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Tags: InXile Entertainment; Torment: Tides of Numenera; Wasteland 2
In conjunction with the launching of the Torment Kickstarter, inXile have published a Wasteland 2 Kickstarter update to placate those who might be upset about the fact that they've begun to develop a second game before finishing the first one. Here's an excerpt:
It's a thoughtful gesture (and also a good way to advertise the Torment Kickstarter to any of the Wasteland 2 backers who might not have heard of it yet, heh heh). Of course, it doesn't look like this issue is bothering as many people as we might have assumed, if the new Kickstarter's performance is any indication.
In conjunction with the launching of the Torment Kickstarter, inXile have published a Wasteland 2 Kickstarter update to placate those who might be upset about the fact that they've begun to develop a second game before finishing the first one. Here's an excerpt:
To those outside the industry, it might seem odd to launch another Kickstarter before Wasteland 2 is done. We understand that it raises some questions, and we want our Wasteland 2 backers to understand the decision and to have access to all the information that has led us down this path. The goal of this update is not to convince you to back Torment; the goal of this update is to answer one simple question. Why now?
One of the keys to success for a small game company is being able to create continuity within the development team. It takes a long time to get a team put together, and it takes an even longer time for a team to settle in to new working relationships, a new engine, new systems, and a new asset creation pipeline. A team’s knowledge and experience grows a lot during a development cycle, and all of that knowledge gained is lost if we let the team break up when a project ships. To address that issue we have developed a very simple strategy that has already worked for us on dozens of titles in the last 25 years. Here is a quick explanation of our development team-structure philosophy:
inXile, with all of our internal employees and outside contractors, consists of enough people to be considered about the size of a team and a half. This is by design. We always want a small and efficient team (the “half team”) to design both our product and our product development plan. This is called pre-production. It is the most important time in a project’s life cycle. This is the time when we want to make sure we slow down and get it right. During this phase we don't need all the engineers and 3D Artists on the project, it is mostly concept art, design and dialog writing. When this process is completed and we are ready to roll into full production we want to have a large team of people ready to make the game. If the planning was done well during the pre-production phase we can be very efficient during production and leave ourselves with plenty of time to iterate and make amazing games. If there is no pre-production done, and the full team is trying to create the design and development plan as they go, months, if not years, are wasted. Having a full team try to start a project when the pre-production has not been completed is like stacking up a giant pile of money and lighting it on fire. This same philosophy served us quite well at Interplay in creating some of the best RPGs of all time.
It's a thoughtful gesture (and also a good way to advertise the Torment Kickstarter to any of the Wasteland 2 backers who might not have heard of it yet, heh heh). Of course, it doesn't look like this issue is bothering as many people as we might have assumed, if the new Kickstarter's performance is any indication.