mindx2: Something Peter Molyneux said in an interview with RPS recently about his own KS game Godus, “Now the trouble is with Kickstarter, you don’t really fully know how much money you need and I think most people who do Kickstarter would agree with me here. You have an idea, you think you need this much, but as most people will say with Kickstarter, if you ask for too much money up front because of the rules of Kickstarter, it’s very, very hard to ask for the complete development budget. This is the advice I have given to people about Kickstarter, is to not ask for too much. You cannot unfortunately ask for the actual amount you need. Because you don’t really know.”
Peter Neurath: I don’t know how Peter budgeted his project. I can’t speak to that and don’t have familiarity with that. The approach we took is we ground up figuring what we need to make the basic game, core game single player experience for the PC, now the PC/Linux/Mac. What’s that going to budget and that’s our baseline budget and we also raised some investment before we started the Kickstarter. So we didn’t start at zero. So with what we’ve raised and what we’ve budgeted from our fans at Kickstarter that’s what it takes to build the game. I’ve been doing this for thirty years and worked on about 50-60 projects and collectively on the team it’s close to a hundred. I would hazard to guess that our track record of starting a game and finishing a game is probably better than 9 out of 10 game developers who are working today. Part of it is we take a conservative approach. It’s not interesting to start on a game that can’t be done. There’s no point in that. So we’ve done this enough now that we know what’s feasible and what we can do with a given budget. The other thing about game design that I’ve learned is that I view it as sculpture. It’s about bearing down to get to the essence of what makes a great game. If you look at games like Thief they’re not big games. They have a core essence to them that make them great games. Adding a lot of features to that won’t make them any better. If anything it dilutes the experience. So Underworld Ascendant in a similar way is not going to be a hodge-podge of features and stuff in there. At the baseline budget, if that’s what we have to work with, that’s a lean, mean game but it’s going to be a wonderful game for what it is. I don’t know Peter very well, only met him a couple of times, and know he often has visions for what he wants to make. Maybe with us being New Englanders makes us more grounded. (laughs from around the table)
mindx2: … but you understand the concern when people look at the budget and say “How far are they going to get and will that be enough?”
Paul: The things we have there [in the game] we’ve done before as a team and we know how to execute. The baseline doesn’t have any big unknown risks. Now if we get to the high stretch goals then there’s more “We’re going to try this” and be less certain if all this will work out and that’s why they’re in as higher stretch goals.