The biggest thing about handing over a project to another company is not being in control of it. If Konami had a bigger stake in Skull Girls the game would have been radically different.
PSYCH0J0SH: d3v: PSYCH0J0SH: Hecatom: PSYCH0J0SH: Hecatom: BB_Hoody:In terms of commercial success. I should’ve specified that. Before Skullgirl’s what other indie fighters made such a big splash?
Melty Blood.
PSYCH0J0SH:Except Skullgirls isn’t even indie. They were funded by Konami and had lots of high profile contacts that made it happen.
Konami were only publishers, they didn’t have anything to do about the funding of the game.
You are aware Skullgirls’ initial development budget was around a million dollars right? That’s not an indie budget by any stretch of the imagination. They did not just have a million bucks lying around to make a game with. Konami helped them in a lot of ways.
You are aware that if Konami had anything to do with the backing they would have never ever kept the ip right?
Hawkingbird: PSYCH0J0SH: Hecatom: BB_Hoody:In terms of commercial success. I should’ve specified that. Before Skullgirl’s what other indie fighters made such a big splash?
Melty Blood.
PSYCH0J0SH:Except Skullgirls isn’t even indie. They were funded by Konami and had lots of high profile contacts that made it happen.
Konami were only publishers, they didn’t have anything to do about the funding of the game.
You are aware Skullgirls’ initial development budget was around a million dollars right? That’s not an indie budget by any stretch of the imagination. They did not just have a million bucks lying around to make a game with. Konami helped them in a lot of ways.
Konami was only involved as a publisher. As a publisher, their only obligation was to distribute and market the game. If they were more involved the IP would belong to them and not Autumn Games.
Even if I accepted that Konami didn’t give them a single penny (which I find really hard to believe), having a publisher and marketing means that you are not indie. You don’t fully understand what a publisher does. The whole reason they were able to have an initial budget of a million is precisely because they had a publisher. Indie means that you fund, develop and distribute the game entirely on your own.
By that definition, some accepted indie games aren’t indie. For example, Bastion was published by Warner Bros. Games despite being funded entirely by Supergiant with their own money. In fact, it’s not just that, there are several other indie titles who are published by smaller publishers (e.g. World of Goo, developed by 2D Boy, published by RTL Games; Amnesia: A Machine for Pigs, developed by the Chinese Room, published by Frictional Games).
Having a publisher doesn’t necessarily mean that something isn’t “indie” anymore. It’s not just in games either, both in music and film we’ve seen numerous labels and studios helping to bring out independent works.
You can split hairs all you want, the simple fact remains that Skullgirls is not indie. Even you can’t deny this. Indie means “independent”, and they were fully dependent on multiple companies to make the game (Autumn Games for funding, Konami for publishing). They had multiple moderate-to-big-sized companies helping them with funding and distribution, and did not pay for the game entirely out of pocket. And I think the examples of so-called indie games you brought up are debatable, but that’s leading into a different argument.
Foolinfection: PSYCH0J0SH: Hecatom: PSYCH0J0SH: Hecatom: BB_Hoody:In terms of commercial success. I should’ve specified that. Before Skullgirl’s what other indie fighters made such a big splash?
Melty Blood.
PSYCH0J0SH:Except Skullgirls isn’t even indie. They were funded by Konami and had lots of high profile contacts that made it happen.
Konami were only publishers, they didn’t have anything to do about the funding of the game.
You are aware Skullgirls’ initial development budget was around a million dollars right? That’s not an indie budget by any stretch of the imagination. They did not just have a million bucks lying around to make a game with. Konami helped them in a lot of ways.
You are aware that if Konami had anything to do with the backing they would have never ever kept the ip right?
Hawkingbird: PSYCH0J0SH: Hecatom: BB_Hoody:In terms of commercial success. I should’ve specified that. Before Skullgirl’s what other indie fighters made such a big splash?
Melty Blood.
PSYCH0J0SH:Except Skullgirls isn’t even indie. They were funded by Konami and had lots of high profile contacts that made it happen.
Konami were only publishers, they didn’t have anything to do about the funding of the game.
You are aware Skullgirls’ initial development budget was around a million dollars right? That’s not an indie budget by any stretch of the imagination. They did not just have a million bucks lying around to make a game with. Konami helped them in a lot of ways.
Konami was only involved as a publisher. As a publisher, their only obligation was to distribute and market the game. If they were more involved the IP would belong to them and not Autumn Games.
Even if I accepted that Konami didn’t give them a single penny (which I find really hard to believe), having a publisher and marketing means that you are not indie. You don’t fully understand what a publisher does. The whole reason they were able to have an initial budget of a million is precisely because they had a publisher. Indie means that you fund, develop and distribute the game entirely on your own.
