The Kickstarter for Torment: Tides of Numenera is roughly halfway done, with 14 days to go before the end of the appeal. However, the game is already funded: having asked for $900,000, inXile Studios have actually received $2.9 million. The game is now deep into what Kickstarter calls, 'stretch goals', that is additional incentives for people to keep funding in the form of added content to the game.
First up, if the game hits $3.25 million then the writing team will be expanded to include bestselling fantasy author Patrick Rothfuss (The Name of the Wind, The Wise Man's Fear). Rothfuss will be adding about 10,000 words of content to the game in the form of dialogue and characters. He won't be doing any more because of his commitments to finishing off The Doors of Stone, the third and concluding volume of The Kingkiller Chronicle.
Much more enticing (to this blogger, anyway) is that at $3.5 million, inXile will add Chris Avellone to the writing time. Avellone was the primary writer and designer of the original Planescape: Torment (to which Numenera is the spiritual successor), as well as Fallout 2, Neverwinter Nights 2: Mask of the Betrayer and the forthcoming Project: Eternity. He also worked on Icewind Dale and its sequel; Fallout: New Vegas (including leading the design of several of its DLC episodes); and Alpha Protocol. He has also done some writing for inXile's previous Kickstarter game project, Wasteland 2. He is often cited as the finest writer of Western CRPGs. Exactly why Avellone still hasn't written a novel, I don't know, as I suspect it would be awesome. Avellone will be creating a new NPC character for the game and writing their dialogue, but will also be serving as an editor and a fresh pair of eyes on the work of the rest of the team as well.
With still two weeks to go, I suspect this Kickstarter will breeze past both targets and probably end up somewhere on the other side of $4 million when all is said and done. It's shaping up to be a very interesting game.
Showing posts with label kickstarter. Show all posts
Showing posts with label kickstarter. Show all posts
Friday, 22 March 2013
Wednesday, 6 March 2013
Torment: Tides of Numenera now on Kickstarter
InXile Entertainment have launched their Kickstarter campaign for their roleplaying game, Torment: Tides of Numenera.
This game is a spiritual successor to Planescape: Torment, the 1999 PC game which is widely regarded as the best (and certainly the best-written) computer RPG ever made. Eschewing traditional fantasy conventions (no elves, no dwarves, precious few action sequences), the game delved deeply into themes of identity, responsibility, consequence and if people can every truly change themselves. It sold modestly but has attracted critical acclaim like no other RPG in history.
Since inXile do not have the rights to the Planescape setting, they are instead setting this game in a different universe altogether. The setting is Numenera, a pen-and-paper setting conceived by Monte Cook, one of the chief designers on the 3rd Edition of the Dungeons and Dragons game. The setting is Earth, approximately one billion years in the future. Our world has been rendered almost unrecognisable over that time, having gone through technology-driven utopian periods and multiple catastrophes. The planet is littered with the remnants of ultra-advanced technology that no-one understands any more (the 'numenera' of the title), not to mention alien and genetically-engineered lifeforms. There are echoes of Jack Vance's Dying Earth and Gene Wolfe's Book of the New Sun in the descriptions of the setting. This isn't Generic Medieval Landscape #35.
The plot of the game involves a being who is capable of skipping between different bodies, which are lifeless husks before and after he uses them. Somehow, one of the husks comes to life after he has vacated it. This creature - you - then has to search for identity and the answers to several mysteries (like, presumably, the identity of the body-jumper) along the way.
The game will be an isometric role-playing game, created using the Unity Engine. It will feature combat, but as with Planescape: Torment it will almost all be avoidable, with your character able to use dialogue or skills to resolve confrontations rather than violence.
InXile are asking for $900,000. They are certainly going to hit this, given that the total right now (just a couple of hours after launch and with a month to go) is $150,000. Amounts raised beyond that will allow for more elements to be added to the game. InXile have also guaranteed that they will pass on 5% of any excess to fund additional Kickstarter projects.
Torment: Tides of Numenera will be released in late 2014. InXile will ship Wasteland 2 at the end of this year. As they mention in the pitch video, with Wasteland 2 now in full development on the 3D and content side of things, their concept artists and writers are now free to fully commit to Torment (otherwise they'd presumably be left with nothing to do for six months or would have to be let go), explaining the timing of the appeal.
This game is a spiritual successor to Planescape: Torment, the 1999 PC game which is widely regarded as the best (and certainly the best-written) computer RPG ever made. Eschewing traditional fantasy conventions (no elves, no dwarves, precious few action sequences), the game delved deeply into themes of identity, responsibility, consequence and if people can every truly change themselves. It sold modestly but has attracted critical acclaim like no other RPG in history.
