Sounds about right. D:OS's was in the ballpark as well (most of D:OS's development happened prior to Kickstarter, I believe.) I doubt either game's expenditures came close to either budget.
Larian had to take out loans, man. The banks were on Swen's ass.
I'll say this as clearly as possible. Those indies that make great games with budgets in the tens of thousands of dollars? Unpaid labor. They're coasting on savings, they're working from home, they have spouses or other relatives who support them.
Did you know that a company the size of Obsidian (140 employees) burns through over a million dollars PER MONTH? In comparison, Larian has about 40 and inXile 30. So, do the math.
Yes, a large company burns through cash. Businesses take loans. Indie developers do a lot with very little. No, I don't think it's worth comparing companies and "doing the math" because a company with hundreds of people is going to have far more money sunk into management while one with just dozens will not. Other factors would include where is the game being developed (geographically), are they developing their own engine (D:OS), are they purchasing assets for the engine (W2), are they spending cash on celebrities (Amalur, DoubleFine), etc. As I said, it wouldn't surprise me if Swen was getting squeezed because they had developed their engine in-house and apparently had gone to Kickstarter with the game already developed, indicating a
need for
funding in a literal sense. (Not the need for 'we'll figure out the planning later' avenue that many Kickstarters seem to take.)
As far as I know, games like Shadowrun and Wasteland 2 were mostly built upon the funding received before they ever started development (or possibly even production). Does Shadowrun look like a $1m RPG? Does Wasteland 2 look like a $3m RPG? I dunno. But if a bunch of dudes who are essentially working two-jobs can produce something of a similar ilk, it's
really hard to say, well, this one was a business, so they just burnt through cash. What you're really saying is that a bunch of really dedicated fans could've made Wasteland 2, much like they made Expeditions or even Xenonauts, and that an entire 'real' business/development team was never necessary in the first place. Obviously that's quite the fucking tangent if I say so myself, but you know my views of Kickstarter well, so you probably know why I have those thoughts in mind and why I'm extremely skeptical of the vast majority of "Look at this concept that we'll build into a real, tactile product at an unforeseen, future date, millions please,
opens hand" type of Kickstarters.
You end up with triple-A developers making triple-A looking games on their own budgets, and then you got this lower sub-set of developers making games that look exactly like what the independents are doing, except they cost a few million more. Of course some people are going to question what the purpose is. Hell, maybe Wasteland 2 is really what a $3m game looks like. I dunno. But then again, most of my issues with W2 are mechanical, and I honestly
don't care how much money is going where. It's an interesting discussion, but little more. If W2 had awesome combat that utilized the squad and turn-based aspects they could've made this game with Indonesian child labor and I would've turned a blind eye like every time I look at my Apple iPhone™.