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Latest Baldur's Gate Enhanced Edition & General News Headlines:

» Pillars of Eternity - Card Game - May 29, 2015, 9:00 pm
» General News - Kickstarter to the Rescue - May 29, 2015, 9:00 pm
» Witcher 3 - How to Go to 1080p60 - May 29, 2015, 9:00 pm
» Dragon Wars - Released on GOG - May 29, 2015, 9:00 pm
» Sketch Tales - Draw Your Game - May 29, 2015, 9:00 pm
» Gamasutra - Learning from 'Lawful Good' in roleplaying games - May 29, 2015, 9:00 pm
» Witcher 3 - The Witcher World Video - May 29, 2015, 8:53 am
» Grid Cartographer - Version 3.05 Released - May 29, 2015, 8:53 am
» Serpent in the Staglands - Release Day - May 28, 2015, 8:41 pm
» Darkest Dungeon - The Affliction System @ Gamasutra - May 28, 2015, 8:41 pm

Latest Active Threads on Boards o' Magick:
Taking the plunge (Fallout Series post by damedog)
Baldur's Gate Series Enhanced Editions (Featured Polls & Comments post by henkie)
Cannot Install (Neverwinter Nights 2 post by Old One)
How would you do a 3-4 characters party? (Icewind Dale: Enhanced Edition post by xosmi)
Video updates on Sword Coast Legends (Sword Coast Legends post by xosmi)
Moving to XenForo... coming soon! (Sorcerous Sundries post by Taluntain)
Pillars of Eternity - Card Game (Game/SP News & Comments post by RPGWatch)
General News - Kickstarter to the Rescue (Game/SP News & Comments post by RPGWatch)
Witcher 3 - How to Go to 1080p60 (Game/SP News & Comments post by RPGWatch)
Dragon Wars - Released on GOG (Game/SP News & Comments post by RPGWatch)

Pillars of Eternity - Card Game
Posted: May 29, 2015, 9:00 pm by RPGWatch

The Pillars of Eternity brand is branching into the world of card games by means of a new Kickstarter. The card game is named Lords of the Eastern Reach
Lords of the Eastern Reach is a strategic card game of adventure and empire building based on Pillars of Eternity. You must protect and build a city. Hire heroes and troops for defense or to delve into dangerous dungeons for loot and glory. Build towers, blacksmiths and other buildings to gain the advantage and go for the win.

The game is designed for 2-4 players and takes about 20-30 minutes per player. This gives the game a substantial feel while still being able to fit a game in on a work night.

Turns are very interactive, with players being able to perform actions like building and hiring on other players' turns. No more sitting around waiting for your turn to come up!
They already reached their goal of $30K on the first day.

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General News - Kickstarter to the Rescue
Posted: May 29, 2015, 9:00 pm by RPGWatch

Gizmodo UK have published an article on how Kickstarter helped resurrect some long dormant genres, with a focus (obviously) on the games that did very well on Kickstarter.
In February 2012, Double Fine announced they wanted to fund the development of an "old school adventure game" exclusively through Kickstarter. The studio is headed up by Tim Schafer, the creator of Grim Fandango, Full Throttle, and co-designer of Maniac Mansion: Day of the Tentacle. Alongside Ron Gilbert, he's one of the most famous adventure game developers in the world.

However, since completing Grim Fandango in 1998, Schafer had moved on from Adventure Games, not, he says, because he didn't want to make them but because - as he says in the video above - "If I were to go to a publisher right now and pitch an adventure game they'd laugh in my face."

As far as publishers were concerned the point'n'click genre was dead. Without publisher backing, no big studio could make an adventure game.

Schafer took to Kickstarter asking for $400,000. It made $3,336,371. It was the highest funded project in Kickstarter history and the second to have broken $1 million (a record that had only been set hours before Double Fine smashed it).

Double Fine did more than show developers it could be done, it showed developers how it was done. "The conversation won't just be a one way street," Schafer says in the video above. "This is a game for adventure fans, funded by adventure fans, and we want to make it with adventure fans.
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Witcher 3 - How to Go to 1080p60
Posted: May 29, 2015, 9:00 pm by RPGWatch

In Digital Foundry's guide the configuration of your CPU and graphics card is given, based on tests, which are needed to run The Witcher 3 at 60FPS and 1080p.