So if a game or movie is entirely budgeted and produced independently and then the final product gets picked up by a publisher, it ceases to be indie anymore? Lol please.
I could argue against this, but the point is that this isn’t AT ALL what happened with Skullgirls, so this is an irrelevant strawman.
No,in the exact thing that I quoted you said that having a publisher and marketing means that something is no longer indie. There’s nothing strawman about what I said. Your argument is still that because Autumn Games helped publish it that it’s not indie which is fucking retarded. Lab Zero had to run crowd funding campaigns to even build up their budget for skullgirls and release new content. The game started out being independently made and ended being independently made through the efforts of the development team. Having a publisher doesn’t change that. Autumn Games couldn’t even give Lab Zero any money because of a lawsuit they were stuck in.
Oh my fucking god.
This is the last time I’m saying it.
Autumn Games funded Skullgirls.
Let me repeat that. AUTUMN GAMES, AN ESTABLISHED GAME PUBLISHING COMPANY, PAID FOR THE DEVELOPMENT OF SKULLGIRLS.
**THAT MEANS IT IS NOT FUCKING INDIE. **
The fact that you can’t understand this after having it repeated to you multiple times means YOU are fucking retarded. Two plus two does not equal five just because a bunch of you agree that it does. The DLC characters for the game may have been crowdfunded but that doesn’t make it an indie game.
Foolinfection: PSYCH0J0SH: d3v: PSYCH0J0SH: Hecatom: PSYCH0J0SH: Hecatom: BB_Hoody:In terms of commercial success. I should’ve specified that. Before Skullgirl’s what other indie fighters made such a big splash?
Melty Blood.
PSYCH0J0SH:Except Skullgirls isn’t even indie. They were funded by Konami and had lots of high profile contacts that made it happen.
Konami were only publishers, they didn’t have anything to do about the funding of the game.
You are aware Skullgirls’ initial development budget was around a million dollars right? That’s not an indie budget by any stretch of the imagination. They did not just have a million bucks lying around to make a game with. Konami helped them in a lot of ways.
You are aware that if Konami had anything to do with the backing they would have never ever kept the ip right?
Hawkingbird: PSYCH0J0SH: Hecatom: BB_Hoody:In terms of commercial success. I should’ve specified that. Before Skullgirl’s what other indie fighters made such a big splash?
Melty Blood.
PSYCH0J0SH:Except Skullgirls isn’t even indie. They were funded by Konami and had lots of high profile contacts that made it happen.
Konami were only publishers, they didn’t have anything to do about the funding of the game.
You are aware Skullgirls’ initial development budget was around a million dollars right? That’s not an indie budget by any stretch of the imagination. They did not just have a million bucks lying around to make a game with. Konami helped them in a lot of ways.
Konami was only involved as a publisher. As a publisher, their only obligation was to distribute and market the game. If they were more involved the IP would belong to them and not Autumn Games.
Even if I accepted that Konami didn’t give them a single penny (which I find really hard to believe), having a publisher and marketing means that you are not indie. You don’t fully understand what a publisher does. The whole reason they were able to have an initial budget of a million is precisely because they had a publisher. Indie means that you fund, develop and distribute the game entirely on your own.
By that definition, some accepted indie games aren’t indie. For example, Bastion was published by Warner Bros. Games despite being funded entirely by Supergiant with their own money. In fact, it’s not just that, there are several other indie titles who are published by smaller publishers (e.g. World of Goo, developed by 2D Boy, published by RTL Games; Amnesia: A Machine for Pigs, developed by the Chinese Room, published by Frictional Games).
Having a publisher doesn’t necessarily mean that something isn’t “indie” anymore. It’s not just in games either, both in music and film we’ve seen numerous labels and studios helping to bring out independent works.
You can split hairs all you want, the simple fact remains that Skullgirls is not indie. Even you can’t deny this. Indie means “independent”, and they were fully dependent on multiple companies to make the game (Autumn Games for funding, Konami for publishing). They had multiple moderate-to-big-sized companies helping them with funding and distribution, and did not pay for the game entirely out of pocket. And I think the examples of so-called indie games you brought up are debatable, but that’s leading into a different argument.
Foolinfection: PSYCH0J0SH: Hecatom: PSYCH0J0SH: Hecatom: BB_Hoody:In terms of commercial success. I should’ve specified that. Before Skullgirl’s what other indie fighters made such a big splash?
Melty Blood.
PSYCH0J0SH:Except Skullgirls isn’t even indie. They were funded by Konami and had lots of high profile contacts that made it happen.
Konami were only publishers, they didn’t have anything to do about the funding of the game.
You are aware Skullgirls’ initial development budget was around a million dollars right? That’s not an indie budget by any stretch of the imagination. They did not just have a million bucks lying around to make a game with. Konami helped them in a lot of ways.
