Atari would like you to fund Rollercoaster Tycoon on Switch

rct_switch_main.jpg

Atari are asking for investors to help fund the development of Rollercoaster Tycoon for the Nintendo Switch.

We are excited to share today that RollerCoaster Tycoon has launched an equity-based crowdfunding campaign with StartEngine to bring a new entry in the acclaimed RCT franchise to the Nintendo Switch!




How much will it cost you to back the game? Just $250! Of course, you will earn your money back, IF the game sells enough units...

What do you think about this? If a company like Atari isn't confident enough to back the game 100% entirely, why should you?
:arrow:Rollercoaster Tycoon StartEngine Campaign
 

sarkwalvein

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I love that for the 750$ backing, you get a 25% coupon off your RCT:S purchase. Like in they don't even throw in a free copy at 750$. What the heck, Atari.
It is an investment, actual investment, with it's potential profit returns and risks (meh investment, but that is what it is).
Why would they give back anything more than the profits returns? Why would they give a free copy of the game?
Invest any amount into the campaign (with $250 as a minimum), and earn your pro rata share of 50% of profits until you made 120% of your original investment; after which you’ll earn your pro rata share of 25% of profits until 18 months after the worldwide launch of the game
Yeah, I don't really like it that much, but this is not exactly a kickstarter style crowdfunding.
 

linuxares

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NO ATARI! You will get NO MONEY! Give us the game and you will get money! If it's the crappy game you release previous, just go away and never comeback.
 

ablebodyoungman

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Hate it when big companies ask for funding. If they want to do an investment that they do it with their own money greedy fucks. Also kinda funny and greedy that they're talking about bringing card packs over from their mobile game lmao, ofcourse
You sound like the kind of person who didn't want to donate to get Shaq Fu 2 made.
 

nolimits59

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They never learn don't they ? At least they're not EVEN MENTIONING RCT WORLD :rofl2::rofl::rofl2:
Make a RCT3 updated with Unity on switch FFSSS don't make a touch port what the hell... :cry:

They KNOW people LOVE RCT1/2/3, they know it because it's still "expensive" on steam, 20€ for a 12 years old game, it's a game that still sell well, so why not port whats working on the HIT plateform of the moment, the Switch ?
Atari are really crazy...
 

orcid

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It is better than a normal kickstarter campaign. If you back a kickstarter game with 250 $, you will usually get a copy of the game, a T-shirt and honorary mentioned your name on a website. Here it seems fair to get 120% return with high risk.
 

330

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I will drop a considerable amount of money on this thing, if enough people will tell me that they want it. Shoot me a PM with your story with the franchise. No, it's not a joke.

Also I'm interested to know why isn't Atari developing it on their brand new console?
 

BvanBart

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I will drop a considerable amount of money on this thing, if enough people will tell me that they want it. Shoot me a PM with your story with the franchise. No, it's not a joke.

Also I'm interested to know why isn't Atari developing it on their brand new console?

Atari is lame... they do want to make money without the risk of investing money. They will put the risk in the players now...
Their business model is a pyramid. If enough people invest money it will be ok... and they will make big profit without any risk.
However if everything crumbles down, only their name is the one that will take a punch... not even their own development team is making this game?
 

Issac

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Okay... Let's do some maths. First, the percentages in the pay back is based on that they reach their $2,000,000 goal.

For them to reach 2,000,000 - they have to have 8,000 backers on the $250 level.

Backers will get 50% of the profits, and let's pretend this will be a $60 game. Then these 8,000 backers will share on $30 evenly for each sold game, pretending that there are no other costs involved in selling games ($60 game does not equal $60 profit in real life).

You will in other words get $0.00375 for each sold game. That means you will get all your money back when they've sold 66,667 games.
To reach the 120% of your investment: they have to sell 80,000 games.
NOW, you will have made $50 (since 120% of 250 is 300).

