Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Development Info South Park: The Stick of Truth delayed

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,595
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Fuck Rex. Bottom line, it's pretty obvious that the 18 month delivery time isn't as set in stone with Project Eternity as it is with, say, Wasteland 2 (where Brian Fargo has reiterated again and again that everything is perfectly on schedule)
 

felipepepe

Codex's Heretic
Patron
Joined
Feb 2, 2007
Messages
17,310
Location
Terra da Garoa
PE and W2 are all gonna get delayed, with probably a retorichal pool like "You wanna the bugfest game now, with removed content, or a 100% working one in 3 months?".
 

Mrowak

Arcane
Joined
Sep 26, 2008
Messages
3,952
Project: Eternity
Hopefully, unlike the Alpha Protocol delay, Obsidian won't be forced to stop work and sit on the project for 9 months before release, then take the blame for any development issues that they weren't paid to fix.

Irrelevant. It's not like Sega cut 9 months of development - they merely deleyed the publishing date. The product was supposed to be ready on due date, and Obsidian submitted what they had agreed upon. Publisher was not obliged to provide them with extra funding to "fix" issues that weren't supposed to be there in the first place. That Obsidian failed to negotiate a condingency option and were unwilling to work on "fixing" the damn thing for free is their problem and a signal of bad planning.

You're forgetting that Sega demanded a total rewrite of the game and that all of the work Brian Mitsoda put into it be changed, which meant MCA came on board late to rework the game from the ground up on an extremely tight schedule.

First - source. Second - bad planning, regardless? That and bad communication. Sega did not know what Obsidian was really doing (because Obsidian could not put it on paper), so dissatisfied with the initial run, they ordered Obsidian to scrap everything. Sure, it was heartless, but such things happen when the developer does meet the actual expectations of the ordering party. Of course Sega's policy is braindead, but this is pretty a study case on how careful planning and telling the ordered what you are making is important. Lastly, we cannot rule out that Sega was right and what Mitsoda prepared was really subpar - frankly the bits done that Avallone work quite well.

IMO, this is what happened with AP:

Software_development_lifecycle.jpg


What good is planning when your publisher is as capricious as SEGA? Second example: Aliens RPG cancelled when Feargus thought it was almost ready to go out the door by SEGA.

And how do you know it was a bad thing? Maybe it was a bugged mess?
 

Mrowak

Arcane
Joined
Sep 26, 2008
Messages
3,952
Project: Eternity
PE and W2 are all gonna get delayed, with probably a retorichal pool like "You wanna the bugfest game now, with removed content, or a 100% working one in 3 months?".

The problem is that when they run out of funds (money for salaries, technologies, electricity bills, etc.) it's going to be end of it. So they have to spread that 3.7 million (once we deduced Kickstarter and Paypal cuts) over a definite period of time and do it now. If they fail to meet too many deadlines (which in case of Obsidian is notorious) it's going to be end of the project - they won't have enough resources for the "polish".
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,693

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,595
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
8:54 PM - 4 Nov 12
Avellone still working there in November (and on a Sunday night no less)? Weren't they supposed to be finished with pre-production in October?[/quote]

Either the preproduction isn't quite over, or the assumption that Avellone was only going to be around for preproduction was false.
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,693
Infinitron in the Kickstarter comments section back in early October Urquhart said Avellone was going to "wrap up" his Wasteland 2 duties "within the next few weeks" so it looks like the former.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,595
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
In any case, the assumption that a company with multiple revenue streams will just "run out of money" after 18 months, when they've more than tripled their initial Kickstarter goals, isn't a sound one.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
In any case, the assumption that a company with multiple revenue streams will just "run out of money" after 18 months...
It's easier than you think. Remember the layoffs in March?

... when they've more than tripled their initial Kickstarter goals, isn't a sound one.
The KS goal is a meaningless and random number. In a world of 10-20 mil budgets and sky-high costs of running studios like Obsidian (Feargus: "Our burn rate is $1 million a month"), 1 mil goal isn't much. Sure, they got 3.7 mil, but that's on paper. After KS takes their cut and the cost of merchandise is subtracted, they'll probably have 2.6-2.8 mil. A fortune for average Joe, a pittance for a studio.