You are aware that if Konami had anything to do with the backing they would have never ever kept the ip right?
Hawkingbird: PSYCH0J0SH: Hecatom: BB_Hoody:In terms of commercial success. I should’ve specified that. Before Skullgirl’s what other indie fighters made such a big splash?
Melty Blood.
PSYCH0J0SH:Except Skullgirls isn’t even indie. They were funded by Konami and had lots of high profile contacts that made it happen.
Konami were only publishers, they didn’t have anything to do about the funding of the game.
You are aware Skullgirls’ initial development budget was around a million dollars right? That’s not an indie budget by any stretch of the imagination. They did not just have a million bucks lying around to make a game with. Konami helped them in a lot of ways.
Konami was only involved as a publisher. As a publisher, their only obligation was to distribute and market the game. If they were more involved the IP would belong to them and not Autumn Games.
Even if I accepted that Konami didn’t give them a single penny (which I find really hard to believe), having a publisher and marketing means that you are not indie. You don’t fully understand what a publisher does. The whole reason they were able to have an initial budget of a million is precisely because they had a publisher. Indie means that you fund, develop and distribute the game entirely on your own.
So if a game or movie is entirely budgeted and produced independently and then the final product gets picked up by a publisher, it ceases to be indie anymore? Lol please.
I could argue against this, but the point is that this isn’t AT ALL what happened with Skullgirls, so this is an irrelevant strawman.
No,in the exact thing that I quoted you said that having a publisher and marketing means that something is no longer indie. There’s nothing strawman about what I said. Your argument is still that because Autumn Games helped publish it that it’s not indie which is fucking retarded. Lab Zero had to run crowd funding campaigns to even build up their budget for skullgirls and release new content. The game started out being independently made and ended being independently made through the efforts of the development team. Having a publisher doesn’t change that. Autumn Games couldn’t even give Lab Zero any money because of a lawsuit they were stuck in.
Oh my fucking god.
This is the last time I’m saying it.
Autumn Games funded Skullgirls.
Let me repeat that. AUTUMN GAMES, AN ESTABLISHED GAME PUBLISHING COMPANY, PAID FOR THE DEVELOPMENT OF SKULLGIRLS.
**THAT MEANS IT IS NOT FUCKING INDIE. **
The fact that you can’t understand this after having it repeated to you multiple times means YOU are fucking retarded. Two plus two does not equal five just because a bunch of you agree that it does. The DLC characters for the game may have been crowdfunded but that doesn’t make it an indie game.
And just because you piss your pants louder than anyone else here doesn’t make you correct,sir. I already mentioned that Autumn Games didn’t pay for shit because they were stuck in a lawsuit. That’s why lab zero had to go with the crowd funding route and not just for the DLC. Now go ahead and rage some more while I go get my popcorn.
Because according to this fool, only amateur hour shit can be considered indie.
And with this i have been reminded why arguing psyhcojosh is a waste of time.
PSYCH0J0SH: Foolinfection: PSYCH0J0SH: d3v: PSYCH0J0SH: Hecatom: PSYCH0J0SH: Hecatom: BB_Hoody:In terms of commercial success. I should’ve specified that. Before Skullgirl’s what other indie fighters made such a big splash?
Melty Blood.
PSYCH0J0SH:Except Skullgirls isn’t even indie. They were funded by Konami and had lots of high profile contacts that made it happen.
Konami were only publishers, they didn’t have anything to do about the funding of the game.
You are aware Skullgirls’ initial development budget was around a million dollars right? That’s not an indie budget by any stretch of the imagination. They did not just have a million bucks lying around to make a game with. Konami helped them in a lot of ways.
You are aware that if Konami had anything to do with the backing they would have never ever kept the ip right?
Hawkingbird: PSYCH0J0SH: Hecatom: BB_Hoody:In terms of commercial success. I should’ve specified that. Before Skullgirl’s what other indie fighters made such a big splash?
Melty Blood.
PSYCH0J0SH:Except Skullgirls isn’t even indie. They were funded by Konami and had lots of high profile contacts that made it happen.
Konami were only publishers, they didn’t have anything to do about the funding of the game.
You are aware Skullgirls’ initial development budget was around a million dollars right? That’s not an indie budget by any stretch of the imagination. They did not just have a million bucks lying around to make a game with. Konami helped them in a lot of ways.
Konami was only involved as a publisher. As a publisher, their only obligation was to distribute and market the game. If they were more involved the IP would belong to them and not Autumn Games.
Even if I accepted that Konami didn’t give them a single penny (which I find really hard to believe), having a publisher and marketing means that you are not indie. You don’t fully understand what a publisher does. The whole reason they were able to have an initial budget of a million is precisely because they had a publisher. Indie means that you fund, develop and distribute the game entirely on your own.