After this goal is reached, you will then get $0.001875 for each sold game until the game has been out for one and a half year. How many copies do you think they will be able to sell in one and a half year? Let's go with... 150,000 copies.
first, remove the 80,000 copies that you got 50% off, and we're left with 70,000 copies.
These will bring you $131.25
Add the $50 you made previously and you're left with $181.25 in profits. It's kind of weak for a 18 month investment, don't you think?

Do you think they will sell 150,000 copies of RollerCoaster Tycoon (possibly based on a mobile game?) for $60?

What if the game is priced at $30? Then they'd sell more probably. Well, then you would only make $0.001875 for each game sold from the start: and they would have to sell 133,333 copies for you to break even (get your $250 back).
160,000 for you to get that extra $50.
and after that, you'd get $0,0009375 for each copy of the game sold. What does that even mean? It means you will get ONE DOLLAR for every 1,067 games sold.

Again, this would be even less, because whatever the end user pays is NOT the profit. Nintendo probably wants a cut for having the game on their servers, paypal or other payment services probably takes a share too...

This doesn't make me wet my pants in excitement.
 

BvanBart

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Okay... Let's do some maths. First, the percentages in the pay back is based on that they reach their $2,000,000 goal.

For them to reach 2,000,000 - they have to have 8,000 backers on the $250 level.

Backers will get 50% of the profits, and let's pretend this will be a $60 game. Then these 8,000 backers will share on $30 evenly for each sold game, pretending that there are no other costs involved in selling games ($60 game does not equal $60 profit in real life).

You will in other words get $0.00375 for each sold game. That means you will get all your money back when they've sold 66,667 games.
To reach the 120% of your investment: they have to sell 80,000 games.
NOW, you will have made $50 (since 120% of 250 is 300).

After this goal is reached, you will then get $0.001875 for each sold game until the game has been out for one and a half year. How many copies do you think they will be able to sell in one and a half year? Let's go with... 150,000 copies.
first, remove the 80,000 copies that you got 50% off, and we're left with 70,000 copies.
These will bring you $131.25
Add the $50 you made previously and you're left with $181.25 in profits. It's kind of weak for a 18 month investment, don't you think?

Do you think they will sell 150,000 copies of RollerCoaster Tycoon (possibly based on a mobile game?) for $60?

What if the game is priced at $30? Then they'd sell more probably. Well, then you would only make $0.001875 for each game sold from the start: and they would have to sell 133,333 copies for you to break even (get your $250 back).
160,000 for you to get that extra $50.
and after that, you'd get $0,0009375 for each copy of the game sold. What does that even mean? It means you will get ONE DOLLAR for every 1,067 games sold.

Again, this would be even less, because whatever the end user pays is NOT the profit. Nintendo probably wants a cut for having the game on their servers, paypal or other payment services probably takes a share too...

This doesn't make me wet my pants in excitement.

And that is only if they make the sales.... which I highly doubt.
 

bjaxx87

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RCT hasn't been good since RCT3, so... wake me up when there's a Switch port of Planet Coaster (by Frontier Developments who brought us RCT3 back in the day).
 

WhiteMaze

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Welcome to 2018!

- These days, you FUND the game on the hopes it gets made, BUY it once it's released, and then "SUPPORT" the developers with micro-transactions!

Welcome to 2019!

- These days, you DESIGN the game on the hopes it turns out good, CODE it, FUND it, BUY your own game, and then SUPPORT yourself with micro-transactions!

Welcome to 2020!

-
These days you don't play games. You've learned about the greed of the gaming world and developing companies as a whole, and have decided to spend your time elsewhere, and being more productive instead.
 

sarkwalvein

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Welcome to 2021!

- These days you realized you can't get rid of your vices so easily, and again you're funding video game companies to let you design and code their games, that you know still end up being a microtransaction infested PoS due to company policies, but you still end up buying and spending in microtransactions until you finally get the ultra rare gameplay relevant item or ability that the company forced you to design and insert into the game.
 

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