If there is going to be enough content and enough quality for a whole new game, 5 bucks would be a steal.
it is going to cost one testicle.
Dammit! I'm fresh out of those!
No offense to the RS guys, you're doing an incredible job, but (personally) the most I'd be willing to pay is 5 bucks.
Considering its content that may well be free, given the circumstances, 5 bucks seems like a fair price and I'd guess just about everybody would settle for that amount and it wouldn't "divide the community."
Same goes for me.To me rising storm is an expansion pack, I'd pay the same price as RO2 for it.
That said I'd rather it be half the price or a bit less than RO2 itself just so more people buy it, and it has more players.
You serious? You haven't even touched anything about this mod, dlc or expansion (depending how it goes), and you're willing to tag 5 bucks on it.
You don't even know how hard they're working on it and what the whole mod entails.
Being in the pacific, it seems pretty obvious the conversion will be total, the only thing left is the main skeleton and game mechanics of RO:HOS; which might actually be modified.
Do you actually know how much work that is?
Some folk are just plain stingy...
Its not that I wouldn't pay over 5 dollars for RS, it's that I wouldn't pay over 5 dollars for a mod. I dont care if the mod is RS or not, if every modding team wanted money for their work, then there wouldn't be "mods" now would there?You serious? You haven't even touched anything about this mod, dlc or expansion (depending how it goes), and you're willing to tag 5 bucks on it.
You don't even know how hard they're working on it and what the whole mod entails.
Not everybody has money to fork out all the time; especially not for something that *may* or *may not* be free. Ive worked on mods in the past and will in the future, and your work is either retail or free, pick one or the other; dont go "oh we'll decide when it's finished," that's not what amateur modding is about.
If you're running on a developer's budget (paying for VA's and third party contractors, or even office/studio space) then make it a retail game (or retail expansion..), and above all, say it's a retail game before it's finished. If you have a tiny overhead and are working in your spare time; then it's a third party mod; so say it's a mod.
I'd pay a reasonable amount of money for a retail game (see: RO2) but its asinine to be paying for a mod that would otherwise be free; if such is the case than how is it unfair to say I wouldn't pay a lot for it?
Its not that I wouldn't pay over 5 dollars for RS, it's that I wouldn't pay over 5 dollars for a mod. I dont care if the mod is RS or not, if every modding team wanted money for their work, then there wouldn't be "mods" now would there?
If they had just announced this as a retail game, and put a retail budget into making the game, then I'd glady pay for it, but Im not going to pay for something that was made with little to no overhead; something which was only decided last minute to be retail. Theres lots of people who work for free (including myself) why should anybody need to pay for a mod? It's just arbitrary capitalizing.
You are disregarding a middle option, which is that people working on the mod invest a huge amount of their time and, in certain cases, also their cash spent on production incidentals, in the hope that they can produce something which is worthy of a price tag.
In other words a mod team that is, in this project, actually making the leap from the kind of mod team you appear to be referring to in your first paragraph to a professional outfit with high production values. Tripwire have offered the Rising Storm team that opportunity... we would be fools not to take it.
There are lots of people who work for free but, to get a product out in time for there still to be a sizeable audience for their product, a team is needed who are willing to invest a lot more time, commitment and effort (and cash) than your average modder. People who are basically staking a great deal personally on the success of Rising Storm.
The model of production you appear to be used to would result in a mod coming out about 2-3 years (or more, as it's UE3 and therefore FAR more content-heavy) after the release of HoS and, by that time it would have to be a free mod as no-one would pay for it.
I also forgot to mention that several of the people working on this mod are actually professionals in their field already... we have several devs who are working for major studios (Epic and EA big enough for you?) and, for the voice actors, for example, we have actors who have worked on Triple A titles and worked in some pretty major TV and film productions.
Clearly these people have nothing to prove but, working with talent like this pretty much ensures the rest of the team, those looking to make their mark, step up to the same level.
Citing R&L as an example hardly argues against my point about free mods coming out many years after the main game.
Similarly, citing server fees as a sizeable proportion of the expenditure on a project such as RS shows that you are still thinking in standard mod terms.
The fact is that no-one has ever tried this level of co-operation between mexpansion () and studio so there is some semantic difficulty with previously used terms. As far as I know, a precedent does not exist.
Every mod would like to think that it is going to be good enough to sell. If, however, they started saying, "We will sell" but turned out to be pony then they would have to release for free. And the studio backing them would look a bit daft.
Conversely, if they said, "We will be a free mod" then later decided to sell there would be outrage.
I suspect that this is a debate in which you feel you have to be right so I am not going to pursue it endlessly. As the producer of Rising Storm, I am not going to be drawn on whether we will charge for this or not. If you don't like that, that's too bad.