Here is what you get using a GTX 750 Ti:
Time after time, in game after game, two entry-level enthusiast graphics cards have proved their worth in supplying ballpark PlayStation 4-level visual quality and performance: AMD's Radeon R7 260X and Nvidia's GTX 750 Ti. Both of them have the mandatory minimum 2GB of VRAM, while the price vs. performance ratio here is extraordinary - particularly in the case of the 260X, which is often found on sale for as little as £80.

For our tests with The Witcher 3, we worked through each visual setting in the PC game, aiming to achieve as close a match with the PlayStation 4 version as we could. After that, we ran through our benchmark sequence using two different CPUs - the Core i3 4130 and the Core i7 4790K. The idea is relatively straightforward: with the faster quad-core chip, we get to see how these graphics cards perform at their absolute best. When paired with the i3 though, we see a slightly different picture - GPU performance in combination with a more price-appropriate processor.

The results here are fascinating: AMD's Radeon R7 260X is the better, slightly faster, and cheaper card. However, owing to the less efficient driver, the card performs under-par when combined with a budget CPU. This is most noticeable in the third segment of the benching sequence, where we see noticeable stutter. Meanwhile, performance between i3 and i7 when paired with the GTX 750 Ti sees no material difference. This strongly suggests that the Nvidia card will provide the best overall sustained performance throughout the game.
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Dragon Wars - Released on GOG
Posted: May 29, 2015, 9:00 pm by RPGWatch

Dragon Wars, created by the designers of the Bard's Tale series, Wasteland and Battle Chess, is now available on Good Old Games.
Sailing across uncharted seas, you and your party are in search of a legendary paradise called Dilmun - a place where the streets are paved with gold and no one wants for anything.

However, King Drake of Phoebus has declared all magic illegal - magickers have been slain or fled into exile. In retaliation, enemy islands have threatened to unleash their guardian dragons, the most destructive force in the world. While docked at a harbor in Dilmun, you are arrested on suspicion of spellcasting. Imprisoned and stripped of everything but your wits, you are sentenced to life in a cesspool called Purgatory. Magic is your only salvation - a worldly possession in a world possessed.
  • Over 60 monsters and 65 spells.
  • A unique combat system: choose complexity of combat resolution, determine spell strength, select tactics of ranged combat.
  • A paragraph book to enhance storytelling.
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Sketch Tales - Draw Your Game
Posted: May 29, 2015, 9:00 pm by RPGWatch

A press release was just made about a sandbox action RPG, where you can draw your own game, named Sketch Tales. The game is made by, amongst others, people working on S.T.A.L.K.E.R.
Sketch Tales is an Action/RPG Sandbox game where your drawings come to life. The game is set in a black-and-white world where all the colors had been stolen by a supervillain warlock. The player is to find the colors and give them back to the locals. But while on his story-driven escapades, the player can easily take a stop to... change the world by filling it with his own fantasies!

For example, you could draw a monster within mere seconds and get him instantly live in the game. The player can create various constructions using multiple forms, building materials and items found in the game. All that, coupled with realistic physics effects and advanced character AI allows bringing any ideas to life and changing the game world as far as the player's imagination could take him.

Key USPs:
· Total freedom of action: create your own character to be a hero, a wanderer, a creator, a slaughterer or someone else.
· Fight numerous enemy types using various weapons and battle magic, chase and escape, avoid deadly traps and magic anomalies.
· Communicate and trade with NPCs, accomplish quests. AI life simulation system.
· Huge game world. Create and build your own ones.
· Realistic physics: destructible objects, impact by forces of nature etc.
· Share your characters, monsters, items or entire worlds with friends.
· Play solo or multiplayer with your friends. The game is supported on various devices.

About 8D Studio

8D Studio is a young development studio from Kiev, founded by Alex Sytianov, ex-S.T.A.L.K.E.R.: Shadow of Chernobyl Lead Storywriter and Game Designer. We have both Ukrainian game industry veterans and young enthusiasts on our team. At the moment the studio is developing the Sketch Tales project. The game is planned for release in 2016. We also plan to launch the title in Early Access on Steam in summer 2015.
Here is a video of their first development diary:

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Gamasutra - Learning from 'Lawful Good' in roleplaying games
Posted: May 29, 2015, 9:00 pm by RPGWatch

Over at Gamasutra, Catherine Kross's overview of morality systems in RPGs starts with tabletop games, but her argument makes it way toward some locally beloved CRPGs.
The key is to create openness and room to explore through the interaction. Are you compelling the player to simply make a red vs. blue choice [*cough* - ed.] or can you show them something more? Knights of the Old Republic 2 had a very different moral character from its more popular predecessor and placed a good deal more emphasis on demonstrating the limits of the player's power. Kreia, your character's mentor throughout the game and a steely-voiced advocate for moral ambiguity, bathed you in shades of grey that forced you to question deeply held assumptions.