Since inXile do not have the rights to the Planescape setting, they are instead setting this game in a different universe altogether. The setting is Numenera, a pen-and-paper setting conceived by Monte Cook, one of the chief designers on the 3rd Edition of the Dungeons and Dragons game. The setting is Earth, approximately one billion years in the future. Our world has been rendered almost unrecognisable over that time, having gone through technology-driven utopian periods and multiple catastrophes. The planet is littered with the remnants of ultra-advanced technology that no-one understands any more (the 'numenera' of the title), not to mention alien and genetically-engineered lifeforms. There are echoes of Jack Vance's Dying Earth and Gene Wolfe's Book of the New Sun in the descriptions of the setting. This isn't Generic Medieval Landscape #35.
The plot of the game involves a being who is capable of skipping between different bodies, which are lifeless husks before and after he uses them. Somehow, one of the husks comes to life after he has vacated it. This creature - you - then has to search for identity and the answers to several mysteries (like, presumably, the identity of the body-jumper) along the way.
The game will be an isometric role-playing game, created using the Unity Engine. It will feature combat, but as with Planescape: Torment it will almost all be avoidable, with your character able to use dialogue or skills to resolve confrontations rather than violence.
InXile are asking for $900,000. They are certainly going to hit this, given that the total right now (just a couple of hours after launch and with a month to go) is $150,000. Amounts raised beyond that will allow for more elements to be added to the game. InXile have also guaranteed that they will pass on 5% of any excess to fund additional Kickstarter projects.
Torment: Tides of Numenera will be released in late 2014. InXile will ship Wasteland 2 at the end of this year. As they mention in the pitch video, with Wasteland 2 now in full development on the 3D and content side of things, their concept artists and writers are now free to fully commit to Torment (otherwise they'd presumably be left with nothing to do for six months or would have to be let go), explaining the timing of the appeal.
Wednesday, 9 January 2013
More detailed plans for PLANESCAPE: TORMENT successor emerge
InXile Studios may be hard at work on Wasteland 2, the crowd-funded sequel to the seminal 1988 computer RPG Wasteland, but they have already announced their next project. With most of the writing and concept art completed for Wasteland 2, those teams have started work on a game that may be called Numenera: Torment. This game will be a spiritual sequel to the classic 1999 RPG Planescape: Torment, widely-regarded as the finest (and most literate) computer roleplaying game ever made.
The new game will not involve any of the characters or situations from Planescape: Torment (which is copyrighted by Atari and Wizards of the Coast), but will share a similar focus on characterisation and philosophical matters, such as the nature of life, death and consciousness. The setting will be Numenera, a new roleplaying setting created by Monte Cook. Cook is a highly respected RPG game designer and worked extensively on the original Planescape setting for the Dungeons and Dragons game in the 1990s.
The game itself is being worked on by Colin McComb, one of the main designers on the original Planescape pen-and-paper setting and a key creative force on Planescape: Torment. The director of the game is Kevin Saunders, who has joined the team from Obsidian, where he led the Mask of the Betrayer team. Also on board are Torment designer Adam Heine and Dana Knutson, the concept artist whose work on Torment was crucial.
The game will use all-new rules for skills, character creation and combat. Full-scale work on the game will begin after Wasteland 2's planned release date (still scheduled for October 2013). There will be another Kickstarter campaign further down the line to help fund the game ahead of time.
Since Planescape: Torment is one of my favourite RPGs of all time (the computer game equivalent of Gene Wolfe), this is a project that I'll be watching with great interest.
The new game will not involve any of the characters or situations from Planescape: Torment (which is copyrighted by Atari and Wizards of the Coast), but will share a similar focus on characterisation and philosophical matters, such as the nature of life, death and consciousness. The setting will be Numenera, a new roleplaying setting created by Monte Cook. Cook is a highly respected RPG game designer and worked extensively on the original Planescape setting for the Dungeons and Dragons game in the 1990s.
The game itself is being worked on by Colin McComb, one of the main designers on the original Planescape pen-and-paper setting and a key creative force on Planescape: Torment. The director of the game is Kevin Saunders, who has joined the team from Obsidian, where he led the Mask of the Betrayer team. Also on board are Torment designer Adam Heine and Dana Knutson, the concept artist whose work on Torment was crucial.
