Saving mozart // sponsorship for Civ type games

Hescumet

Chieftain
Joined
Jul 4, 2007
Messages
30
I have a proposal to make.

Whether one likes Civ5 or not, I think most would welcome more "Civilization" type games. It would never hurt, at least it would broaden our choices, foster competition for the best Civilization game.

Why isnt that happening? Because there is a lot more money to be made in Browser and Facebook Games and Console games. This is a very bad situation for us Civ players.

The main reason for the above is the lower player base for Cicilization-type games (as opposed to Facebook games, console games etc). But how do we, the players, then compete for ressources, for the good game designers, great artists, funding for civ games?

I believe the time has come for patronage (ie sponsorship) in the realm of computer games without mass market appeal.

In music this is quite common. Everyone knows that many orchestras could not be sustained without sponsors/patrons. That is because classical music - like civilization type games - are no (longer) mass market products.What works in music could work here, too. Maybe even better.

By effectively using ressources even with a medium sized budget you can built great civilization games. For anyone interested there are some impressive videos about the very intelligent design process of Civ4 on the net.

1) Maybe one could find true sponsors/patrons. It is 2011 now and we are entering the age where there are successfull businessmen who grew up with computer games. Some of them must have played Civ1. To some of them this must bring back memories as fond as the memories a sponsor/patron of classical music has of the days when he was a teenager and learned to play the piano. If I was say 10 mio $ worth and someone like Soren Johnson showed me a promising Civ6 concept and told me that he just needed 100k $ more to pull it off. I'd do that.

2) Maybe one could also find some medium walthy fans willing to spend more for a honerably mentioning. Say you are "Jon Doe" of England and pre-pay 3000 $ for the game then all English kindergarten-buildings in the game could be called "Jon Doe's kindergarten". Maybe you could even send in the picture of your son to be used in the 'Pedia. Some people might like such options. To some you could offer the chance to include their own ideas into the game (as long as they fit) or add a mod with their ideas for a small sum.

3) And maybe some people would be willing to simply pay normal good money for good features. Just consider how much money you pay for one hour at a bar, or one hour of vacation, or even just watching a movie. Now compare that to a game which you play 200 hours and more. While I was a student neither the option 1) or 2) above would have been possible. But if as additional content to a very good Civilization game a "Better-AI" would have been offered - say an AI playing one difficulty level better than the standard AI - would I have payed 70 $ for that? Yes, without much thinking.

To organize such funding a site like thepoint or crowd-funding sites could be used, that would have advantages and disadvantages.

But the very first thing would be to find some like-minded people who believe such a thing to be possible. I don't expect many will even agree that this might be possible or would be much less willing to join in such an endeavor, so I am happy about every single PM or reply I will get in the month to follow. In the meantime I will expand on this proposal in the coming month (and years), word it better and link it from here and there.

Finally I would like to add 2 words about who I am. It feels very odd to do so but me thinks it might help the concept. When you present a concept that sounds very 'lunatic' to an internet forum and your mother tongue isnt even english (for everyone to notice) maybe knowing something about the author helps to not disregard the idea immediately.

I have spend years of my life with GO and chess programming before I went to university. Never was a good chess player myself (peak at 2300elo and there I was overrated) but always liked teaching. Finished in top 2% in the bars exams, spend some time in Oxford on a scholarship before starting on docorate thesis. Co-founded multiple internet ventures, medium succesfull ones, a very succesfull one (where I hold far too few shares) and a complete and utter failure (me being CEO of the later hehe).


I am pretty certain a lot of people have already thought about this and probably had smarter ideas how it could be organized. Maybe there are even already postings about such a concept. If that is the case I dont mind at all if you point me to that (and I'd delete my text here).

I wonder what you think about the idea?
 
I have a proposal to make.

Whether one likes Civ5 or not, I think most would welcome more "Civilization" type games. It would never hurt, at least it would broaden our choices, foster competition for the best Civilization game.

Why isnt that happening? Because there is a lot more money to be made in Browser and Facebook Games and Console games. This is a very bad situation for us Civ players.

The main reason for the above is the lower player base for Cicilization-type games (as opposed to Facebook games, console games etc). But how do we, the players, then compete for ressources, for the good game designers, great artists, funding for civ games?

I believe the time has come for patronage (ie sponsorship) in the realm of computer games without mass market appeal.

[...]

Finally I would like to add 2 words about who I am. It feels very odd to do so but me thinks it might help the concept. When you present a concept that sounds very 'lunatic' to an internet forum and your mother tongue isnt even english (for everyone to notice) maybe knowing something about the author helps to not disregard the idea immediately.

I have spend years of my life with GO and chess programming before I went to university. Never was a good chess player myself (peak at 2300elo and there I was overrated) but always liked teaching. Finished in top 2% in the bars exams, spend some time in Oxford on a scholarship before starting on docorate thesis. Co-founded multiple internet ventures, medium succesfull ones, a very succesfull one (where I hold far too few shares) and a complete and utter failure (me being CEO of the later hehe).


