 09:17 AM

Really,how much do you think necessary to produce a decent poin&clicker; today, 10 million$ maybe?Anyway due to your estimate looks like Revolution gone bankrupt already.

Depends really on multiple factors: Length the game, art style, animation style, size of the team, salary level of team, voice actors, amount of characters etc.

 

@tomimt:
Indeed, it is shocking how much it does cost nowadays. And that’s why I said it is sad that apparently they can’t afford to do what they really want to do for budget reasons (apart from the strategy they have chosen). I really do hope this game brings in a lot of cash; Revolution certainly deserves it!

     
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What we get out of this:making an average video game in UK is extremely bloddy expensive.Hard to imagine how they even dare,if they only have some branches like in Spain or Poland..

     

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Alternative Magazine Online: 9/10

  Regardless of what 2014 brings, this first step into the world of Broken Sword 5 delivers not only an excellent new instalment in the series, but an excellent adventure game full stop. Congratulations to Charles Cecil and the Revolution Software team for bringing George and Nico back to life in vivid HD with not a publisher in sight – it turns out that happiness really is an inside job!

Pxlbyte: 7.5/10

  A worthy successor to the beloved classics of old, The Serpent’s Curse is well worth playing if you love adventure games.

IndieGameMagazine: 80/100

  All in all then, Broken Sword: The Serpents Curse – Episode 1 is a lovely game. A couple of very slight niggles with the mix of art-styles not always blending as seamlessly as they should, a few spelling errors and a slim running time stand out, but never threaten to take the shine off of what is otherwise a lovely package. It’s a great start to what we hope is a bright future for Broken Sword – we just hope that the second half is a little more generous in both length and content.

GamingBolt: 8/10

  Broken Sword 5 is a satisfying game at best and the simplistic nature of its control scheme will be great at reaching a wide audience across multiple platforms. The real strengths however lie in its sound design and a visual differences that set it apart from other genres of games.

GameZebo: 4/5

  Despite a rough edge here and there, Broken Sword 5: The Serpent’s Curse – Episode 1 sets up an enjoyable reunion between George and Nico. Feel free to jump in even if you’re not familiar with the duo. The more brains we have fixated on this mystery, the better.

So its generally mixed in Press , gamers/users are in mostly positive

http://www.metacritic.com/game/pc/broken-sword-5-the-serpents-curse

Given its first half , its decent job.

     
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robert foster - 14 December 2013 08:47 AM

As was mentioned already, BS5 did cost much more to make. They funded about 500.000 themselves, and they got about 820.000 with the Kickstarter and Paypal funding (minus their percentages - about 5% each - and the rewards costs).
They could borrow money because it was a BS game, and because of work they had already done, and the KS funding showed that the game would be finished. According to Warriner’s blog (message November 15):

“... But note that bs5 has probably cost 3 to 4 times what the kickstarter raised…”

3 to 4 times - so they ended around $2+ mln? That’s a more solid budget, of course. But still the original Broken Sword’s cost was one million pounds as well. And that’s 1996, a well-functioning company, old engine, low resolution, etc. Also development of Larry Reloaded started at least half a yeah before KS, so they surely had some funds as well. Anyway, I think it is perfectly fine to compare those games: a short remake of a remake that looked like a flash game and a sequel done from scratch with solid production values.

     

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robert foster - 14 December 2013 08:47 AM

As was mentioned already, BS5 did cost much more to make. They funded about 500.000 themselves, and they got about 820.000 with the Kickstarter and Paypal funding (minus their percentages - about 5% each - and the rewards costs).
They could borrow money because it was a BS game, and because of work they had already done, and the KS funding showed that the game would be finished. According to Warriner’s blog (message November 15):

“... But note that bs5 has probably cost 3 to 4 times what the kickstarter raised…”

Right, and Charles Cecil said in his recent Adventure Gamers interview that Broken Sword 5 will cost “well over a million pounds to write, maybe one and a half million pounds.” In U.S. dollars at the current conversion rate, that’s equivalent to saying “well over $1.63 million, maybe $2.44 million.”

tomimt - 14 December 2013 09:25 AM

Depends really on multiple factors: Length the game, art style, animation style, size of the team, salary level of team, voice actors, amount of characters etc.

Right, and I would add as one of the significant factors whether or not the team already has all the needed content creation tools from a previous project, or whether they will need to make from scratch or heavily modify tools to suit the new project. For example, adventure games have a lot of scripted actions: INTERACT with OBJECT to trigger EVENT. You don’t want to program each of these at a low level individually, you want to have some kind of framework and interface that allows the design team to create events more easily.

Hero-U, for example, made the Hero-U Composer tool, modeled after Kismet, the visual scripting language of the Unreal Engine. Moebius, on the other hand, inherited content creation tools from Phoenix Online’s previous game Cognition. Tools like these can be a major difference in engineering cost, despite the fact that both projects are using the same base engine, Unity.

There are two things I think we should keep in mind when comparing Kickstarters:
1) Pretty much all of the major adventure game Kickstarters have brought in extra money beyond their Kickstarter funding, so comparing Kickstarter goals alone will not give a realistic sense of the actual cost.
2) Without a breakdown of the unique budgetary needs of each project, it is very hard to compare two projects and say Project 1 spent X amount of money better than Project 2 spent Y amount of money.

     

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