The game will use all-new rules for skills, character creation and combat. Full-scale work on the game will begin after Wasteland 2's planned release date (still scheduled for October 2013). There will be another Kickstarter campaign further down the line to help fund the game ahead of time.
Since Planescape: Torment is one of my favourite RPGs of all time (the computer game equivalent of Gene Wolfe), this is a project that I'll be watching with great interest.
Sunday, 6 January 2013
Gollancz to publish three ELITE novels
Gollancz have announced that they will be publishing three novels based on the Elite series of computer games in 2014.
The new Elite game, Elite: Dangerous (the fourth in the thirty-year-old series), recently passed its funding goal on Kickstarter, ending with more than £1.5 million raised for game development. The title is expected to be released by mid-2014. To help the game reach its goal Gollancz pledged a significant sum on Kickstarter to buy the rights to publish three novels based on the Elite universe.
Gollancz had already been in discussions with David Braben and Frontier Studios about adding the original Elite tie-in novella, The Dark Wheel, to its SF Gateway online store. The Dark Wheel is notable as it was written by the late Robert Holdstock, best-known for his Mythago Wood series of novels. The Dark Wheel was packaged with the original BBC Micro release of Elite in 1984 (I still have a copy in a box somewhere). Frontier: Elite II, released in 1992, was also accompanied by a book of short stories entitled Tales of Life on the Frontier. Whether this will be reprinted at some point is unknown (but unlikely; it was not as good as Holdstock's novella).
The three novels will be published in 2014. The identities of the potential writers have not yet been revealed.
The new Elite game, Elite: Dangerous (the fourth in the thirty-year-old series), recently passed its funding goal on Kickstarter, ending with more than £1.5 million raised for game development. The title is expected to be released by mid-2014. To help the game reach its goal Gollancz pledged a significant sum on Kickstarter to buy the rights to publish three novels based on the Elite universe.
Gollancz had already been in discussions with David Braben and Frontier Studios about adding the original Elite tie-in novella, The Dark Wheel, to its SF Gateway online store. The Dark Wheel is notable as it was written by the late Robert Holdstock, best-known for his Mythago Wood series of novels. The Dark Wheel was packaged with the original BBC Micro release of Elite in 1984 (I still have a copy in a box somewhere). Frontier: Elite II, released in 1992, was also accompanied by a book of short stories entitled Tales of Life on the Frontier. Whether this will be reprinted at some point is unknown (but unlikely; it was not as good as Holdstock's novella).
The three novels will be published in 2014. The identities of the potential writers have not yet been revealed.
Tuesday, 6 November 2012
ELITE 4 Kickstarter announced
David Braben and Frontier Developments have put up a Kickstarter page for Elite: Dangerous, the long-awaited fourth game in the Elite series.
The original Elite was released in 1984 on the BBC Micro and is one of the most famous, seminal and game-changing titles of all time. It was an open-universe game in which you took a spaceship and could trade and fight your way across eight galaxies and some 2,000 star systems, all in (wireframe) 3D. It was the first major 3D game and one of the first games to give you total freedom in how you approached playing it. The sequel, Frontier: Elite II was released in 1993 and featured filled-in 3D graphics, multiple controllable spacecraft, an even vaster universe (hundreds of millions of procedurally-generated star systems in a - somewhat - accurate recreation of the Milky Way) and the ability to land on planets. The third game, First Encounters: Frontier II was released in 1995 and was notable for the number of bugs present in the game, resulting in a lawsuit between the developers and the publisher.
Braben has been teasing fans with the possibility of an Elite IV for many years before announcing this Kickstarter project. Braben indicates that raising funds the traditional way has been difficult, and he's only been able to spare a few developers to work on the project in moments of spare time, hence the decision to go down the Kickstarter route.
So far, mixed feelings. On the one hand, Elite was a seminal, brilliant game, a total gamechanger and one of the biggest steps forward in the history of the form. Frontier was also a very solid game, even if its ambition exceeded its grasp. However, the Kickstarter page is scant on details about the proposed title: no graphics or videos have been posted, which is odd for a game that's been in development (even if at a low ebb) for several years already. So far the only hard info that's been released is that the game will have modern graphics (as you'd expect) and some form of multiplayer component (as you'd expect). Otherwise there seems little to distinguish it from the X series of space sims or Chris Roberts's recently-announced Star Citizen (or even EVE Online, though presumably Elite IV will have direct 'twitch' controls rather than the mouse-driven interface of that title).
Still, with 10% of the funding already raised within hours of the announcement and even the BBC running a news story on it, it looks likely that this will be funded. Certainly a project worth keeping an eye on.
