The main problem was that Transverse was proposing a radical and abstract idea with minimal credibility to back up the vision. With confusing stretch goals that revolved around making the game, rather than enhancing it, the whole campaign became an embarrassment. The understanding behind what makes crowd funding successful was completely void with Transverse. Stretch goals are basically “wish-list” items. Combat and Flight stretch goals for a space game aren’t “wish-list”. That’s its back bone. Not to mention the amount of money they were asking for. You don’t ask for that kind of money out of the gate, with nothing to show for it beside a teaser cinematic and concept art. If you want to get into crowdfunding, you need to provide a proof of concept, or have a reputation that will back you up.
If they want to get a Transverse app off the ground, the first thing they should do is actually build a solid foundation for the game first, and not ask for asinine amounts of money to design the foundation of the game. There's no reason a Transverse mobile game app can't work, it's just a question of how much does PGI want to try and invest into it? If it's minimal effort and expecting to be walked around while sitting on a throne being fed grapes, then, well, maybe it won't go as well as it could.
Edited by MoonUnitBeta, 07 October 2016 - 11:25 AM.