By that definition, some accepted indie games aren’t indie. For example, Bastion was published by Warner Bros. Games despite being funded entirely by Supergiant with their own money. In fact, it’s not just that, there are several other indie titles who are published by smaller publishers (e.g. World of Goo, developed by 2D Boy, published by RTL Games; Amnesia: A Machine for Pigs, developed by the Chinese Room, published by Frictional Games).
Having a publisher doesn’t necessarily mean that something isn’t “indie” anymore. It’s not just in games either, both in music and film we’ve seen numerous labels and studios helping to bring out independent works.
You can split hairs all you want, the simple fact remains that Skullgirls is not indie. Even you can’t deny this. Indie means “independent”, and they were fully dependent on multiple companies to make the game (Autumn Games for funding, Konami for publishing). They had multiple moderate-to-big-sized companies helping them with funding and distribution, and did not pay for the game entirely out of pocket. And I think the examples of so-called indie games you brought up are debatable, but that’s leading into a different argument.
Foolinfection: PSYCH0J0SH: Hecatom: PSYCH0J0SH: Hecatom: BB_Hoody:In terms of commercial success. I should’ve specified that. Before Skullgirl’s what other indie fighters made such a big splash?
Melty Blood.
PSYCH0J0SH:Except Skullgirls isn’t even indie. They were funded by Konami and had lots of high profile contacts that made it happen.
Konami were only publishers, they didn’t have anything to do about the funding of the game.
You are aware Skullgirls’ initial development budget was around a million dollars right? That’s not an indie budget by any stretch of the imagination. They did not just have a million bucks lying around to make a game with. Konami helped them in a lot of ways.
You are aware that if Konami had anything to do with the backing they would have never ever kept the ip right?
Hawkingbird: PSYCH0J0SH: Hecatom: BB_Hoody:In terms of commercial success. I should’ve specified that. Before Skullgirl’s what other indie fighters made such a big splash?
Melty Blood.
PSYCH0J0SH:Except Skullgirls isn’t even indie. They were funded by Konami and had lots of high profile contacts that made it happen.
Konami were only publishers, they didn’t have anything to do about the funding of the game.
You are aware Skullgirls’ initial development budget was around a million dollars right? That’s not an indie budget by any stretch of the imagination. They did not just have a million bucks lying around to make a game with. Konami helped them in a lot of ways.
Konami was only involved as a publisher. As a publisher, their only obligation was to distribute and market the game. If they were more involved the IP would belong to them and not Autumn Games.
Even if I accepted that Konami didn’t give them a single penny (which I find really hard to believe), having a publisher and marketing means that you are not indie. You don’t fully understand what a publisher does. The whole reason they were able to have an initial budget of a million is precisely because they had a publisher. Indie means that you fund, develop and distribute the game entirely on your own.
So if a game or movie is entirely budgeted and produced independently and then the final product gets picked up by a publisher, it ceases to be indie anymore? Lol please.
I could argue against this, but the point is that this isn’t AT ALL what happened with Skullgirls, so this is an irrelevant strawman.
No,in the exact thing that I quoted you said that having a publisher and marketing means that something is no longer indie. There’s nothing strawman about what I said. Your argument is still that because Autumn Games helped publish it that it’s not indie which is fucking retarded. Lab Zero had to run crowd funding campaigns to even build up their budget for skullgirls and release new content. The game started out being independently made and ended being independently made through the efforts of the development team. Having a publisher doesn’t change that. Autumn Games couldn’t even give Lab Zero any money because of a lawsuit they were stuck in.
Oh my fucking god.
This is the last time I’m saying it.
Autumn Games funded Skullgirls.
Let me repeat that. AUTUMN GAMES, AN ESTABLISHED GAME PUBLISHING COMPANY, PAID FOR THE DEVELOPMENT OF SKULLGIRLS.
**THAT MEANS IT IS NOT FUCKING INDIE. **
The fact that you can’t understand this after having it repeated to you multiple times means YOU are fucking retarded. Two plus two does not equal five just because a bunch of you agree that it does. The DLC characters for the game may have been crowdfunded but that doesn’t make it an indie game.
And just because you piss your pants louder than anyone else here doesn’t make you correct,sir. I already mentioned that Autumn Games didn’t pay for shit because they were stuck in a lawsuit. That’s why lab zero had to go with the crowd funding route and not just for the DLC. Now go ahead and rage some more while I go get my popcorn.
I’m not talking about the DLC characters, I’m talking about the game. You know, the thing they released to have DLC for in the first place?
Because according to this fool, only amateur hour shit can be considered indie.
Thanks for showing you’re illiterate. No, to be considered indie, it has to be ***inde***pendently developed. Skullgirls was not independently developed, its development was funded by an outside company. Therefore it is not indie.
Will this fact stay in your brain this time, or will it slip out again like crap through a goose?
This is Vanguard Princess. This game was made entirely by one person, Tomoaki Sugeno, with no outside funding, no publisher, and basically no help whatsoever. The only thing he didn’t make was the music, which was taken from a royalty-free library. This is an indie game.
LMAO, I’m pretty sure this fool runs out and screams “sell out” or “you’re not indie” at the developer whenever an indie game suddenly gets publisher support.
Thanks for showing you’re illiterate. No, to be considered indie, it has to be ***inde***pendently developed. Skullgirls was not independently developed, its development was funded by an outside company. Therefore it is not indie.
Will this fact stay in your brain this time, or will it slip out again like crap through a goose?
Except what we’re saying is that this isn’t always the case. There are more than a few examples of independent games, films, etc. that have received funding from publishers, distributors, etc.
In fact, there are many companies out there that make a business of funding independent productions.
Foolinfection: PSYCH0J0SH: Foolinfection: PSYCH0J0SH: d3v: PSYCH0J0SH: Hecatom: PSYCH0J0SH: Hecatom: BB_Hoody:In terms of commercial success. I should’ve specified that. Before Skullgirl’s what other indie fighters made such a big splash?
Melty Blood.
PSYCH0J0SH:Except Skullgirls isn’t even indie. They were funded by Konami and had lots of high profile contacts that made it happen.
Konami were only publishers, they didn’t have anything to do about the funding of the game.
You are aware Skullgirls’ initial development budget was around a million dollars right? That’s not an indie budget by any stretch of the imagination. They did not just have a million bucks lying around to make a game with. Konami helped them in a lot of ways.
You are aware that if Konami had anything to do with the backing they would have never ever kept the ip right?
Hawkingbird: PSYCH0J0SH: Hecatom: BB_Hoody:In terms of commercial success. I should’ve specified that. Before Skullgirl’s what other indie fighters made such a big splash?
Melty Blood.
PSYCH0J0SH:Except Skullgirls isn’t even indie. They were funded by Konami and had lots of high profile contacts that made it happen.
Konami were only publishers, they didn’t have anything to do about the funding of the game.
You are aware Skullgirls’ initial development budget was around a million dollars right? That’s not an indie budget by any stretch of the imagination. They did not just have a million bucks lying around to make a game with. Konami helped them in a lot of ways.
Konami was only involved as a publisher. As a publisher, their only obligation was to distribute and market the game. If they were more involved the IP would belong to them and not Autumn Games.
Even if I accepted that Konami didn’t give them a single penny (which I find really hard to believe), having a publisher and marketing means that you are not indie. You don’t fully understand what a publisher does. The whole reason they were able to have an initial budget of a million is precisely because they had a publisher. Indie means that you fund, develop and distribute the game entirely on your own.
By that definition, some accepted indie games aren’t indie. For example, Bastion was published by Warner Bros. Games despite being funded entirely by Supergiant with their own money. In fact, it’s not just that, there are several other indie titles who are published by smaller publishers (e.g. World of Goo, developed by 2D Boy, published by RTL Games; Amnesia: A Machine for Pigs, developed by the Chinese Room, published by Frictional Games).
Having a publisher doesn’t necessarily mean that something isn’t “indie” anymore. It’s not just in games either, both in music and film we’ve seen numerous labels and studios helping to bring out independent works.
You can split hairs all you want, the simple fact remains that Skullgirls is not indie. Even you can’t deny this. Indie means “independent”, and they were fully dependent on multiple companies to make the game (Autumn Games for funding, Konami for publishing). They had multiple moderate-to-big-sized companies helping them with funding and distribution, and did not pay for the game entirely out of pocket. And I think the examples of so-called indie games you brought up are debatable, but that’s leading into a different argument.
Foolinfection: PSYCH0J0SH: Hecatom: PSYCH0J0SH: Hecatom: BB_Hoody:In terms of commercial success. I should’ve specified that. Before Skullgirl’s what other indie fighters made such a big splash?
Melty Blood.
PSYCH0J0SH:Except Skullgirls isn’t even indie. They were funded by Konami and had lots of high profile contacts that made it happen.
Konami were only publishers, they didn’t have anything to do about the funding of the game.
You are aware Skullgirls’ initial development budget was around a million dollars right? That’s not an indie budget by any stretch of the imagination. They did not just have a million bucks lying around to make a game with. Konami helped them in a lot of ways.
You are aware that if Konami had anything to do with the backing they would have never ever kept the ip right?
Hawkingbird: PSYCH0J0SH: Hecatom: BB_Hoody:In terms of commercial success. I should’ve specified that. Before Skullgirl’s what other indie fighters made such a big splash?
Melty Blood.
PSYCH0J0SH:Except Skullgirls isn’t even indie. They were funded by Konami and had lots of high profile contacts that made it happen.