In visual terms, this was 1984's answer to Crysis II.
The original Elite was released in 1984 on the BBC Micro and is one of the most famous, seminal and game-changing titles of all time. It was an open-universe game in which you took a spaceship and could trade and fight your way across eight galaxies and some 2,000 star systems, all in (wireframe) 3D. It was the first major 3D game and one of the first games to give you total freedom in how you approached playing it. The sequel, Frontier: Elite II was released in 1993 and featured filled-in 3D graphics, multiple controllable spacecraft, an even vaster universe (hundreds of millions of procedurally-generated star systems in a - somewhat - accurate recreation of the Milky Way) and the ability to land on planets. The third game, First Encounters: Frontier II was released in 1995 and was notable for the number of bugs present in the game, resulting in a lawsuit between the developers and the publisher.
Braben has been teasing fans with the possibility of an Elite IV for many years before announcing this Kickstarter project. Braben indicates that raising funds the traditional way has been difficult, and he's only been able to spare a few developers to work on the project in moments of spare time, hence the decision to go down the Kickstarter route.
So far, mixed feelings. On the one hand, Elite was a seminal, brilliant game, a total gamechanger and one of the biggest steps forward in the history of the form. Frontier was also a very solid game, even if its ambition exceeded its grasp. However, the Kickstarter page is scant on details about the proposed title: no graphics or videos have been posted, which is odd for a game that's been in development (even if at a low ebb) for several years already. So far the only hard info that's been released is that the game will have modern graphics (as you'd expect) and some form of multiplayer component (as you'd expect). Otherwise there seems little to distinguish it from the X series of space sims or Chris Roberts's recently-announced Star Citizen (or even EVE Online, though presumably Elite IV will have direct 'twitch' controls rather than the mouse-driven interface of that title).
Still, with 10% of the funding already raised within hours of the announcement and even the BBC running a news story on it, it looks likely that this will be funded. Certainly a project worth keeping an eye on.
Wednesday, 17 October 2012
PROJECT ETERNITY smashes funding goals
As covered previously, Obsidian Entertainment have been working on a brand-new, 'old-school' RPG with the working title Project Eternity. The game is heavily influenced and inspired by their own classic games (when they were working as Black Isle), such as Planescape: Torment, Icewind Dale and the early Fallout games, as well as those of their associated companies, such as BioWare's Baldur's Gate titles. To help fund the title, Obsidian requested fans to pledge $1.1 million via the Kickstarter crowdfunding website.
A month later, the Kickstarter has come to an end with Obsidian having raised $3,986,929 via the website, plus an additional $140,099 in PayPal contributions. The result being that the game achieved all of its planned stretch goals and will now be radically enhanced as a result. This includes the game now shipping on PC, Mac and Linux platforms, in multiple languages and with several added areas (including a whole new city and a major, 14-level dungeon complex).
The game is tentatively set for release in April 2014.
Click for massive version.
A month later, the Kickstarter has come to an end with Obsidian having raised $3,986,929 via the website, plus an additional $140,099 in PayPal contributions. The result being that the game achieved all of its planned stretch goals and will now be radically enhanced as a result. This includes the game now shipping on PC, Mac and Linux platforms, in multiple languages and with several added areas (including a whole new city and a major, 14-level dungeon complex).
The game is tentatively set for release in April 2014.
Friday, 28 September 2012
Red Eagle fail (again) to make a WHEEL OF TIME game
More than two years ago, it was reported that Red Eagle had signed a deal with Obsidian Entertainment to make a Wheel of Time computer roleplaying game for release on PC and console platforms. Chris Avellone, the well-respected creator of Planescape: Torment and a key writer on games like Fallout 2, New Vegas, Alpha Protocol, Icewind Dale and the forthcoming Wasteland 2 and Project: Eternity, was reported to be working on the initial ideas for the game. Fans and even gamers who had never heard of Wheel of Time were intrigued.
Then nothing. Obsidian moved onto several projects. There was excitement when they reported they were working on a major franchise tie-in game, but this turned out to be a South Park title (due out in spring 2013). More recent reports emerged explaining what had happened: Red Eagle's responsibility had been to find a publisher to fund development of the game. Despite signing a distribution agreement with Electronic Arts in 2009, they were unable to procure funding for the game itself. The last (unofficial) word from the Obsidian camp was that they are not working on the game now, and do not expect to be working on it any time soon.