A rather (in)famous moment occurs when you land on the planet of Nar Shaddaa, a world-city characterised by extremes in vice and poverty. You are immediately confronted with what has long been a mainstay micro-moral choice in KotOR: a homeless man asks for spare change. What is interesting, however, is the way that Kreia intervenes: she lends you her Force sight to show you the consequences of your actions. No matter what you do, it ends badly for the poor man you're asked to help. If you refuse him money, he stalks off in anger and beats up some of his fellow vagrants. If you give it to him, he becomes the object of their jealousy and they attack him.

... this is profoundly cynical, but it works on a number of levels: illustrating Kreia's morality, for one, and also demonstrating that sometimes you as the player cannot make everything right. Sometimes you face a situation with no good options, where tokenistic acts of morality may have unforeseen consequences. It's an interesting case where the restriction of player choice paradoxically opens up an exploratory space for the player.
...and some less locally-beloved games:
Sometimes the best morality mechanic is not to have one; other times it means using the game environment itself to express moral ideas. Dragon Age 2's affection meter (divided between Friendship and Rivalry) was intriguing because it measured levels of emotional attachment rather than a simplistic love/hate dyad; it permitted different shades of cathexis, a committed Rival could still fall in love with Hawke or still stand with her at the climax, it just flavoured the relationship very differently. A similar mechanic could be applied to moral distinctions as well, going beyond good and evil, and lending complexity to any recreation of the law/chaos dyad.
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Witcher 3 - The Witcher World Video
Posted: May 29, 2015, 8:53 am by RPGWatch

Here is another video for The Witcher, which this time shows scenes from the game world.

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Grid Cartographer - Version 3.05 Released
Posted: May 29, 2015, 8:53 am by RPGWatch

Version 3.05 of the famous Grid Cartographer is out. This version has some interesting new features:
  • Torches, wall levers, bars. Snow terrain and a tree marker.
  • Switch Tool to toggle certain map elements on or off.
  • Bulldozer mode for rapid block painting.
  • New 'Game Link' feature
  • Loads of bug fixes and tweaks.
Grid Cartographer is an RPG mapping tool It's the perfect companion for table-top roleplaying dungeon design or for mapping classic games like Wizardry, Might & Magic, Eye of the Beholder and Dungeon Master.

Download the free edition using the link above and give it a try!

Feeling Creative? If you're into designing your own role playing games for computer or tabletop and are looking for a great tool to draw out maps for your next campaign, why not give it a try and see what new adventures you can dream up!

The advanced editing features of Grid Cartographer Pro such as the cut and paste tools and border creation make blocking out and detailing maps incredibly easy. Then simply export the map to an image file for printing or sharing online!

Thanks! Thanks to everyone for the numerous suggestions, kind words and support for this project.
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Serpent in the Staglands - Release Day
Posted: May 28, 2015, 8:41 pm by RPGWatch

The long wait is over - Serpent in the Staglands launches today:
What ho, Bog Shroomers!

And at long last, Serpent in the Staglands is complete. We are extremely proud of the result of one adventurous year of learning and development. You helped us make this happen, and we are thrilled with how the game shaped up. You need but look at the original Kickstarter video to see how far the game has come. We think it's pretty remarkable.

I would have said there really isn't an opportunity for a 2-person team to make a niche game like this beyond being a hobby project, but with Kickstarter and you all wonderful folks that was made possible. We're so grateful to have had the opportunity to make this game and we hope you get a sense for the type of experience we were trying to make the moment you start to boot it up. We've said Serpent in the Staglands is a 90s CRPG in everything but the release date, and we meant it. No handholding, fun puzzles, and we tried to make every element and feature in the game fun first and foremost - we think you'll love it.
A special thanks to all our backers who provided their mugs for the game - they brought a ton of character and atmosphere to the game.

As we've mentioned before, do read The Manual prior to playing. You start the game proper right out the gate, so your tutorial is in that text. We'll be getting it packaged up for GOG and the folks with Accounts with us a standalone soon, and Steam folks will be able to download it from the link above.
-> Demo

-> Shop

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Darkest Dungeon - The Affliction System @ Gamasutra
Posted: May 28, 2015, 8:41 pm by RPGWatch

Tyler Sigman & Chris Bourassa of Gamasutra take a deep dive into the game mechanics of The Darkest Dungeon: A snippet:
What: Modeling an adventurer's mental health with the Affliction System

The ability and skill to fight is only half of the equation. What if a hero was unwilling to fight?

