Crowd Funding Campaign

Crowd Funding Campaign


Kickstarter

As you know we are not just making a game, we are making a game with a huge innovation – procedural story generation. Why is that such a huge innovation? One might argue there are short story contests in Japan where you can submit short stories written by AI using machine learning techniques and there have been approaches also in board games to make “procedural” stories. The point is that we want to go beyond a simple grammar or puzzle like story generator where everything is fixed and just a few names or tasks are exchange. We want to go beyond the “collect 10 herbs”, “kill 10 boars”, etc. On the other hand, an AI algorithm that just learns stories and produces new ones from the learned material is not really bound to a physical world. However, in the game we also need the elements in the story to be present as game assets. Hence, we have more restrictions than the short story approaches.

To achieve this goal, we have applied for a fund for 1 year that supports companies, which go further and strive to integrate innovations into products. We were granted that fund because the committee believed in the possibility and our skills and motivation to finish it.

 

Now to put it a bit simpler let’s compare our game making project to making a pizza.

 

This year’s fund was meant to create the basics, which would be the dough of the pizza. Unfortunately, our goal is pretty big, and we didn’t have enough time to completely flesh out the story generator and the game mechanics. So, we need more time. Therefore, we applied for another fund, with which we planned to finish the dough and then use Kickstarter to put on tomato sauce, Salami and all the other awesome things you put on a pizza. And then we wanted to release the game on Steam as early Access and use that time and money to put cheese on the pizza and bake it, so it would be delicious and awesome when it was to be finally released…just like this pizza here

 

Now this second fund committee didn’t believe in our idea – even though we have a technical demo and examples how the result will look like (see our Story Generation Video). Now if we would go for Kickstarter only with the goals, we had in mind then we could only finish the dough. Then we would need to put the game on Steam as Early Access and people would complain that it is not good enough, hence, not giving us the time and money to put on the topping and cheese and bake it properly. However, we would have made a promise to you guys who would have supported us on Kickstarter that we would release the game. Thus, putting us under a lot of pressure to finish the game anyway, even though we don’t have enough time and money – making our lives pretty hard. And leading to a result like in the picture below… nice dough, but not a pizza yet.

Now one might say: “Just increase the Kickstarter goal mate.” Yes, that might seem right… If you don’t consider the German tax system… If you get funds on Kickstarter, then everyone loses around 30% of the funds to taxes and fees. Now that would still be kind of okay. However, in our current situation we would lose at least another 30% to taxes. A lot of money at once is simply speaking not good in our current situation. Germany simply takes too much pleasure in cutting your wins.

 

 

Patreon

So – we need a more flexible funding version. Therefore, we decided to use Patreon. This way you will get more flexible ways to give money (once a month, once per update or just once without any long-term commitment). So now you want to go directly to Patreon and give us money – we know. But we still have to figure out our pledges, goals and giveaways, since we must change them a bit from Kickstarter.

Just safe your money a bit longer for us. In the next few weeks we will put out our Patreon campaign. Providing our supporters with a lot of extra information and game updates. Stay tuned. This project is definitely not done yet!

Indie challenges and game trends – DevTalk #2

Indie challenges and game trends – DevTalk #2

Welcome back to Part II of last weeks interview!

First, we talked about the general definition of indie. Publisher yes, publisher no. Now the second part’s about challenges and the dev’s comments about current gaming trends

 

“Money.”

 

Hands down. What’s the biggest challenge for indie-developer?

Jay: Money.

Sascha: Yeah that’s a big problem too. I would say marketing. Of course, it’s connected with money. But you also need to network. Get in touch with important contacts. Big publisher already has them. We must build them up from the beginning. That’s not easy without experience.

Johannes: I would add a third thing: funding in general. Where do I get my budget from?
And the small team: Who’s doing marketing? PR? You don’t have the experts like a Triple AAA production. The team must share those tasks without experience in it. Even if you don’t want to.

 

“It’s about heart and soul.”

 

What’s going on with gaming trends?

Sascha: Gambling is going on! Everyone has loot boxes and stuff like that. Sadly, it really evolved into an industry [withing the gaming industry]. Money became so important. That’s why indie-games are even more important in my opinion: they form a trend against those values. Indie is about heart and soul.