Then, in a move so low-key that barely any Wheel of Time fan sites even mentioned it, Red Eagle announced they were partnering with Jet Set Games to make at least two WoT games for mobile devices such as phones and tablets. Since almost no-one gives a toss about mobile gaming, the lack of any interest whatsoever was unsurprising. Red Eagle then made the curious decision to put the first game, Banner of the Rising Sun, on Kickstarter, expecting Wheel of Time fans to flock to support the game. Unsurprisingly, they did not. After asking for $450,000 (for a mobile game, remember), Red Eagle had to withdraw the campaign after less than $3,000 was pledged (an unmitigated disaster, in Kickstarter terms).
There has been a sense that Red Eagle's expectations for their WoT projects have been 'unrealistic' (such as their continued, futile insistence on a film over a TV series adaptation), but this situation takes it to a whole new level. Mobile games should never cost $450,000 to produce, not unless it's a tie-in with a Mass Effect or Halo game or something (and even then that's a stretch). For their Kickstarter Obsidian asked for $1.1 million to make a massive, proper PC RPG taking tens of hours to complete and featuring hundreds of thousands of words of writing. Half that for a casual game to play whilst bored on the train is sheer lunacy. The fact alone that Red Eagle were also unable to raise funding for a proper game based on a series that has outsold (overall and - just - per-volume) A Song of Ice and Fire at a time when epic fantay is on fire is perplexing, but then following it up with a gambit that was never in a million years going to pay off is something that moves us into the realm of the truly baffling.
Then nothing. Obsidian moved onto several projects. There was excitement when they reported they were working on a major franchise tie-in game, but this turned out to be a South Park title (due out in spring 2013). More recent reports emerged explaining what had happened: Red Eagle's responsibility had been to find a publisher to fund development of the game. Despite signing a distribution agreement with Electronic Arts in 2009, they were unable to procure funding for the game itself. The last (unofficial) word from the Obsidian camp was that they are not working on the game now, and do not expect to be working on it any time soon.
Then, in a move so low-key that barely any Wheel of Time fan sites even mentioned it, Red Eagle announced they were partnering with Jet Set Games to make at least two WoT games for mobile devices such as phones and tablets. Since almost no-one gives a toss about mobile gaming, the lack of any interest whatsoever was unsurprising. Red Eagle then made the curious decision to put the first game, Banner of the Rising Sun, on Kickstarter, expecting Wheel of Time fans to flock to support the game. Unsurprisingly, they did not. After asking for $450,000 (for a mobile game, remember), Red Eagle had to withdraw the campaign after less than $3,000 was pledged (an unmitigated disaster, in Kickstarter terms).
There has been a sense that Red Eagle's expectations for their WoT projects have been 'unrealistic' (such as their continued, futile insistence on a film over a TV series adaptation), but this situation takes it to a whole new level. Mobile games should never cost $450,000 to produce, not unless it's a tie-in with a Mass Effect or Halo game or something (and even then that's a stretch). For their Kickstarter Obsidian asked for $1.1 million to make a massive, proper PC RPG taking tens of hours to complete and featuring hundreds of thousands of words of writing. Half that for a casual game to play whilst bored on the train is sheer lunacy. The fact alone that Red Eagle were also unable to raise funding for a proper game based on a series that has outsold (overall and - just - per-volume) A Song of Ice and Fire at a time when epic fantay is on fire is perplexing, but then following it up with a gambit that was never in a million years going to pay off is something that moves us into the realm of the truly baffling.
Friday, 14 September 2012
Creators of the greatest RPGs of all time collaborate on new game
Obsidian Entertainment have announced their next big RPG: a fantasy game called Project Eternity (working title). This game will be an isometric, old-school RPG that draws heavily on their old D&D games using the Infinity Engine (the Icewind Dale series and the legendary Planescape: Torment).
However, tired of working for publishers who either don't do proper Q&A on their games (resulting in the bug-filled mess of Alpha Protocol), rush them out in an incomplete state (Knights of the Old Republic II) or refuse to pay them a bonus by failing to hit a ludicrously arbitrary Metacritic score by one point despite selling millions of copies (Fallout: New Vegas), Obsidian have decided to take this one to the fans. Via Kickstarter, Obsidian are asking for $1.1 million to help fund the game. They're already at $300,000 less than a day after starting the project.
The creative forces behind the game include Chris Avellone, the writer of Planescape: Torment; Tim Cain, the creator of the Fallout franchise; and Josh Sawyer, the project lead on the excellent New Vegas (who infamously disapproved of the game being somewhat 'softened' for console players and released his own, more hardcore mod for the PC version of the game). They hope to release the game in early 2014.