I am pretty certain a lot of people have already thought about this and probably had smarter ideas how it could be organized. Maybe there are even already postings about such a concept. If that is the case I dont mind at all if you point me to that (and I'd delete my text here).

I wonder what you think about the idea?

I'd have to look for the exact weblink from a games commentator who put it much better than me - but he essentially points out that there is strong case for building bridges between the games community and academia for a start. It's clear from many threads here that a lot of game developers have no grasp on Game Theory, just to be ironic. And that goes back to von Neumann/Morgenstern in the goddam 1940s. Without Game Theory, you can't think too well about gaming diplomacy.

Not sure about moving things on, think about it later...
 
This is a pretty good idea actually. :)

If they promoted it as educational product , I'm sure that some wealthy philanthropist would be interested.
 
Without Game Theory, you can't think too well about gaming diplomacy.

I suppose it's possible to find benefactors, but I'm not sure if they would gain (a) the same notoriety as patrons of the arts or (b) the same consumption value for themselves. Thus, the motivating factors seem weaker.

Furthermore, I'm not sure if the goal should be to give up on the mass-market. As Dr. Phibes points out, there's a lot that can be incorporated into the game that isn't. The challenge is to find a way to implement them into a game. (I myself made a fairly sorry attempt to integrate economic theory in one of my links in my signature - although it is hard without indifference curves or productivity frontiers). None the less - we want these things in the game because they are interesting - and I would argue universally so.

This requires more thought and research on the part of fraxis, but I doubt that a good product like this would not appeal to civ's current demographic.
 
This already happens in indie gaming. Mount & Blade for example put out a very early alpha build, which they charged for, and the sooner you bought the game the less you had to pay. People effectively "pre-ordered" but got to play the game in its current state immediately. This financed the development of the game towards v1.0 and beyond. I was made by a husband and wife team. Minecraft was/is the same.

The idea of developing a finished product then selling it to consumers for $x amount and being done with it is old fashioned.

This works better than getting people to "sponsor" the game up front and then develop the game because the developers could just run off with the money. However some sites like Kickstarter attempt to overcome this.
 
You're going to run into issues with what the game should be. Some rich, old man (SId?) might want a game where there is long dark ages in the game after a relatively bright beginning. He might say it must have 400 years of little to no production. So then because he donated 30 percent of the money, he should be allowed to make a call like that.

Maybe you could have poll on ideas based on money contributed. Put faith in your developers? Maybe. I don't know. It sounds complicated, but it is an interesting idea. I like that Minecraft is entertaining and cheap. There was a niche market for that.
 
minecraft is a good example and it just passed 1million sales
http://www.tweaktown.com/news/18461/minecraft_passes_the_1_million_mark_in_sales/
http://notch.tumblr.com/post/2718210316/exclamation-mark

and it only just made beta a few weeks ago

miner wars appears to be going down the same path of open development (it is still in pre-alpha)
this model of development and distribution lowers the initial outlays and risk involved in creating a game, i guess time will tell how effective this is in making high quality games

i would have purchaced ciV in alpha for $10-15


and to the OP.
I believe the time has come for patronage (ie sponsorship) in the realm of computer games without mass market appeal

not a bad idea, now it is time to convince some righ business guy to let go of lotsa money for the "art" of computer games
 
I think every civfanatic should start working on a hare-brained scheme to make 1 billion dollars. If there's enough of us, at least one of us must surely succeed. They can then use the money to make civ 6 the way it should be!
 
Great points!

building bridges between the games community and academia

This sounds outright brilliant. It could help both quality and increase the chance for the form of funding I was thinking about.

You're going to run into issues with what the game should be. Some rich, old man (SId?) might want a game where there is long dark ages in the game after a relatively bright beginning. He might say it must have 400 years of little to no production. So then because he donated 30 percent of the money, he should be allowed to make a call like that.

Very valid point, and I had to laugh, too :). This is of course a problem with every venture with external funding. They all want to have something to say. You can draft agreements which shield you (at least a bit) from the sponsor's influence. But maybe in some cases they would even have good ideas and in other cases one could humor them with putting their idea in a mod.

This already happens in indie gaming. Mount & Blade for example put out a very early alpha build, which they charged for, and the sooner you bought the game the less you had to pay.

...

This works better than getting people to "sponsor" the game up front and then develop the game because the developers could just run off with the money. However some sites like Kickstarter attempt to overcome this.

I really like that concept, too. Thanks for the pointers and infos on the other indie games developed under that concept. And I actually believe these ideas could actually work well together.

You could use a platform like Kickstarter to get the initial funding for the first months of alpha-development. Then you could start selling alpha-versions.

For a civ-game this might actually be the way to go, because it does require a bit more ressources until alpha is reached than for example Minecraft.
 
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