As for the multiple revenue streams, what are they? Bethesda fucked Obsidian with NV - no royalties there. I doubt they get much from NWN2 sales. Not sure about AP and DS3. South Park's delayed, but I don't think it means more money for Obsidian due to THQ's bad financial state. What else do they have in development?
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,595
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
After KS takes their cut and the cost of merchandise is subtracted, they'll probably have 2.6-2.8 mil.

That sounds a bit too low to me.

As for the multiple revenue streams, what are they? Bethesda fucked Obsidian with NV - no royalties there. I doubt they get much from NWN2 sales. Not sure about AP and DS3. South Park's delayed, but I don't think it means more money for Obsidian due to THQ's bad financial state. What else do they have in development?

Beats me, but I'm sure they have something or all those people would have been fired already.

My point is, as a company, they don't depend entirely on Project Eternity. Same for inXile and Wasteland 2, btw.
 
Self-Ejected

Brayko

Self-Ejected
Joined
Feb 11, 2012
Messages
5,540
Location
United States of America
InXile is a smaller studio and they are able to focus more on W2 without too many distractions. Obsidian does have the potential to bite off more than they can chew if they aren't careful.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
After KS takes their cut and the cost of merchandise is subtracted, they'll probably have 2.6-2.8 mil.

That sounds a bit too low to me.
This was posted on the Codex (not sure where the info came from, but the numbers look reasonable):

Double Fine: $3,446,371
After fees and failed transactions: $3,099,660.
Money Spent on rewards: $473,231
Documentary budget: $393,964
Final game budget: $2,232,465
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,595
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
After KS takes their cut and the cost of merchandise is subtracted, they'll probably have 2.6-2.8 mil.

That sounds a bit too low to me.
This was posted on the Codex (not sure where the info came from, but the numbers look reasonable):

Double Fine: $3,446,371
After fees and failed transactions: $3,099,660.
Money Spent on rewards: $473,231
Documentary budget: $393,964
Final game budget: $2,232,465

It's well-known that Double Fine spent way too much on goodies. Obsidian was stingier about those. Also, that documentary.
 
Self-Ejected

Brayko

Self-Ejected
Joined
Feb 11, 2012
Messages
5,540
Location
United States of America
That's actually a good budget for an Indie-ish type of game. Not sure why they had to do a documentary, I consider that kind of stuff a waste of gameplay resources but Tim does like to be on camera so..
 

betamin

Learned
Joined
Mar 28, 2009
Messages
626
In any case, the assumption that a company with multiple revenue streams will just "run out of money" after 18 months...
It's easier than you think. Remember the layoffs in March?

... when they've more than tripled their initial Kickstarter goals, isn't a sound one.
The KS goal is a meaningless and random number. In a world of 10-20 mil budgets and sky-high costs of running studios like Obsidian (Feargus: "Our burn rate is $1 million a month"), 1 mil goal isn't much. Sure, they got 3.7 mil, but that's on paper. After KS takes their cut and the cost of merchandise is subtracted, they'll probably have 2.6-2.8 mil. A fortune for average Joe, a pittance for a studio.

As for the multiple revenue streams, what are they? Bethesda fucked Obsidian with NV - no royalties there. I doubt they get much from NWN2 sales. Not sure about AP and DS3. South Park's delayed, but I don't think it means more money for Obsidian due to THQ's bad financial state. What else do they have in development?

1 million a month? Jesus and they can't even design a proper combat system. And then you have Knights of the Chalice.

Is there any chance that Feargus is using some of that money for himself or something.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,595
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
In any case, the assumption that a company with multiple revenue streams will just "run out of money" after 18 months...
It's easier than you think. Remember the layoffs in March?

... when they've more than tripled their initial Kickstarter goals, isn't a sound one.
The KS goal is a meaningless and random number. In a world of 10-20 mil budgets and sky-high costs of running studios like Obsidian (Feargus: "Our burn rate is $1 million a month"), 1 mil goal isn't much. Sure, they got 3.7 mil, but that's on paper. After KS takes their cut and the cost of merchandise is subtracted, they'll probably have 2.6-2.8 mil. A fortune for average Joe, a pittance for a studio.

