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Games

'Limit Theory' Game Cancelled Six Years After Its Kickstarter Raised $187K (rockpapershotgun.com) 141

AmiMoJo quotes Rock, Paper, Shotgun: Sandbox space sim Limit Theory has been cancelled, six years after a successful crowdfunding campaign on Kickstarter, because main developer Josh Parnell is simply exhausted from working on it for so long. He's spent, he says: emotionally, mentally, physically, and financially. "Not in my darkest nightmares did I expect this day to ever come, but circumstances have reached a point that even my endless optimism can no longer rectify," Parnell said on Friday. He plans to release the source code for folks to poke around but makes clear "it's not a working game."

Though Limit Theory blew past its $50,000 goal, drawing $187,865 in pledges (and remember Kickstarter takes a cut), development has gone on years longer than anticipated. Costs have burned through that initial cash and started eating into Parnell's personal savings but, more than that, he's just exhausted.

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'Limit Theory' Game Cancelled Six Years After Its Kickstarter Raised $187K

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  • Kickstarter is a 50:50 thing. As you also only pay something like 50% and as the games funded that way would never see the light of day otherwise, failed projects are not much of a problem, as long as about half succeed.

    There is still a lot of people for whom this pretty simple math and economics is too complicated to understand and they will cry "fraud" and complain loudly, when nothing like that is the case.

    • Re:Not a problem (Score:5, Insightful)

      by alvinrod ( 889928 ) on Saturday October 06, 2018 @12:46PM (#57438158)
      If he does release the source code, I don't even consider it a complete failure. There's nothing preventing anyone who's interested from picking up the project and trying to finish it. Maybe even the original developer will come back after some time off.
      • by Anonymous Coward

        Exactly. While he couldn't make good on delivering a finished product, at least he can release all unfinished work that represents the fair labor of time and effort he put into it. Providing all source material to the public is one such way.

      • Yep. Releasing what you have is something a lot more failed game kickstarters should have done long ago. I suspect the fear of being sued for fraud (once people see how little they've achieved) is what keeps it from happening - along with good old fashioned denial.

    • Re:Not a problem (Score:5, Interesting)

      by JaredOfEuropa ( 526365 ) on Saturday October 06, 2018 @01:05PM (#57438252) Journal
      The guy initially asked for $50.000. That doesn't seem nearly enough for a game even if it's partly a labor of love; after paying for licenses for a decent game engine that leaves you barely enough to pay a rather crappy wage to 1 (one) developer for a year. The fact that he stuck with it for 6 years is a testament to his dedication.
      • by AmiMoJo ( 196126 )

        Kickstarters fall into one of 3 categories.

        75% blatant rip-off, no chance/intention of delivering
        20% not confident to ask for enough, or just funding a hobby
        5% actual costed business plan

        • You should look at Kickstarter's own statistics [kickstarter.com] before making up your own.

          • by AmiMoJo ( 196126 )

            Not seeing any data there on how many were successfully funded but turned out to be scams or didn't deliver. Strangely Kickstarter doesn't seem to collect that information, or maybe it was just a genuine oversight and they forgot to add it to their site.

      • by gweihir ( 88907 )

        Yes, so? He got in over his head, he tried his best to deliver, he failed. It happens. Everyone funding anything on Kickstarter was warned this can happen and anyone funding this particular game should have known it was a long shot. It would probably have been better for everybody if this campaign had failed to fund. Bit there most certainly were no criminal acts, and this guy apparently went far beyond what could be expected from him.

      • Engine isn't hardest part. There's already enough of free or dirty cheap offerings around. But making enough graphic assets for a game is quite labor intensive. Also, design and scripting of gameplay elements. Also playtesting. Unless decidedly minimalistic, a modern game would require more than one person to collaborate. Not everyone can single handedly make a groundbreaking game, and someone who can for sure would know that offloading some of work to some collaborators would be still better.
        • Creating graphics was one of Limit Theory's intended innovations:
          Procedural graphics and asset design. What we have seen on the forums was a bit blocky and would have needed more refinement, but it showed that having your graphics created by an algorithm is not impossible.

      • Neither Unity or Unreal need $50K. Unity is a modest fee, $30-$100 ish per month depending on whether he's raised more than $200K. He'd be on the $30K tier with that kickstarter.