Darkest Dungeon is about the psychological toll of adventuring. The centerpiece of this is the Affliction System. As heroes adventure, their stress levels build. This is presented in game as a stress meter on each hero. When the stress meter reaches 100, heroes face an Affliction check. If they fail the check (which is common), they manifest a temporary condition of reduced effectiveness -- an Affliction. Afflictions are different ways that people respond to stress.

Heroes can become selfish, abusive, hopeless, paranoid, afraid, masochistic, or just plain irrational. The different afflictions cause a wide variety of different game behaviors. For example, a selfish hero may take treasure for themselves, a hopeless hero may give up fighting, and a paranoid hero may become convinced that the other party members are enemies.

Sometimes, a hero will pass the Affliction check. This puts them in an incredibly useful Heroic state, where they may inspire the other team members or fight at increased effectiveness.

To reduce stress, you need to give heroes time off between missions and let them unwind in the ways that people do: drinking, gambling, meditation, prayer, and more. However, there are limited slots in town for each activity, and each hero has their own personal preferences on what they like. This becomes a bit of a board game in terms of trying to make the most of R&R between quests.

The Affliction system puts the player squarely in the role of a team manager, squad leader, or hockey coach. To be successful, you need to consider the human factors on the way to accomplishing your goals. Push heroes to their limit, and they will break mentally.

We're big fans of RPGs, ranging from classic old games like the Bard's Tale series, Eye of the Beholder, Ultima Underworld, etc., on up to Diablo, Dark Souls, and contemporary MMOs.

However, many RPGs lose sight of the human element. Situations are presented as purely a player's choice whether to face down a terrifying monster with only 1 HP left. We started asking: how would the hero feel?

In addition, we wanted to make something that stood in stark contrast to the "loot pinata" style of RPG. To be fair, some of those are done incredibly well, and we've clicked and right-triggered to the best of them, but they rely on a huge amount of procedural loot generation and the game becomes all about finding the next larger sword.

Taken together, those considerations led us to focus almost exclusively on the sword arm, not the sword. More specifically, the ability to fight is only half the equation. What about the willingness to fight?
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Witcher 3 - Review @ TechRaptor
Posted: May 28, 2015, 8:41 pm by RPGWatch

Andrew Otton (TechRaptor) has written an excellent review for The Witcher 3: Wild Hunt.
Some snippets:
The Witcher 3 may offer you the opportunity to kill or let someone live, but they are for Geralt's reasons. That doesn't mean you aren't playing some part in the story, as your decisions do have great consequences plenty of times. You're the one setting the tone and deciding which way Geralt leans, but it is still ultimately Geralt giving you the options to choose from. Most of these decisions are difficult, have unforeseen effects, and may even crop up in other quests down the line. You're often unaware of the power of those decisions until later down the line.
The exploration becomes even more compelling when you choose not to have the game guide you by turning off the minimap and other directions. Every quest will give you directions like "go West until you hit the lake, turn until you find the big rock and then head into the trees." You can use the guiding system if you'd like, or you can try and figure it out for yourself which will really help engage you in the world. This is also great for randomly stumbling onto something out in the world as you guide yourself with nothing but the map.
One of the great things about the exploration is the lack of cookie cutter designs. Many of the caves you explore will be unique and often geared towards whatever resides inside. That is also true for buildings throughout The Witcher 3. Obviously, some of the smaller ones will be similar, as they are simply just four walls, but you'll still be hard-pressed to find others with more complex designs sharing similar layouts. Taverns have a wide range from massive three story buildings filled with dark wood, to small ones with just a few tables and some planks for walls. The only similarity, again, you may find is in the simpler taverns that have little to work with. For the most part though, everything you run into will be unique.
Final Score: 10 = Classic
Summary : The Witcher 3 is one of those games that both meets expectations in most areas and surpasses it in some, leaving behind one of those games that will have a huge impact on all of gaming.
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Telepath Tactics - Review @ RPG Codex
Posted: May 28, 2015, 8:31 am by RPGWatch

