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Hero-U: Rogue to Redemption is a Win/Mac/Linux adventure role-playing game by Lori and Corey Cole, Quest for Glory series creators.
Hero-U: Rogue to Redemption is a Win/Mac/Linux adventure role-playing game by Lori and Corey Cole, Quest for Glory series creators.
Hero-U: Rogue to Redemption is a Win/Mac/Linux adventure role-playing game by Lori and Corey Cole, Quest for Glory series creators.
1,869 backers pledged $116,888 to help bring this project to life.

Apology and Correction

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In the course of my very long financial update yesterday, I wrote one section very poorly. As a result, I owe an apology and correction to some very hard-working and talented development groups and their fans.

What I implied was that lower-budget adventure games made for budgets under $100K were amateur efforts with lower standards than "professional" games. In fact, I singled out four particular games because they *are* professional level - award-winning, quality game experiences that rival any of the games made by Sierra or LucasArts. All four games have top-quality graphics and story. They are great games.

What I meant to get across is that their supposedly low budgets are not the real cost of making those games. AGDI worked on their excellent remake of Quest for Glory II for 10 years before releasing it. They knew they would not be paid for the game, so they put in that effort out of the joy of creation and as a service to the adventure game community.

Each of the games I mentioned had thousands of hours of labor and love put into it, but it doesn't show up in the up-front costs of the game. I brought up that $30K figure not because it is the real budget for any of those games, but because that's a number I've frequently been told our games "should" cost to develop.

The real cost of a game (or any product) is the sum of the labor and direct costs. Labor costs for a small company might be paid up front, might be paid later out of sales, or might be volunteered because people care. The *value* of a game encompasses all that work, and usually it is measured in multiple years of labor.

I apologize that I implied otherwise in yesterday's update - What I wrote was not at all what I meant to say. The games I mentioned - Blackwell, Heroine's Quest, and Quest for Infamy - are all great games that you should support and play.

We respect and appreciate all the heroes who have kept the adventure game genre alive through their dedication, love, and hard work. Lori and I have supported many of those games, and will continue to do so. These are important games, and their development costs have been paid in the costliest of coins - hard work, time, and personal sacrifice.

Blackstaff, Kennita Watson, and 20 more people like this update.

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    1. Hiroshi Mishima on

      Also, I said I wasn't sure I'd be able to back this.. but I got a small, unexpected windfall this week and figured I'd share a bit with you guys. Cause I really do wanna see this game get finished, regardless of whether it looks like the old campaign's vision anymore or not.

    2. Hiroshi Mishima on

      Oh man, the Blackwell games were all really good and seemed to get more advanced visually/internally with each game. You could really see the devs learning with every entry, and that's the sorta thing I recall about the old days (the 80s/90s) and how subsequent releases in series always were bigger and better than the previous ones (usually).

      You just don't get that same sense of developer growth over time, although it's still there if you really look at the games (like I do, cause I'm into that sorta thing). Just look at how Saints Row progressed, where the original felt so much like a beta for the second, and then the third just polished the hell out of it.

    3. Jeremie Lariviere
      Superbacker
      on

      I have played both Heroine's Quest and Quest for Infamy also :-)

    4. Corey Cole 2-time creator on

      That's kind of you, but I take responsibility for my own words. When I reread the previous update, I thought, "Wow, that wasn't at all what I meant to say."

      A game designer constantly walks a tightrope of self-confidence between indecision and arrogance. If we lean too far in either direction, it hurts the game's quality. It isn't possible to please everyone all the time, but it's important to readjust when we see our own errors. Developing software of any kind is humbling - computers do not forget, and do not let us get away with sloppy code. Fortunately, they are just as quick to forgive once we fix the problems.

      That thought process does - and should - carry over into writing. The text editor won't chew us out for thoughtless words, but they still hurt the quality of expression if not fixed in time.

    5. Missing avatar

      James Paten on

      Hi Corey,

      No need to apologize on my end. This is a Kickstarter update, not a financial earnings 10-K report... people who are getting hung up and bent out of shape on the details in these comments sections should honestly evaluate the worth of their time instead of over-scrutinizing an update that results in the developers wasting time on clarification that could be used to apply work (or, I'm sure, much needed rest) for the Kickstarter game in question.

      Thanks and keep up the good fight, Coles!

    6. David Garcia on

      I concur, didn't read that any differently than is explained here.

    7. Galvin the Wanderer on

      I echo Christopher Cote's sentiments/thoughts. :)

    8. Missing avatar

      Christopher Cote on

      I read update #2 and read it exactly as you detailed it in update #3. So no need to apologize to the people who read it as you intended. Keep up the good work! You can't please everyone.