Excidium II
Self-Ejected
Just like Wasteland 2 eh eh. I thought you had written InXile off.Holy fucknuts, brehs !
DIS' GON' B GUD
Just like Wasteland 2 eh eh. I thought you had written InXile off.Holy fucknuts, brehs !
DIS' GON' B GUD
Just like Wasteland 2 eh eh. I thought you had written InXile off.Holy fucknuts, brehs !
DIS' GON' B GUD
Don't forget about my debilitating coke habit burning a hole through the budget, or the long-term secret plan to make sea the lead on all projects since Canadian labor is cheap.They definitely (100%) ran out of KS money, so they're selling a half-assed version of the early game to get more money and fund the rest, just like they did with WL2. I'd bet that's why Fargo fired Kevin, he looks like someone who would fight against that sort of thing.Since InXile has decided to completely thrown out the meaning of beta, how are they now using the term? Being in beta just means "it now feels beta-ish enough for us"? Or perhaps more likely, "people will be pissed that it's not even in beta yet so let's start calling it a beta"?
The problem is that even when it was on KS retards were complaining that since PS:T had RTwP crap combat, a turn-based T:ToN wouldn't be a proper spiritual succesor.2- Divinity is TBS and is massively praised on steam
Unless they're all being paid peanuts, it's very hard to believe the KS money hasn't been spent.
One year following TTON’s Kickstarter, more than 80% of the development budget remained
The thing about not having the bulk of your team is that you don't have to pay them: https://www.kickstarter.com/projects/inxile/torment-tides-of-numenera/posts/874905
One year following TTON’s Kickstarter, more than 80% of the development budget remained
Wasteland 2 managed to double its budget and all inXile had to sell back then was Bard's Tale ARPG on mobile. The idea that they would run out of money now when they have WL2 itself bringing in money AND a larger KS budget to begin with is fairly ludicrous.
Ultimately, since Wasteland 2 DC isn't exactly tearing up the charts, Torment is going to be inXile's main source of revenue for foreseeable future. They're not going to cock it up.
(I.e., I am not sure the latest Fairfax Theory(TM) will hold up to scrutiny after players have experienced the beta.)
Well, so far, his actual record consists of delaying the release of the game's beta.
I don't think it has to do with how much we care, though. Whenever we finish a game, there is a specific fix/enhancement/etc. that will be the lowest priority item that we managed to achieve, and another that is the highest priority one that we had to let go.
From the perspective of a creator, I've rarely worked on a game where I wouldn't have liked more time/$ to make it better. Finalization of a game is a triage process and you aren't able to fix/improve everything as much as you would have liked. Many of us are perfectionists, but diminishing returns and financial realities force us to draw a line.
This is a generalization, but we make games because we love making games. We hope that we can make a living doing so, and appreciate daily our families' understanding and support in our having chosen this volatile and demanding profession. What I mean is, any flaws in quality are due to our incompetence, not our not caring.
...
I have found a agile-style approach to video game development to often be more effective, at least for the types of games I have worked on. I don't mean that the scope is unknown, but I do mean that certain aspects of the scope are left fluid so that the team can adjust as the project progresses. Among other benefits, this approach helps manage risks without sacrificing quality as much as some other approaches might.
To play the pessimist's advocate, the Fairfax Theory (TM) doesn't really have much to do with the quality of the beta.