See the point about indie middleware at the end of this post.
I did see it, but I read it as a fancy blame word of the day. "Fucking middleware, man. It takes 3-4 mil to make a decent RPG but then you've gotta spend 20 mil for middleware, so that's why all RPGs cost 25+ mil."
1. Obsidian has an in-house game engine they developed to suit their needs.
2. They opted to use another, entirely new engine they were unfamiliar with.
3. They said the reason was the middleware licensing costs.
Facts speak for themselves.
Perhaps they do. Then maybe not. We don't know and it's likely we will not. However, around $20M is the standard cost of a high profile multi-platform AAA game. For comparison, Mass Effect 3 (since Feargus gave Mass Effect as an example to measure up to) cost about $40M according to teh internets. I imagine that at least $5-10M must have gone to celebrities and VA but that's probably an optimistic figure. Anyway, it's what it is. GTA4 is rumoured to have a budget of $100M, for instance.
And? Bioware had over 100 people working on NWN. Bethesda - about 70 on Oblivion. Maybe it's the other way around, but the point is that just because some game costs 100 mil doesn't mean that it couldn't have been made for a lot less without a noticeable effect on the overall quality.
Simple math for your amusement: 70 people at an average pay of 50k working for 4 years = 14 mil right there, before we touch any middleware, computers, and other overheads. Does it take 70 people working for 4 years to make a decent RPG? Probably doesn't. If you go with 15 people and cut it down to 2 years, you get 1,5 mil and save 12.5.
It is obvious the actual cost of development is nowhere near those astronomical figures. Does anybody even dispute that? I don't know why you are bringing that up. You can probably pull development costs even lower if you run a development-sweatshop with illegal immigrants in a basement. Good luck selling the numbers you want without any marketing costs, though.
Feargus' $25M figure has a context. He gives Mass Effect as a comparable example so you need to consider and judge his goals within that context. And within that context, $25M is about standard for a high profile AAA game. Under the right circumstances, you can make a game sell more if you throw money at it to reach those figures. Isn't that what Bioware and Bethesda has been doing? What is in dispute is whether Baldur's Gate has such a market potential and even if it does or could be made to have it, if Obsidian has the ability to fulfill that potential.
Ultimately, I think that at least a few disasters (for Obsidian's well-being) were averted by publishers either by not funding a game (BG3) or cancelling it (Aliens RPG) and Obsidian should be happy for it.
It's good to know that the South Park budget likely can't be that ridiculous, however.
Hundreds of indie games? A few dozen really fucking good? I must have missed something, do elaborate.
Question mark for both statements? New to the internets? You are a grown up boy, you shouldn't need somebody else holding your hand or giving you a quest compass to see that it is crawling with (mostly shit) indie games out there.
A bland renderer with gimmicky physics. I don't see it going anywhere. I find it amazing it even got funded but we'll see whether they will manage to make anything worthwhile of it. There are a number of other indie games using physics in very gimmicky or creative ways without Kickstarter. And as chance would have it, they all seemed to pop up in just the last couple years. Sounds like a strange coincidence to me.
I couldn't agree more, but the fact is, he got $250k, which is more than Vogel got for his entire Geneforge series. I'm sure it will motivate a lot of people.
We are talking about the the period between the present and a few years back, though; not the future.
It is simple, for the same reason Obsidian opted to use Unity while they already had an in-house engine they knew every ins and outs of: licensing costs for the third party middleware.
Are you saying it was impossible to do a decent engine without fancy middleware 5-10 years ago?
I am saying what I just said: that even in their Onyx engine built-up in-house to suit their needs, Obsidian was (ironically) using expensive middleware and that is the reason they dropped Onyx for PE. Therefore, your question is better addressed at Obsidian, which you might like to keep in mind for the next time you interview someone at Obsidian.
However, I know that the number one reason for a lot of developers not releasing modding tools is the middleware licensing costs. They can't release tools to stuff that uses those licenses without extra arrangements/costs. Make of that what you will.
And I just remembered Tim Cain saying in an interview that developing games were harder and took longer back in the day because they had to develop everything themselves since there weren't middleware solutions for everything you might need. I couldn't find the exact quote, though.