Konami were only publishers, they didn’t have anything to do about the funding of the game.
You are aware Skullgirls’ initial development budget was around a million dollars right? That’s not an indie budget by any stretch of the imagination. They did not just have a million bucks lying around to make a game with. Konami helped them in a lot of ways.
Konami was only involved as a publisher. As a publisher, their only obligation was to distribute and market the game. If they were more involved the IP would belong to them and not Autumn Games.
Even if I accepted that Konami didn’t give them a single penny (which I find really hard to believe), having a publisher and marketing means that you are not indie. You don’t fully understand what a publisher does. The whole reason they were able to have an initial budget of a million is precisely because they had a publisher. Indie means that you fund, develop and distribute the game entirely on your own.
So if a game or movie is entirely budgeted and produced independently and then the final product gets picked up by a publisher, it ceases to be indie anymore? Lol please.
I could argue against this, but the point is that this isn’t AT ALL what happened with Skullgirls, so this is an irrelevant strawman.
No,in the exact thing that I quoted you said that having a publisher and marketing means that something is no longer indie. There’s nothing strawman about what I said. Your argument is still that because Autumn Games helped publish it that it’s not indie which is fucking retarded. Lab Zero had to run crowd funding campaigns to even build up their budget for skullgirls and release new content. The game started out being independently made and ended being independently made through the efforts of the development team. Having a publisher doesn’t change that. Autumn Games couldn’t even give Lab Zero any money because of a lawsuit they were stuck in.
Oh my fucking god.
This is the last time I’m saying it.
Autumn Games funded Skullgirls.
Let me repeat that. AUTUMN GAMES, AN ESTABLISHED GAME PUBLISHING COMPANY, PAID FOR THE DEVELOPMENT OF SKULLGIRLS.
**THAT MEANS IT IS NOT FUCKING INDIE. **
The fact that you can’t understand this after having it repeated to you multiple times means YOU are fucking retarded. Two plus two does not equal five just because a bunch of you agree that it does. The DLC characters for the game may have been crowdfunded but that doesn’t make it an indie game.
And just because you piss your pants louder than anyone else here doesn’t make you correct,sir. I already mentioned that Autumn Games didn’t pay for shit because they were stuck in a lawsuit. That’s why lab zero had to go with the crowd funding route and not just for the DLC. Now go ahead and rage some more while I go get my popcorn.
I’m not talking about the DLC characters, I’m talking about the game. You know, the thing they released to have DLC for in the first place?
What in fuck hell do you think I’ve been talking about this whole time? This shit is like arguing with “hardcore” punk assholes who act like bands quit being punk when they get signed to a major label. Lol
PSYCH0J0SH: Foolinfection: PSYCH0J0SH: Foolinfection: PSYCH0J0SH: d3v: PSYCH0J0SH: Hecatom: PSYCH0J0SH: Hecatom: BB_Hoody:In terms of commercial success. I should’ve specified that. Before Skullgirl’s what other indie fighters made such a big splash?
Melty Blood.
PSYCH0J0SH:Except Skullgirls isn’t even indie. They were funded by Konami and had lots of high profile contacts that made it happen.
Konami were only publishers, they didn’t have anything to do about the funding of the game.
You are aware Skullgirls’ initial development budget was around a million dollars right? That’s not an indie budget by any stretch of the imagination. They did not just have a million bucks lying around to make a game with. Konami helped them in a lot of ways.
You are aware that if Konami had anything to do with the backing they would have never ever kept the ip right?
Hawkingbird: PSYCH0J0SH: Hecatom: BB_Hoody:In terms of commercial success. I should’ve specified that. Before Skullgirl’s what other indie fighters made such a big splash?
Melty Blood.
PSYCH0J0SH:Except Skullgirls isn’t even indie. They were funded by Konami and had lots of high profile contacts that made it happen.
Konami were only publishers, they didn’t have anything to do about the funding of the game.
You are aware Skullgirls’ initial development budget was around a million dollars right? That’s not an indie budget by any stretch of the imagination. They did not just have a million bucks lying around to make a game with. Konami helped them in a lot of ways.
Konami was only involved as a publisher. As a publisher, their only obligation was to distribute and market the game. If they were more involved the IP would belong to them and not Autumn Games.
Even if I accepted that Konami didn’t give them a single penny (which I find really hard to believe), having a publisher and marketing means that you are not indie. You don’t fully understand what a publisher does. The whole reason they were able to have an initial budget of a million is precisely because they had a publisher. Indie means that you fund, develop and distribute the game entirely on your own.