Kotaku interview Avellone here about the project, whilst GameBanshee talk to Obsidian studio head Feargus Urquhart here.
UPDATE: As of 24 hours later, the amount raised stands at $1,083,000, and should hit the target within a few hours (with 31 days still to go). Obsidian have already said that any money they make over the $1.1 million will go to making the game even more impressive, and some projections are now suggesting they could make upwards of four times the amount they asked for.
However, tired of working for publishers who either don't do proper Q&A on their games (resulting in the bug-filled mess of Alpha Protocol), rush them out in an incomplete state (Knights of the Old Republic II) or refuse to pay them a bonus by failing to hit a ludicrously arbitrary Metacritic score by one point despite selling millions of copies (Fallout: New Vegas), Obsidian have decided to take this one to the fans. Via Kickstarter, Obsidian are asking for $1.1 million to help fund the game. They're already at $300,000 less than a day after starting the project.
The creative forces behind the game include Chris Avellone, the writer of Planescape: Torment; Tim Cain, the creator of the Fallout franchise; and Josh Sawyer, the project lead on the excellent New Vegas (who infamously disapproved of the game being somewhat 'softened' for console players and released his own, more hardcore mod for the PC version of the game). They hope to release the game in early 2014.
Kotaku interview Avellone here about the project, whilst GameBanshee talk to Obsidian studio head Feargus Urquhart here.
UPDATE: As of 24 hours later, the amount raised stands at $1,083,000, and should hit the target within a few hours (with 31 days still to go). Obsidian have already said that any money they make over the $1.1 million will go to making the game even more impressive, and some projections are now suggesting they could make upwards of four times the amount they asked for.
Monday, 6 August 2012
THE GAMERS III needs fan support
In the past I have spoken positively about Dead Gentleman Productions and their excellent fan-made, low-budget Gamers movies. Fans have waiting for a third movie in the series for some five years now. Rather than continue to slowly accrue the budget necessary to make a third film, Dead Gentleman have gone directly to the fans through a Kickstarter campaign.
The Gamers: Hands of Fate picks up several years after the events of Dorkness Rising. The same cast of characters returns, this time determined to master a new game (a collectible card game) and overcome some more personal issues whilst continuing their roleplaying campaign (and attempting to finally destroy their arch-nemesis, the Shadow). Part of the movie will be filmed at GenCon 2012, the largest roleplaying and CCG convention in the world.
The first two Gamers films are probably the best and most accurate representations of roleplaying put to film. They certainly knock the official D&D movies into a cocked hat, and are extremely funny on their own terms (the undead roast chicken and the wall of bard corpses both have to be seen to be believed). Contributing to this project or spreading the word can only be a good thing.
Note: for those unfamiliar with the Kickstarter concept, people pledge to support the project through a monetary sum. However, no money is collected until the project passes its target. If it does not make it, the project fails and no money is collected. With Kickstarter projects it is important to check the previous form of the company proposing the project to assess their integrity. In this case, Dead Gentleman Productions has been in operation for fourteen years, producing numerous fan films and webisodes, and has a large number of fans. They have a detailed plan on the Kickstarter page for how the film will be funded and how investors will be rewarded depending on the amount pledged.
Sunday, 10 June 2012
Neal Stephenson working on a swordfighting computer game
No, really.
SF author Neal Stephenson - of Snow Crash, Cryptonomicon, Baroque Cycle, Anathem and Reamde fame - is apparently unhappy with the depiction of swordfighting in computer games, so is now working on a new system. He's set up a Kickstarter (crowd-funding) project and asked for half a million dollars, roping in a whole bunch of experts and some nifty swords-with-sensors-attached to help pitch the idea.
Interesting. Mental, clearly, but interesting if they can actually pull it off. Stephenson's pitch is quite amusing and apparently they raised $30,000 within a few hours of the page going up, so I wouldn't be surprised to see the project succeed in raising the initial investment.
SF author Neal Stephenson - of Snow Crash, Cryptonomicon, Baroque Cycle, Anathem and Reamde fame - is apparently unhappy with the depiction of swordfighting in computer games, so is now working on a new system. He's set up a Kickstarter (crowd-funding) project and asked for half a million dollars, roping in a whole bunch of experts and some nifty swords-with-sensors-attached to help pitch the idea.
Interesting. Mental, clearly, but interesting if they can actually pull it off. Stephenson's pitch is quite amusing and apparently they raised $30,000 within a few hours of the page going up, so I wouldn't be surprised to see the project succeed in raising the initial investment.
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