Mrowak
Arcane
- Joined
- Sep 26, 2008
- Messages
- 3,947
Mrowak, I actually share the concerns about how the Kickstarter has been executed, and my biggest concerns are also about scope management and just how much they know and have planned about the costs and logistics of delivering the ever-largening pool of physical goods (to tens of thousands of people) as well as stretch goals. That said, I have no idea how you go from "what I see in Kickstarter" to "I can see inside their offices and THEY HAVE NO CLUE MAN, NO CLUE". By 'I have no idea', I mean, 'you have no idea', too.
Hey, how about proving to me they have an idea with a little thing like this. This is the problem with all their promises - they throw a notion, and everyone rejoices forgetting that they don't know what exactly is promised.
For example: what does "12 level mega-dungeon" mean? For all we know it can be 4-6 rooms on each level filled with trash-mobs (typical NWN2 dungeon). But everyone's rejoicing because "wow, megadungeon - 12 levels!" Or two big cities (because "Baldur's Gate and Athkatla are big cities. We're going to have one big city in Project Eternity. Would you like two?"). As I have been proved by a very extatic Codexer here that they didn't necessarily mean anything by it - for all we know it may be Neverwiter from NWN2 OC all over again. Or Stamina/Health system - when I first heard about it I thought "wow, a system like in BaK" but many people shouted out "No! Not popamole regen!". You know what? Those people may be right - we don't know anything substantial about the project! It can be anything!
And why I think they have no clue? Because they have refused to provide any plan or vision statement whatsoever. Also by the fact that Fergus is already going "Well, I am not sure about this promise, I don't think it will work" in Kickstarter comments sections. By the fact that their promises don't mean anything on any level. Also by the lack of the stretch goal at the end of campaign. And lastly by each and every game Obsidian developed as a studio had problems that directly stem from poor planning.