By that definition, some accepted indie games aren’t indie. For example, Bastion was published by Warner Bros. Games despite being funded entirely by Supergiant with their own money. In fact, it’s not just that, there are several other indie titles who are published by smaller publishers (e.g. World of Goo, developed by 2D Boy, published by RTL Games; Amnesia: A Machine for Pigs, developed by the Chinese Room, published by Frictional Games).
Having a publisher doesn’t necessarily mean that something isn’t “indie” anymore. It’s not just in games either, both in music and film we’ve seen numerous labels and studios helping to bring out independent works.
You can split hairs all you want, the simple fact remains that Skullgirls is not indie. Even you can’t deny this. Indie means “independent”, and they were fully dependent on multiple companies to make the game (Autumn Games for funding, Konami for publishing). They had multiple moderate-to-big-sized companies helping them with funding and distribution, and did not pay for the game entirely out of pocket. And I think the examples of so-called indie games you brought up are debatable, but that’s leading into a different argument.
Foolinfection: PSYCH0J0SH: Hecatom: PSYCH0J0SH: Hecatom: BB_Hoody:In terms of commercial success. I should’ve specified that. Before Skullgirl’s what other indie fighters made such a big splash?
Melty Blood.
PSYCH0J0SH:Except Skullgirls isn’t even indie. They were funded by Konami and had lots of high profile contacts that made it happen.
Konami were only publishers, they didn’t have anything to do about the funding of the game.
You are aware Skullgirls’ initial development budget was around a million dollars right? That’s not an indie budget by any stretch of the imagination. They did not just have a million bucks lying around to make a game with. Konami helped them in a lot of ways.
You are aware that if Konami had anything to do with the backing they would have never ever kept the ip right?
Hawkingbird: PSYCH0J0SH: Hecatom: BB_Hoody:In terms of commercial success. I should’ve specified that. Before Skullgirl’s what other indie fighters made such a big splash?
Melty Blood.
PSYCH0J0SH:Except Skullgirls isn’t even indie. They were funded by Konami and had lots of high profile contacts that made it happen.
Konami were only publishers, they didn’t have anything to do about the funding of the game.
You are aware Skullgirls’ initial development budget was around a million dollars right? That’s not an indie budget by any stretch of the imagination. They did not just have a million bucks lying around to make a game with. Konami helped them in a lot of ways.
Konami was only involved as a publisher. As a publisher, their only obligation was to distribute and market the game. If they were more involved the IP would belong to them and not Autumn Games.
Even if I accepted that Konami didn’t give them a single penny (which I find really hard to believe), having a publisher and marketing means that you are not indie. You don’t fully understand what a publisher does. The whole reason they were able to have an initial budget of a million is precisely because they had a publisher. Indie means that you fund, develop and distribute the game entirely on your own.
So if a game or movie is entirely budgeted and produced independently and then the final product gets picked up by a publisher, it ceases to be indie anymore? Lol please.
I could argue against this, but the point is that this isn’t AT ALL what happened with Skullgirls, so this is an irrelevant strawman.
No,in the exact thing that I quoted you said that having a publisher and marketing means that something is no longer indie. There’s nothing strawman about what I said. Your argument is still that because Autumn Games helped publish it that it’s not indie which is fucking retarded. Lab Zero had to run crowd funding campaigns to even build up their budget for skullgirls and release new content. The game started out being independently made and ended being independently made through the efforts of the development team. Having a publisher doesn’t change that. Autumn Games couldn’t even give Lab Zero any money because of a lawsuit they were stuck in.
Oh my fucking god.
This is the last time I’m saying it.
Autumn Games funded Skullgirls.
Let me repeat that. AUTUMN GAMES, AN ESTABLISHED GAME PUBLISHING COMPANY, PAID FOR THE DEVELOPMENT OF SKULLGIRLS.
**THAT MEANS IT IS NOT FUCKING INDIE. **
The fact that you can’t understand this after having it repeated to you multiple times means YOU are fucking retarded. Two plus two does not equal five just because a bunch of you agree that it does. The DLC characters for the game may have been crowdfunded but that doesn’t make it an indie game.
And just because you piss your pants louder than anyone else here doesn’t make you correct,sir. I already mentioned that Autumn Games didn’t pay for shit because they were stuck in a lawsuit. That’s why lab zero had to go with the crowd funding route and not just for the DLC. Now go ahead and rage some more while I go get my popcorn.
I’m not talking about the DLC characters, I’m talking about the game. You know, the thing they released to have DLC for in the first place?
What in fuck hell do you think I’ve been talking about this whole time? This shit is like arguing with “hardcore” punk assholes who act like bands quit being punk when they get signed to a major label. Lol
While I couldn’t possibly agree with Psychojosh’s radical definition of indie, he is correct to say that the original skullgirls game wasn’t crowdfunded. All development was paid either from their own pocket or from publishers (I believe they did get some money from Autumn Games for a while, although I’m not sure about the details anymore).