As for the multiple revenue streams, what are they? Bethesda fucked Obsidian with NV - no royalties there. I doubt they get much from NWN2 sales. Not sure about AP and DS3. South Park's delayed, but I don't think it means more money for Obsidian due to THQ's bad financial state. What else do they have in development?

1 million a month? Jesus and they can't even design a proper combat system. And then you have Knights of the Chalice.

Is there any chance that Feargus is using some of that money for himself or something.

I think the 1 million a month is a figure from when they were developing New Vegas?
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
The quote is from Nov 2011, long after NV was completed.
http://www.gamespot.com/news/obsidian-on-the-right-way-to-fight-used-game-sales-6343997

Feargus Urquhart: I think it depends on your perspective. I think originally you could be an indie developer and not really have to be a business man. And I wouldn't say that I'm a business man, but I have some of the traits that go along with that. And I have had to learn a lot of things about accounting, and taxes, and other things to a point. I think in the past, it was possible to be effective without being really focused on business because the teams were much smaller. If you were eight guys and you made a bunch of money on your previous product, you can go six months without signing a deal. Our burn rate is $1 million a month, so we have to have games all the time. I am not independently wealthy, so I think a lot of it is harder now if you don't understand that you really have to focus on the business side.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,595
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
The quote is from Nov 2011, long after NV was completed.
http://www.gamespot.com/news/obsidian-on-the-right-way-to-fight-used-game-sales-6343997

Feargus Urquhart: I think it depends on your perspective. I think originally you could be an indie developer and not really have to be a business man. And I wouldn't say that I'm a business man, but I have some of the traits that go along with that. And I have had to learn a lot of things about accounting, and taxes, and other things to a point. I think in the past, it was possible to be effective without being really focused on business because the teams were much smaller. If you were eight guys and you made a bunch of money on your previous product, you can go six months without signing a deal. Our burn rate is $1 million a month, so we have to have games all the time. I am not independently wealthy, so I think a lot of it is harder now if you don't understand that you really have to focus on the business side.

I stand corrected. It's still from before the big layoffs though
 

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,350
Obsidian's overhead is probably still around $1m/mth or slightly lower, given that they've been re-hiring. Combine that with the way publisher contracts work, way metacritic loyalty rewards work, way game development itself works, and you see why so many developers just start bleeding all over the place and falling over when everyone thought things were fine. (Or, you have a frantic MONEY MONEY MONEY period beforehand, like the Amalur guys.)

Whether it's Black Isle, Obsidian, or in fact, just about any other developer except the exceptions like Bethesda, you're always only ever a few steps away from mass layoffs or even shutting your doors / getting bought out, even if your games are doing well. Not the same, but the way Origin was sold to EA you'd think is ridiculous if you consider the status their games have.

Not really caring that much about the South Park game as I think the franchise is boring, but hope it actually gets out the door with no major delays or problems. Whoever's fault it is, you'd think Obsidian would get to release one game without having it burn a few million shooting the shit right before coming on stage.
 

Rake

Arcane
Joined
Oct 11, 2012
Messages
2,969
THQ announced South Park: The Stick of Truth has been delayed. The game was originally scheduled for release on March 5, 2013. The game has been pushed to early fiscal 2014. THQ's 2014 fiscal year begins April 2013 and ends March 2014.

[Update: THQ said the title has been delayed 2 months]

From Obsidian forums
 

Phelot

Arcane
Joined
Mar 28, 2009
Messages
17,908
Who is even looking forward to this? It's like a decade too late. May as well make a Simpsons RPG.
 

Rhalle

Magister
Joined
Nov 25, 2008
Messages
2,192
Who is even looking forward to this? It's like a decade too late. May as well make a Simpsons RPG.

Phelot, I'd brofist this 100 times if I could.

At least there's Tim Cain-- and as senior programmer no less. He's maybe the only fully-grown adult at Obsidian now; and he's distanced himself from the SP:TSOT, and is working on Eternity. If anyone can whip Obshitian into professionalism and adulthood, it's him.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom