Neal Stephenson's “CLANG” Kickstarter video game officially cancelled
gamepolitics.com
gamepolitics.com
Not hard to imagine. $500k less taxes is pretty much enough to pay for two years of two full time developers and a poorly paid 3d artist.
This is why kickstarters should already have substantial progress made on a project before asking for crowdfunding, but if people want to bet on the Longshots with nothing to show but an idea, they should expect to get burnt from time to time.
Can't say I'm very surprised, the whole project reeked of nerd hubris.
Seems like it would be relevant to release the whole shebang as open source with potential commercial license incentives so that anyone truly interested in the community can work on it, and another studio can even pick it up where it was left off while benefiting the original devs as well.
This quickly leads to not promising tenuous rewards, but hey, that's fine.
Yes, though it generally comes up only if there is no money left to return. I think there should be a statement about what will happen if the money runs out. Note that CLANG is a project by Subutai Corporation and thus that company (not Neal) owes it's backers. Someone as rich as Neal Stephenson could promise to pay out of pocket if the company goes bankrupt, but that is not practical for many.
http://www.youtube.com/watch?v=nV39GiK4Hw0
I think Kickstarter is neat, but I think people should probably approach the claims of the typical project with quite a bit of cynicism. That means (as a backer) not treating it anything like a store.
A key problem is that the weight of a blade is a huge part of swordfighting. A light bladeless controller can't capture the the experience. Especially since there's no feedback from hitting another blade.
On the other hand they might be able to recoup their investment.
In the leadup to Star Wars 7 there's a huge potential market for a lightsaber duel game. There's still enough time to develop a tie in game, and I can see the tech being bought for over 500k.
How will they deal with those? Ignore, Abort, Retry...
Arguably, a better approach would be to work on a low-latency form of Kinect. First, this would provide richer input that includes the players body position in addition to his blade, which could make hit detection more realistic. Second, a Kinect system with lower lag would have more general utility than just playing sword games. e.g. Unarmed combat would be an option too. Additionally, authoring sword combat software for Kinect-like systems would allow you to release something imperfect on existing hardware. It's great to shoot for the stars, but picking off some low-hanging fruit first can help you get there!
Clang controllers used a few methods to give users feedback about hits. Obviously, there was no way to make the controller stop in mid air as though you'd hit a concrete pillar with your sword. However, it could use rumble packs in concert with audio cues to simulate glancing contact with an opponents sword or light cuts to his body. There's no reason a Kinect-compatible stick couldn't include the same sort of feedback.
So what's the next realistic step for advancing the state of video game swordplay? If Clang is open-sourced, it might not be an unrealistic task for somebody to hack up an imperfect Kinect version for people to try out. If Clang "wasn't fun" with it's own controller, it's unlikely a Kinect version that's laggier and lacks haptic feedback will be fun either, but at least it will give people a chance to try it out.
Personally, I think VR displays are the key missing ingredient for swordplay games. Seeing your stick in front of you and a sword mirroring its position on the screen is one thing, but seeing just the video game sword as though it were in your own hands is quite another! VR systems are going to have to work out low lag displays and body position data anyways but, once they do, it will pay well to be positioned to take advantage!
I disagree with your second point. The slight fuzziness of kinect and the additional 50ms-80ms of lag is absolutely enough to ruin the game and thus it's not a good test of the other mechanics. To see why, watch this short and enlightening video on why most motion games are not fun: http://www.penny-arcade.com/patv/episode/kinect-disconnect
If anything, they should have prototyped it with PS3 Move or Wii+
"The creator is solely responsible for fulfilling the promises made in their project. If they’re unable to satisfy the terms of this agreement, they may be subject to legal action by backers."
However the CLANG project did make a prototype but it would be nice if projects fail they have to be open sourced or able to be observed or carried forward if possible.
Perhaps Kickstarter shouldn't allow to give the product people back with money as reward because if the project fails this product reward goes down the drain too. I know like 90% of all projects do that and its kind of what makes Kickstarter but still its not really logical. Or another option would be a rule that backers have no rights at all. This would force the project makers to publish budgets and more details about the project otherwise nobody would back anything.
Deleted comment
Kickstarter funders did in fact get a downloadable demo/prototype.
> I too am very disappointed with the bare bones tech demo you created. I had high hopes for CLANG - I bought the Razer Hydra expressly for it and then realised how pathetic the prototype really was.
> I don't believe you properly fulfilled the reward pledges at all and it sounds like our backer money was simply wasted. I would love a refund, however failing that I would like to see code open sourced and released to the public.