Johannes: New ways of monetization in general. Mobile games for example have a lot of importance for that. Free to play is widely spreaded. A current example with an enormous attraction: Fortnite!

And the thing is: big publishers follow this beacon. And implement their own ingame systems. That’s why microtransactions is growing more and more.

Another trend, I don’t know if you can call it trend but: it’s more difficult to develop small games. A few years ago, you didn’t have possibilities to fund your game. Now, with crowdfunding and easy-access tools, a lot of people start developing. You need some luck to have success with your game. The market is full of competition.

As always, feel free to follow us and stay in touch.

What is Indie? – DevTalk #1

What is Indie? – DevTalk #1


Hello everybody!

A few days ago we had a small but interesting discussion about the indie-business and the gaming industry in general within the team. Johannes, Sascha, Jay and me give you a little insight about our thoughts and opinion to several topics. The first part is about the true definition of Indie.

 

“Indie is the antithesis of Triple AAA.”

 

EnterTalement is an indie-studio. But was does ‚indie‘ even mean?

Jay: It’s an independent (short: indie) developer who can realize his visions. No publisher’s looking over his shoulder and tells him: no, that’s not cool, no you have to change that! The studios can be smaller sometimes if you compare them with AAA (Triple-A) developer. But they don’t have to be a small studio per se. Indie-games go for innovation and creativity. AAA represents more often a safe success and well-known topics and mechanics.

Johannes: In my mind the typical indie-developer is a small studio, little money but creative and innovative. And without a publisher. That’s the big advantage – and disadvantage. You have such a small budget for development. And no money at all for marketing. Big companies can set huge marketing-campaigns and plan game over three years.

Indie is the antithesis of AAA. They represent crafty gameplay and great game topics, it’s more about the game itself instead of company communications.

 

“It’s weird.”

 

So. Developer plus Publisher is automatically not indie? Right?

Johannes: It’s a grey area. It’s weird.

Jay: A good example would be Shadow Tactics from Mimimi Productions. It was published by Daedalic Entertainment but the Shadow-Tactics-team had the freedom of choice.

Johannes: That’s the thing. In everyday life, the definition [of indie] is creative, with small focus, a lot of soul. Even with a publisher.

Read the second part of our discussion next week on entertalement.de!

 

Feel free to follow us and stay in touch.

Update #1: What’s coming next?

Update #1: What’s coming next?

Finally a new blog article.. but what is ‘Update’?
Update is an update. Not for us but for you!

We’ll try to keep our community up-to-date. Doesn’t matter if it belongs to our game, our studio or anything else. You get your infos here!

So.. what are we doing actually? Many, many things:

Our core team is programming. Obviously. Every day (and night). The super-secret-story-algorithm is running well, Leigh just learned to cast spells, light & heavy attacks. As we posted a few weeks ago, we use the Anticipation-Contact-Recovery rule.

Next step for our design is the creation of our characters in 3D. Of course this includes modelling, texturing, rigging & animating. So it will be a longer way to finish and share our models. But we keep you up-to-date. Promised!

You have the skills to help us with that? Even better! We are currently looking for 2D and 3D artists.

Everyday EnterTalement.de is changing step by step. After our relaunch last week we continue to improve the experience users have with our website. In a couple of days we renew the game section for FOR GOD’S SAKE. We’ll share fresh infos and features of the game.

We also plan our kickstarter campaign for November 2018. You don’t want to miss that? Our newsletter and social media channels provide every information you need.

Feel free to follow us and stay in touch.

First Look: EnterTalement’s new social media channels

First Look: EnterTalement’s new social media channels

Stay tuned for EnterTalement!
Since August we are working on our three social media channels: Facebook, Twitter and Instagram.

Facebook and Twitter launched a few months ago. Almost since the beginning of EnterTalement. Now we fill those channels with alot of content and insights of our game, crew and the indiegames/gaming industry in general!
And there is even more: we launched our Instagram channel on 24th August!

All channels stay under our claim: Random games for random people.

At the same time we are working on a relaunch for our website. New features like this blog (Yes! I’m new..), an english version and social media plugins make our website more connected with all social networks – and of course with you!

Feel free to follow us and stay in touch.