Zetor of the RPG Codex reviews Craig Stern's Telepath Tactics: A snippet:
The combat system is deceptively simple: every attack automatically hits (with few exceptions, see later under RNG), but positioning matters. Attacks and spells do more damage from the side and a LOT more damage from the back; in addition, ranged attacks do more damage from close range. If the target has a weapon that can retaliate against the attack (e.g. a bow against a ranged character, or a melee weapon against a ranged attacker) and they still have counterattacks remaining this turn, they can turn around and counterattack afterwards, usually for mediocre damage. This sort of positional combat in a turn-based game is actually a pet peeve of mine -- how can a combatant just walk around someone they're actively fighting and strike them in the back for much damage? A trained fighter should be able to keep their guard up and at least make an effort to face their foe (assassins excepted); a turn-based game should try to support this. The best backstab implementation was in the Gold Box games, where each unit could turn to face the first attack against them each turn, and subsequent attacks could backstab them or get a flat to-hit bonus. Ah well, can't fight against the SRPG industry standard!

All special abilities take energy to use (basic attacks and shoving/pulling enemies are free), which only recharges when a character is idle: 1 energy per turn if the character performs non-attack actions such as movement, 5 energy per turn if the character doesn't do anything at all. Considering that everyone starts combat with one-third of their max energy (with melee characters typically having a much lower energy cap than casters), energy management as well as proper use of energy-recharging consumables is a critical decision for most characters. Unfortunately this also makes casters lackluster for most encounters, as they are forced to pass most of their turns to be able to cast their spells when required. Speaking of consumables, they can be used at any time during the character's turn, and using them is a free action. As they can be quite powerful (restore a lot of energy and/or health, give the unit 40% more movement for one turn, give 20% physical damage reduction for a time), rampant Fallout-esque exploitation (hey, let me just go into my inventory and use 30 stimpacks) is kept in check by consumables being somewhat expensive and/or non-trivial to get more of.

In the end, overcoming challenges in a mission is done through a series of risk:reward decisions, and this game has them in spades. In fact, one of its greatest strengths is that there are so many ways to deal with those. You can play it safe or be super-aggressive; you can kill everything that moves or win a map without really fighting any enemies; you can even re-arrange the map to create your own strategy for winning the battle. Some examples that came up during my playthrough:
  • Do I move in tight formation to protect my squishies, even though this exposes me to AOE attacks and getting flanked by ranged enemies?
  • Do I split up my team to deal with enemies attacking from three directions, or do I keep everyone together and try to block off some approaches?
  • Do I send off my fastest units to open treasure chests behind enemy lines, thus possibly exposing them to danger while leaving me with less units to carry out the main objectives? Or do I leave treasure chests alone until I've dealt with the main threats, thus risking their contents getting stolen by an NPC thief?
  • Do I keep out of movement/attack range of potentially dangerous enemies while I get everyone in position (possibly allowing them to get reinforcements), or do I rush to the most important targets ASAP and try to protect my vanguard?
  • Do I move slowly and methodically through the map, destroying all enemy forces for extra gold / experience / item drops at the risk of taking more damage and losing resources, or do I send a flier to beeline for the main objective to avoid getting outmatched?
  • Before engaging the main enemy force, do I constantly reposition my casters in reaction to enemy movement to keep them as safe as possible, or do I try to get them into a moderately safe position in the first turn and then pass their turns to gain 5 energy instead of 1 per turn (and perhaps keeping another unit back to babysit them as needed)?
  • Do I save that suicidal NPC and expose my own units to danger, or do I let them die and possibly miss out on a new party member or even a side mission?
  • Do I burn consumables to burst down an enemy with a dangerous attack, or save them and prepare to take the attack?
  • Do I partially destroy a bridge to create a chokepoint and take the risk of the bridge getting completely destroyed by enemy Crossbowmen as a follow-up?
  • Do I attack from max range with my casters to avoid exposing them to danger, or walk to a 2-tile range from the target (or even melee range with Mind Blast and some point-blank AOE attacks spells) to get more damage out?
  • Do I kill this target by focusing attacks on them, or do I just push them into the water to make them waste their next turn swimming to shore?
  • After gaining the upper hand and having the option of finishing the battle at any time, do I let my lower-level characters pick off the last enemies to gain experience and possibly expose them to unneeded risk?
  • Do I switch to a weaker/cheap weapon to dispatch a near-death enemy, or do I keep using the good stuff in case the character gets attacked and needs to make the counterattack count?
Now keep in mind that some battles are long... and some are VERY long. They are also mentally exhausting -- once I was done with a 2-hour monster of a fight, I was typically not up for playing the next mission immediately. This is definitely a game that's best played in bursts with some time to recharge in between!
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Planets - Alpha Version Released
Posted: May 28, 2015, 8:31 am by RPGWatch

The alpha version of Planetsł is out:
Today is a big day for the Planetsł project: the alpha version is now available!
For those of you who preordered a game license eligible for the alpha, you can download it here.

