They're worth about tree-fiddy.Some people on here seem to think the IP and assets will auction for a good amount. I laugh at them.
They're worth about tree-fiddy.Some people on here seem to think the IP and assets will auction for a good amount. I laugh at them.
Tyen is probably way ahead of you. He's going to push out some half baked hacked up shit with the remains and use it to fund EQbrowser.Let's all kickstarter to get the IP and finish it. I'll be the lead designer, with tad10, Ut, Lithose, and others as co-designers. It'll be the MMO of our dreams.
I would contribute just to see the PR on your official message boards.Let's all kickstarter to get the IP and finish it. I'll be the lead designer, with tad10, Ut, Lithose, and others as co-designers. It'll be the MMO of our dreams.
It is worth a good amount. Not the 15-20 million that Rhode Island hopes to get for it. But it will sell for between 5-10 million. Reckoning was still a very successful game; despite everything else and made EA a good deal of money. Much shittier IPs sold for just as much in the recent THQ asset sale.Some people on here seem to think the IP and assets will auction for a good amount. I laugh at them.
No, that was Obsidian / Bethesda, for Fallout: New Vegas.Didn't 38/BHG also sign a bad deal with EA where they would receive a "bonus" based on metacritic rating (a rating it didn't quite meet) or something?
About the most realistic number I've seen tossed around so far. I stick my bid in at $349k. I've seen the show enough times /winkIf it sells, and I have my doubts that it will, I'm going to bet on around $350k.
Personally, I think it is a bit high. In the world of IPs the top tier are worth quite a lot (Halo, GTA, CoD, etc) but even the second tier below that are worth almost nothing. If you twisted my arm to take a guess I'd say it is worth about 5 figures, maybe 40k, but I wouldn't be shocked if it was closer to 10.About the most realistic number I've seen tossed around so far. I stick my bid in at $349k. I've seen the show enough times /wink
Why would a game even if it is only 50 - 60%, as high as 75% if some of the people who worked on it aren't just blowing smoke, be useless? It's not liek they were coding it in their own super sekret code... just pick up from what they had done and build on top of it. Save your crew lots of time and yourself a huge chunk of cabbage since the largest amounts of money are spent on the engine, frame work, and art assests. You probably saved yourself 10 - 15 million and they only paid 5 -7 for it.. hell they have already made money lolI will be shocked if it sells for more than a couple million, maybe upwards of five at the most optimistic. And that's just for the name/IP. The resources created for the game itself are completely useless I would imagine, no one's going to sort through it to piece a game together. They'd be better off just starting from scratch.
Why wouldn't they all come with it... they were specifically designed for said project and when Curt lost control of the company they all automatically become RI property.I'd think it depends alot on how many art assets come with the IP.
yeah well, isn't that what happened with Amalur:reckoning itself?Why would a game even if it is only 50 - 60%, as high as 75% if some of the people who worked on it aren't just blowing smoke, be useless? It's not liek they were coding it in their own super sekret code... just pick up from what they had done and build on top of it. Save your crew lots of time and yourself a huge chunk of cabbage since the largest amounts of money are spent on the engine, frame work, and art assests. You probably saved yourself 10 - 15 million and they only paid 5 -7 for it.. hell they have already made money lol![]()
Since you seem genuine and not trolling I'll explain why it doesn't exactly work like that. There were dozens of hands on the project, and each of those people had their own style and talent for building/customizing the engine. Even if the code was neatly organized and commented extremely well it would still take a very long time for a new team to dig through the code and really grasp what's going on. Remember how the EQ devs had a wish list of things they wanted to do with EQ but no one that originally coded EQ's engine was still around and the foundation was a mess (often called "spaghetti string code")? They'd try to implement something like a new player-character model and suddenly gnolls stopped spawning in Qeynos Hills - crazy random stuff like that? That's more or less what you can expect when you take software like this that is extremely complicated and don't have anyone around to explain what you're looking at or how the systems are all interconnected. You pretty much have to learn through trial and error, but good commenting of the code and development documentation can ease the pain quite a bit.Why would a game even if it is only 50 - 60%, as high as 75% if some of the people who worked on it aren't just blowing smoke, be useless? It's not liek they were coding it in their own super sekret code... just pick up from what they had done and build on top of it. Save your crew lots of time and yourself a huge chunk of cabbage since the largest amounts of money are spent on the engine, frame work, and art assests. You probably saved yourself 10 - 15 million and they only paid 5 -7 for it.. hell they have already made money lol![]()