I don’t understand why Psychojosh, or anyone else for that matters would value true independent development. Game development, especially fighting games, cost a lot of money and time to make. The game I’m developing falls within his radical definition of indie, and I would love to have some kind of financial backing. Turns out making fighting games without money makes them cost even more time to make. I’d feel very uncomfortable about giving up the IP rights to Shattered though, which Skullgirls obviously did do at some point. This was presumably because the team’s livelihood depended on it, they were paying bills and any day without funding would cause them to go further in debt. Developing a game in your free time, and not being financially dependent on its success sure makes it easier to stick to such “indie” principles.
Oh I’m aware it wasn’t initially crowd funded. Then that lawsuit happened that I was referring to which tied up all of Autumn game’s money. But the game did start as an independent project before getting a publisher. You’re right though.
Boy…This thread sure has gotten off topic
While I couldn’t possibly agree with Psychojosh’s radical definition of indie, he is correct to say that the original skullgirls game wasn’t crowdfunded. All development was paid either from their own pocket or from publishers (I believe they did get some money from Autumn Games for a while, although I’m not sure about the details anymore).
Wait, what is so very radical about it?
A game’s development is either financially backed by a publisher, or it is not. What else is there? Without this simple divide, how could the term indie possible mean anything at all? How could the term indie be defined in a way that would include Skullgirls, if it did indeed receive financial backing for development from a publisher?
I don’t understand why Psychojosh, or anyone else for that matters would value true independent development.
I agree, what value anybody could see in it is beyond me. But if the term is to have any meaning whatsoever, then what does this ‘true’ signify? Not truly independent, wouldn’t that just mean ‘not independent’? For what else could it mean?
I miss the Off Topic button already.
From talking about a bunch of furries scamming people out their money with obnoxious internet celebs giving them backing to trying to define what indie truly is defined as.
What a turn this thread did.
Shows how little people cared about the game to begin with.
What in fuck hell do you think I’ve been talking about this whole time? This shit is like arguing with “hardcore” punk assholes who act like bands quit being punk when they get signed to a major label. Lol
I saw a book that labeled Green Day as America’s Punk band.
That’s terrible.
That honor should should squarely be on Bad Religion’s shoulder.
Foolinfection:What in fuck hell do you think I’ve been talking about this whole time? This shit is like arguing with “hardcore” punk assholes who act like bands quit being punk when they get signed to a major label. Lol
I saw a book that labeled Green Day as America’s Punk band.
That’s terrible.
That honor should should squarely be on Bad Religion’s shoulder.
Bruh.
fist bumps
Foolinfection:What in fuck hell do you think I’ve been talking about this whole time? This shit is like arguing with “hardcore” punk assholes who act like bands quit being punk when they get signed to a major label. Lol
I saw a book that labeled Green Day as America’s Punk band.
That’s terrible.
That honor should should squarely be on Bad Religion’s shoulder.
This one almost made me spit out my milk.
Hecatom: PSYCH0J0SH: Hecatom: BB_Hoody:In terms of commercial success. I should’ve specified that. Before Skullgirl’s what other indie fighters made such a big splash?
Melty Blood.
PSYCH0J0SH:Except Skullgirls isn’t even indie. They were funded by Konami and had lots of high profile contacts that made it happen.
Konami were only publishers, they didn’t have anything to do about the funding of the game.
You are aware Skullgirls’ initial development budget was around a million dollars right? That’s not an indie budget by any stretch of the imagination. They did not just have a million bucks lying around to make a game with. Konami helped them in a lot of ways.
You are aware that if Konami had anything to do with the backing they would have never ever kept the ip right?
Hawkingbird: PSYCH0J0SH: Hecatom: BB_Hoody:In terms of commercial success. I should’ve specified that. Before Skullgirl’s what other indie fighters made such a big splash?
Melty Blood.
PSYCH0J0SH:Except Skullgirls isn’t even indie. They were funded by Konami and had lots of high profile contacts that made it happen.
Konami were only publishers, they didn’t have anything to do about the funding of the game.
You are aware Skullgirls’ initial development budget was around a million dollars right? That’s not an indie budget by any stretch of the imagination. They did not just have a million bucks lying around to make a game with. Konami helped them in a lot of ways.
Konami was only involved as a publisher. As a publisher, their only obligation was to distribute and market the game. If they were more involved the IP would belong to them and not Autumn Games.
Even if I accepted that Konami didn’t give them a single penny (which I find really hard to believe), having a publisher and marketing means that you are not indie. You don’t fully understand what a publisher does. The whole reason they were able to have an initial budget of a million is precisely because they had a publisher. Indie means that you fund, develop and distribute the game entirely on your own.
Jesus Christ you’re fucking stupid. Stop, you have no fucking idea what you’re talking about.