Blaine
Cis-Het Oppressor
$540,000 (sans Kickstarter fees, which comes out to $500,000, plus whatever else they've raised) really isn't "budget." Budget would accurately describe a game like Primordia, which looks, sounds, and plays fantastic.
People, stop making excuses for this shit. There is no excuse. $500,000 is more than enough money to pay four people (two writers/programmers, an artist/modeler, and an audio guy) around $60,000 per year for two years working full-time to get a proper adventure game out the door, while covering shoestring overhead costs. Hell, that's a dream job right there, provided of course the team members have what it takes. If they're really necessary, a fifth and sixth team member would reduce their salaries to $50,000 and $41,000 per year, respectively. Don't try to tell me that two programmers, two artists, and two musicians can't produce a fucking computer game.
Thing is, they made bad decisions like hiring voice actors that aren't necessary and have taken far too long in development. In 1991, the budget for Space Quest IV was around $1m, which adjusting for inflation would be $1.8m today. Yet Space Quest IV sold something like 400,000 copies (hard data is difficult to find). They probably quadrupled their investment. Computer games were hot. They could afford to hire a luxurious number of artists and ancillary staff, use expensive, cutting-edge technology (like mocap), and of course pay out profits and bonuses to investors, directors, and company owners. These ancillary staff and expensive technologies are no longer necessary, especially considering that all the profiteers have been cut out. They don't have to fund Ken Williams' yacht or turn a profit for Sierra investors.
Today any asshole who takes the time can create game assets using free and open-source tools, or relatively inexpensive tools, with an inexpensive computer. All he needs is the talent. Take Factorio, for example: They use Blender, Photoshop, and Spritesheeter. Blender and Spritesheeter are free, while modern Photoshop costs $50/month for all necessary applications. These programs and a few simple tools are all the artists and modelers really need.
At this point one can only assume the raised funds are all but gone or committed and that they're working on it in their spare time, as they're able. That didn't need to happen.
People, stop making excuses for this shit. There is no excuse. $500,000 is more than enough money to pay four people (two writers/programmers, an artist/modeler, and an audio guy) around $60,000 per year for two years working full-time to get a proper adventure game out the door, while covering shoestring overhead costs. Hell, that's a dream job right there, provided of course the team members have what it takes. If they're really necessary, a fifth and sixth team member would reduce their salaries to $50,000 and $41,000 per year, respectively. Don't try to tell me that two programmers, two artists, and two musicians can't produce a fucking computer game.
Thing is, they made bad decisions like hiring voice actors that aren't necessary and have taken far too long in development. In 1991, the budget for Space Quest IV was around $1m, which adjusting for inflation would be $1.8m today. Yet Space Quest IV sold something like 400,000 copies (hard data is difficult to find). They probably quadrupled their investment. Computer games were hot. They could afford to hire a luxurious number of artists and ancillary staff, use expensive, cutting-edge technology (like mocap), and of course pay out profits and bonuses to investors, directors, and company owners. These ancillary staff and expensive technologies are no longer necessary, especially considering that all the profiteers have been cut out. They don't have to fund Ken Williams' yacht or turn a profit for Sierra investors.
Today any asshole who takes the time can create game assets using free and open-source tools, or relatively inexpensive tools, with an inexpensive computer. All he needs is the talent. Take Factorio, for example: They use Blender, Photoshop, and Spritesheeter. Blender and Spritesheeter are free, while modern Photoshop costs $50/month for all necessary applications. These programs and a few simple tools are all the artists and modelers really need.
At this point one can only assume the raised funds are all but gone or committed and that they're working on it in their spare time, as they're able. That didn't need to happen.