Mighty No. 9 - Keiji Inafune / comcept kicksarter project

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GSZX1337
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Re: Mighty No. 9 - Keiji Inafune / comcept kicksarter projec

Post by GSZX1337 »

Just thought I'd touch on a couple of things that've been posted after my last post.
MrPopo wrote:Developing for a console has a lot more costs to it than developing for PC. And each console adds to the costs, due to how the licensing and dev kits work.
I actually thought about this. I wonder if the prices for the next-gen devkits are either pricey/not available to indies/prices not revealed. Also, the Kickstarter needs to reach 2.2 million to cover the costs of the devkits? I knew they were expensive, but man that's alot. I know that the stretch goals have to cover the costs of more than just the stated extra, but that's still alot.
Menegrothx wrote:I did read it, I just didn't feel like responding to this
ZenErik wrote:t3h suXX0rz
It's 2013, doing leet speak ironically is just as bad as doing it unironically back in 2003.
While I agree with Menegrothx that I don't think ZenErik should skip out on a potentially great game just because it won't come to the Vita, I don't think it makes the latter a fanboy. The PS4/Vita crossbuy feature is a nice convenience to have and not having that feature can put a damper on one's attraction to a game. If there is a 3DS port, then both modern Nintendo platforms will have Mighty No. 9 but there will be no crossbuy. In order for ZenErik to play the game in the home and on the go, he would have to buy the game twice. He would also have to play each level twice to maintain his progress between both versions.
casterofdreams wrote:On PC I want MOAR FPS!!!|
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Cronozilla
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Re: Mighty No. 9 - Keiji Inafune / comcept kicksarter projec

Post by Cronozilla »

There's two primary factors:

#1. The stretch goal prices have nothing to do with what the goal actually is.

Stretch goals look like that's money that will be dedicated to that feature, but in general, it's not. Most of that will be spent on more labor. What will come of that is, yes, they'll add in feature X, Y, or Z ... but in general, the entire game will benefit from the added money.

#2. The additional costs are not merely for dev kits. A lot of the cost comes from developing an additional version, or versions.

They, as a development studio, likely already have licenses to work on existing closed platforms. It's a pure labor sort of issue. Things have to be modified, localized, changed, for various platforms. It's not even a limitation issue, either. It's just the fact that they're different environments and each needs appropriate attention to make sure that people playing anywhere will have the proper experience. That takes a lot of time and money, or it requires outside studios, which is less time, but more money.

Anyway, I threw down for the $60 version. Wish I could afford the tier with the hardback art book.
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Re: Mighty No. 9 - Keiji Inafune / comcept kicksarter projec

Post by Menegrothx »

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My WTB thread (Sega CD/Saturn games)
Also looking to buy: Ys III (TG-16 CD), Shadowrun (Genesis) Hori N64 mini pad and Slayer (3DO) in long box/just the long box
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Re: Mighty No. 9 - Keiji Inafune / comcept kicksarter projec

Post by Retrogamer0001 »

Heathens...
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The game room - > http://racketboy.com/forum/viewtopic.php?f=28&t=45478

"We're on an express elevator to hell - goin' down!"
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Re: Mighty No. 9 - Keiji Inafune / comcept kicksarter projec

Post by Flake »

Wow. Okay, so Capcom doesn't see itself as the type of developer / publisher that wants to do Megaman games anymore. "AAA" franchises and fighting games are their bread and butter. To me this is no biggie - Change is the price of success (whatever your definition might be).

But to be so proudly out of touch with your customers? So arrogantly ignorant? I think the WAY Capcom has treated Megaman fans since abandoning the franchise angers me more than the abandonment itself.

Definitely looking forward to Mighty 9.
Maybe now Nintendo will acknowledge Metroid has a fanbase?
AppleQueso

Re: Mighty No. 9 - Keiji Inafune / comcept kicksarter projec

Post by AppleQueso »

So uh... what would they call a Might No. 9 sequel? Mighty No. 9 2 doesn't really roll off the tongue well
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Re: Mighty No. 9 - Keiji Inafune / comcept kicksarter projec

Post by Flake »

AppleQueso wrote:So uh... what would they call a Might No. 9 sequel? Mighty No. 9 2 doesn't really roll off the tongue well
Mighty No. 9 Legends
Maybe now Nintendo will acknowledge Metroid has a fanbase?
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o.pwuaioc
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Re: Mighty No. 9 - Keiji Inafune / comcept kicksarter projec

Post by o.pwuaioc »

Flake wrote:
AppleQueso wrote:So uh... what would they call a Might No. 9 sequel? Mighty No. 9 2 doesn't really roll off the tongue well
Mighty No. 9 Legends
Mighty No. 9 X.
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Re: Mighty No. 9 - Keiji Inafune / comcept kicksarter projec

Post by Menegrothx »

Flake wrote: But to be so proudly out of touch with your customers? So arrogantly ignorant? I think the WAY Capcom has treated Megaman fans since abandoning the franchise angers me more than the abandonment itself.
It would please me a lot to see Capcom begging for them to make some new Mega Man games for them after this one is released and becomes a massive success, just to see Keiji Inafune&co to tell Capcom to GTFO and that the ship has already sailed.
My WTB thread (Sega CD/Saturn games)
Also looking to buy: Ys III (TG-16 CD), Shadowrun (Genesis) Hori N64 mini pad and Slayer (3DO) in long box/just the long box
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Re: Mighty No. 9 - Keiji Inafune / comcept kicksarter projec

Post by prfsnl_gmr »

o.pwuaioc wrote:
Flake wrote:
AppleQueso wrote:So uh... what would they call a Might No. 9 sequel? Mighty No. 9 2 doesn't really roll off the tongue well
Mighty No. 9 Legends
Mighty No. 9 X.
Mighty No. 9 Battle & Chase
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