Forest Dweller
Smoking Dicks
- Joined
- Oct 29, 2008
- Messages
- 12,373
Looks like VD's review is going to be critical too. When that happens, critics of this review are going to be well and truly fucked.
I want to address this though.
Likewise, when the game releases, all sales are pure profit, provided you asked for enough in the first place. And if it doesn't sell, you still haven't taken a "loss," because all the development was paid for. But honestly, if it gets enough backers to succeed, it's very unlikely that it will sell poorly when it finally releases.
In any case, it seems obvious that Obsidian felt like they needed to "play it safe" with Pillars of Eternity, releasing what is essentially a nostalgia cash-in. But if they believed that, I think they're disconnected from the reality of the situation. The new Torment actually received more in pledges than their own game despite being from an upstart developer; if that doesn't truly explain things, I don't know what will.
I want to address this though.
This was true for their previous games with a traditional publisher, but I don't think you can use the same "excuse" or whatever for a Kickstarter game. The whole point of Kickstarter is that you don't HAVE to play it safe. You could really do whatever you want. Explain your product in the pitch video - if it succeeds, that tells you that your idea is profitable and you can go on developing the game with the knowledge that said development is already paid for; if it doesn't succeed, then you're short a couple of months on developing and pitching a game that needs to be scrapped and you can then go on to the next "safe" thing. The only real danger is if you don't plan well enough and end up asking for less than you need.Obsidian is a large company that used to spend a million bucks a month a few years back (maybe still does). It feeds over a hundred employees and is always a step away from lay offs. They survived because they've always played it safe and that's why they made a BG-like game and not Fallout or something cool and new and weird.
I expect Obsidian's talent to shine in the expansion packs, much like it always did, as that's the one (only?) arena where they can stop playing it safe and try new things.
Likewise, when the game releases, all sales are pure profit, provided you asked for enough in the first place. And if it doesn't sell, you still haven't taken a "loss," because all the development was paid for. But honestly, if it gets enough backers to succeed, it's very unlikely that it will sell poorly when it finally releases.
In any case, it seems obvious that Obsidian felt like they needed to "play it safe" with Pillars of Eternity, releasing what is essentially a nostalgia cash-in. But if they believed that, I think they're disconnected from the reality of the situation. The new Torment actually received more in pledges than their own game despite being from an upstart developer; if that doesn't truly explain things, I don't know what will.