Apexeon
Arcane
- Joined
- Nov 10, 2012
- Messages
- 864
I think Fargo should have switched careers after Interplay.
But then again we asked for it.
He should of switched over to used car sales man. More respect in this industry.
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I think Fargo should have switched careers after Interplay.
But then again we asked for it.
By definition, a project manager manages his project as a "private fiefdom" -- a fiefdom is an estate entrusted to an intermediate lord by the king conditioned on the lord providing service to the king. Everything in life is feudal: higher ups entrust lower downs to certain projects, which the lower downs hold conditionally, and they then devolve part of that to their lower downs and so on. "Private fiefdom" is exactly the kind of vague, yet pejorative, description that is impossible to disprove because the disproof would consist of "I didn't do my job."Saunders was let go about a year (seems to be less than a year) into the official production
We don't know what they were doing before that. He was in charge of the game for years, including the Kickstarter and all of those stretch goals. I've been told that he ran Torment like his own private fiefdom within inXile and Fargo had minimal involvement. The buck stops somewhere, and I don't think they fired him just because they're evil.
I don't think people should be disappointed in backing it
of course there may be nothing that could meet the hopes for a "spiritual successor to Torment," and moreover everyone's hopes are different, so satisfying some will mean dissatisfying others.
Come on this retarded beyond measure, you honestly think someone said "hey that second city sounds awesome let me up my pledge so we can get it" the stretch goals are there to paint a pretty picture and help motivate people who might be on the fence to actually pitch in because the actual initial funding goal is done.
Hi, Thomas here. I'd like to start out today's update with a huge "thank you!" for the immense outpouring of support we received for our stretch goal to add the Gullet into the game. We received some incredibly generous pledges from many backers, including an anonymous donor ($1665), Pookie ($1271), Najiok ($900), Hiro Protagonist ($750) and even a pair of $750 pledges from our very own Colin McComb and Kevin Saunders.
Unfortunately, we fell somewhat short of our goal (about 15%, or $35,000) to see the Gullet added to the final game. However, we did not want to see this great effort of yours go for naught, and we also realized based on comments about this stretch goal as it closed that awareness had not spread widely enough. Some people suggested extending the deadline, in part to allow word to spread to where it didn't before.
So, we're moving the stretch goal deadline for the Gullet to the end of Friday, October 31. Just over $30,000 to go!
Coincidentally this is also when we will be closing a number of add-ons from our Kickstarter period. So while new backers are more than welcome you may also want to consider some of our add-on options! And to remind everyone: please specify your add-ons by Friday, October 31!
Keeping stretch goals that turn out to be bad for the game (like in PoE) isn't better than cutting them and focusing on things that work better.
The fact that they did this multiple times over, let's not forget.The fact that they did this all on the QT is what really stinks here.
Lot of people here appears to be complete noobs concerning game development despite the site having a reputation of hardened veteran.
Quite incredible, everyone and his grandmother know game development is almost always more or less a cluster-fuck where things change greatly from the start to the finish evzn for AAA games.
Now you can tell Inxile should have not commit to add certain features, but experienced as we are, it was quite naive to put too much expectation it.
I'm not disappointed at all InXIle dropped some features which are more like ideals things to do, it's a good thing to have them however in a kickstarter as it show the way to go and give a perspective.
And it's a good thing to drop them as the project evolve to concentrate on the good parts and make the better game possible considering the constraints that we can be sure will arise.
PoE 1 is a good example of features that should have been dropped like the too bland megadungeon and even the whole stronghold thing.
They should have made a 3/4 levels dungeons instead. And drop crafting too to make better itemization
And imo they should have even reduced the size of the Twin Elm to make Definace Bay a real city, not a boring place with too few things to do in each zone.
At the end all i care is the game being good, not if it checked a "to do list" of features that in game development are always dropped partially anyway.
These guys are so inept it's ridiculous. I tweeted about this, and Fargo actually replied. His reply?
That's, like, the classic notpology: the one thing you're supposed to not say in a situation like this. Even "sorry we disappointed you" is better.
(I for one am sorry Fargo is a greasy little shitweasel. I'll save that for when I owe him an apology.)
crash and burn
Well, he did some "diversification". :DI think Fargo should have switched careers after Interplay.
I think what this helps illustrate is that game development is never a straight line to the end. Building an RPG this big is a huge endeavor on both creative and technical levels. This sometimes means ideas don't work out the way we expected, and sometimes new ideas will appear and be so compelling we can't help but add them. When content changes, that doesn't mean we're just yanking it out and tossing it on the floor - in all cases it means that we're using those same efforts to improve other parts of the game, or adding brand-new things entirely.
These guys are so inept it's ridiculous. I tweeted about this, and Fargo actually replied. His reply?
That's, like, the classic notpology: the one thing you're supposed to not say in a situation like this. Even "sorry we disappointed you" is better.
(I for one am sorry Fargo is a greasy little shitweasel. I'll save that for when I owe him an apology.)
I was talking to George [Zeits, lead area designer on Torment] and he mentioned that the game had been cut down a lot during development. As executive producer on this project, I imagine you had oversight of what was cut -- how do you decide what stays and what goes, in a game like this?
Well, ultimately I let the writers decide that. I'll extrapolate out and say well, at this rate, this thing is going to go too long by x amount, and we need to change something. I'd rather have more time in the iteration cycle, right.
I tell the guys all the time, we're either going to have more levels or more time to iterate. Which would you rather have
It's always more time to iterate, because you get to polish more, and make what you have better. So that always wins out. So I let them ultimately decide how they need to tell this really heavy, single-player narrative story, yet still remove things. And so yeah, they had to work themselves into pretzels a couple different times in order to do it. But it's fun, because at this point we're the only ones that know what's not there anymore. And at the end of the day, the game is still pretty massive -- it's probably a 40- to 60-hour game. But again, I let those guys make that decision, in terms of what makes sense.
In Fargo's defense some of those missing features will probably be added after release via patches and DLC
We know how these things work, they will release the game, patch the game to a somewhat decent state during the first month and then start adding content 3 4 months after release
Yea sure righteous internet paladin let's sue InXile !There is a legally binding obligation to abide by stretch goals if anyone actually cared enough to organize a case.
Stretch goals aren't ideals and they aren't ultimately optional. Failing one part of the agreement is strictly speaking identical to failing the entire agreement unless otherwise noted.
Agreements worth far more have been dissolved on far shallower breaches.