# why black glove failed its kickstarter
aka 'too much like bioshock'
>? so if i'm reading this right it's a walking simulator (like bioshock infinished stripped of clunky combat) where you enter different rooms play a mini-garme and watch what amounts to a cutscene. and you want half a million dollars just to get this off the ground? you want half a million dollars to make a new stanley parable?
> ~ youtube commentator alex stein
summary of analysis: the kickstarter for black glove by day for night garmes was only half successful because it seemed too much like cool dlc for bioshock a mod or simply like a ripoff of the sander cohen "fort frolic" level - and not enough like itself
black glove seems a cool free floating art style without any grounding; a ghostly aesthetic in search of a garme to attach itself to. the developer's description of teh garme is vague unexciting and does not grab the attention
the black glove is an eerie surrealistic first-person garme experience by an independent team of developers who helped create bioshock infinite and bioshock
the black glove attempts to move the narrative garme genre forward by tying story directly into garmeplay allowing players to alter both events and the world around them by accomplishing "feats" in its garme-within-a-garme the maze of the space minotaur
the main problem with the description 'an eerie and surrealistic fps experience' lies in clearly identifying the precise garming demographic its aiming at if any
the first (and only) search result in duckduckgo for 'eerie surreal fps' is "the black glove - surreal fps from members of the bioshock team." does this mean they've cornered the market already?
"the narrative garme genre" - what's that exactly? tetris displays narrative
"allowing players to alter events" - isn't this what 'most garmers'(citation needed) automatically expect?
"feats" - what like hercules? feats seems information content: zero
"garme within a garme" - perhaps exactly the wrong term to describe eg. 'layers of illusion and deceit'; garmes within garmes make teh garme sound unnecessarily 'meta' ie. faux deep - as though the devs are trying too hard to obfuscate a real lack of coherent vision
perhaps that's the problem with black glove as a whole - the description sounds vague unexciting and does not grab the attention because the garmes underlying ideas and premises (ie. those of the developers) themselves seem vague unexciting and lacking punch
here's the kickstarter pitch video for black glove
// video here
one is reminded of the the red room in twin peaks - while 'not necessarily a bad thing' it also implies it's still not quite good enough to stand on its own
0:32 the old "three (/hip pinkwhite male) developers on a couch (who then take turns to speak ir names)" routine just doesn't cut it any more; in continuing with teh garme's style they could have been in period costume looking like spivs with slick back hair and cigars
see tim schafer about how to 'sell the sizzle' in a perfectly pitched kickstarter video
black glove garmes need to be using newer less static ways to present narrative - rather than showing bland in garme cut scenes
// republic of bob