We wanted to surprise you with the alpha: you will be able to experiment a first preview of a randomly generated dungeon. The goal is to show you the science fiction RPG aspect of the game and a preview of our generation engine. We spent almost 5 months to develop all mechanisms required for this new feature. 5 months during which we had to remain silent, to prevent any spoil of this surprise until today.
Even if we are still far from what we will deliver for the final game, we hope that you will like this alpha content as much as we like it!

This version is an alpha, so you need to be aware that, despite all our efforts to stabilize the game, you will ineluctably encounter bugs during your playing sessions. You can report them on the forum here :

We are open to receive all of your comments, opinions and critics on this delivery (as long as they are constructive). We can't wait to see all your feedbacks on this first random donjon experience.
And do not hesitate to share any screenshot on our website gallery!

For the Kickstarter's backers who did not register their account yet, please follow these FAQ lines : This operation will activate your licenses and other options you have chosen on Kicsktarter.
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Outland 17 - Kickstarter Post-Mortem
Posted: May 27, 2015, 8:30 pm by RPGWatch

Grenade Tree Games have written a post-mortem on their Kickstarter adventure for Outland 17, that failed in receiving the necessary funds for the game. They mention the things that went well and the things that didn't go well. One of those being unsuccessful in transferring the followers they had on social media into people who actually pledged.
What Didn't Work
  • Not Enough Traffic - The most obvious observation: we didn't have a big enough ball rolling at launch, in terms of both community size and media coverage. We underestimated how many followers and email subscribers would convert into backers. Even getting our friends and family to back or even share the project was like herding cats.
  • Lack of Context For Goal Amount - We didn't put up our stretch goals so as not to appear presumptuous about the level of success our campaign would have. Our humility was our downfall by not including those goals since it kept people from seeing our entire vision for the game.

    Covering licensing fees isn't as "sexy" as saying that their contribution will help get custom animations for the game or bring it to a new platform. End users are more interested in the tactile results they can recognize immediately.

    For example, we had an early stretch goal in the wings for Linux development and had mentioned it in the Kickstarter. This was largely missed as we still had comments saying they would support if it had a Linux release. Had we had our stretch goals been more prominently displayed, we could have had a better motivation for backers to support us to try to reach that goal.
  • Original Kickstarter Video Had The Wrong Focus - When we launched our Kickstarter we started noticing negative reactions to the video with people watching it and not understanding what the project or the campaign was about. The original one was more about trying to pitch a product and the team as opposed to pitching the game, which is the core of what anyone coming to Kickstarter cared about.

    We even had several people claim we were attacking other developers, which was never the intent of the video. We pulled the game trailer to the front burner, finished it and swapped it out but by then the first impressions had been made.
  • The Demo Suffered Scope Creep - The demo was originally released with three missions and a handful of abilities players could customize with. By the Kickstarter's launch, it had tripled to nine missions. We had several calls to action in the demo to go to the Kickstarter but because of the size and scope of the demo, it didn't have the focus to create an itch for the player that could only be scratched by the Kickstarter.
  • $20 Is Too High - A comment that popped up a couple times toward the end of the campaign was that the base reward to get the game was priced too high at $20.
  • Not Enough Team Info - We didn't go into detail about each of the team members, which resulted in people not understanding each person's contributing role.
The development of the game goes on, with another Kickstarter they plan in the future.

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DA:Inquisition - Jaws of Hakkon Released for PS4, Xbox 360 and PS3
Posted: May 27, 2015, 8:30 pm by RPGWatch

GameRanx writes that Jaws of Hakkon has been released for the Xbox 360, the PS3 and and the PS4. A quote:
The latest DLC for Dragon Age: Inquisition, titled Jaws of Hakkon, is now available for PS4, PS3, and Xbox 360, ending the timed exclusivity of the content for PC and Xbox One.
Sony Playstation also released a new trailer - you can watch it here.
Discover the fate of the last Inquisitor and the powerful dragon he hunted. Enter an overgrown wilderness filled with Avvar, fiercely independent hunters who settled in the southern mountains of Thedas.
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