        Unreal takes a 5% cut of take.

        Assuming he's using one of these two, engine cost is unlikely to be a factor.

        But your right $50K was hopelessly optimistic.

  • by mseeger ( 40923 ) on Saturday October 06, 2018 @12:59PM (#57438216)

    Though I am sad that he didn't finish the game, I rather feel more sorry for Josh Parnell than for me or my money.

    He gave everything he got and it was not enough. Things like this happen. As far as I can see it, he did not spend money for things outside the project. Rather the contrary: my impression is that he poured is own resources and health into it beyond any reasonable expectation.

    Other projects (e.g. Clang from Neal Stephenson) spent less effort for more money and tried to sell the sorry result (the game was less finished than Limit Theory by several orders of magnitude) as success.

    As a result I am neither angry nor mad and wish Josh Parnell all the best.

    • by OzPeter ( 195038 )

      Though I am sad that he didn't finish the game, I rather feel more sorry for Josh Parnell than for me or my money.

      He gave everything he got and it was not enough. Things like this happen. As far as I can see it, he did not spend money for things outside the project. Rather the contrary: my impression is that he poured is own resources and health into it beyond any reasonable expectation.

      The question for me (not that I have money in this project), is given that he brought in 3 1/2 times the original goal, did he try to stick with the original scope and just flat out failed, or did the scope suddenly grow now that he had all of that extra money? Because hopefully going into the project he had a reasonable idea and plan on how to execute it.

    • No Man's Space came out meanwhile anyway (and failed). Maybe something where your action caused the world/planets/section of the universe to be regenerated based on what you did. Maybe you find a box on the planet and you regenerate it using the code you type on the console in JavaScript. No need to be slave to the original idea to the letter, it's enough to use it as a guidance but adapt as the world changes, as you change. I feel sorry for him too though.

      • Maybe you're not up on current events, but No Man's Sky has enjoyed something of a renaissance the past few months since the NEXT update. Hardly a failure, even in the beginning. It sold a lot - at full price. Not bad for an indie game. I know it's fashionable to bash on NMS, but it's changed a lot the past two years. Just sayin',
        • by Calydor ( 739835 )

          It sold a lot in the early days because of all the hype and the fact you can only refund on Steam within two hours - and it usually took more than two hours to realize the game had no actual content and didn't have the promised multiplayer.

        • I meant failed to live to the promise of the concept which is similar to this game's. That said I do respect that NMS makers put an effort to clean up some of the mess when they could have just taken the money and gone.

          Not sure that the concept can ever be successful though. There's something uninspiring about autogenerated worlds, like autogenerated art.

  • Backer comment... (Score:5, Informative)

    by Anonymous Coward on Saturday October 06, 2018 @01:00PM (#57438222)

    I was a backer on the game, from me perspective, it was small money on a long shot cool idea. The guy didn't steal the money and run, he spent 6+ years of his life and got burned out. He's open-sourcing the project to see if the community will help continue it on, so at worst I just help bootstrap an open source game engine. It was a couple bucks, big deal. This isn't like these scam projects where the people disappear a few months after the project closes - this guy posted regular updates with screenshots and progress, etc.

  • Years later, this Dorkly video [youtube.com] continues to get it right.

  • Millions in crowdfunding and years later yet still no release :)

    • by gweihir ( 88907 )

      More money does not make software creation faster. Has been known since around 1975.

    • by Megaport ( 42937 )

      Millions in crowdfunding and years later yet still no release :)

      I played it today. Last week I played it with a big group of friends. That's not exactly no release.

      Hundreds of hours of fun just larking around so far. Can't wait for the actual release though so I guess you're right about that.

  • Really sorry to hear how this ended, although I'm sure this isn't the end. Having a cool dream take off and snowball into a huge commitment sounds like a nightmare situation but this isn't the worst that could have happened.
  • Nobody is willing to donate money blindly to any of my completely mediocre and utterly attainable business plans.

  • ... redone the entire engine?

    He definitely bit off more than he could chew. For a Kickstarter you also should have some sort of team and not be just a one man show. Also: Waaaaaay underfunded.

    It's a really cool looking game, I hope it gains critical mass as FOSS.

  • Kickstarter is essentially a way to get funding without having to give away anything much to the funder.

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