We know for a fact that they put the project on hold for half that time, and that less than 15 devs worked full-time on it, and the salaries certainly didn't amount to $100K/year.
I've got my own theories about how they funded this, but $100k/yr for an entry level programmer is
low for Boston. Remember, that cost needs to include health insurance. It's probably more like ~$135k minimum per developer, plus rent, utilities, overhead (admin staff - that have health insurance as well), etc.
Codex cannot into running a business. I know some of these values seem crazy to those outside the US, or hell, even to those living in the southern parts of the US, but that's the market. A 2 bedroom, 1 bathroom apartment near boston will cost you ~2.5k+/mo,
easily. Shitty food is $12/plate. Welcome to the north east!
It always boggles my mind why mid-sized game dev studios choose to locate themselves in such terribly overplaced locations where the costs of production are driven up astronomically just because you need to pay your employees twice as much as elsewhere if you want them to be able to pay for rent and food.
Let me inject some more reality into these conversations.
From a purely fiscal point of view, you're obviously correct. From a logistics point of view, Otherside as a company only exists, and thus was funded, due to the names attached to it. Those industry "veterans" (given what we know now, the PTSD / disability connotations may be the most appropriate) mostly lived in Boston, and are of an age to have spouses with significantly developed careers in the area, children in the school systems, significant property ownership, and family and friends that make up their support network. These are not your unattached 20-somethings fresh out of school / the basement who are happy to move to Austin, Kansas City, or New Orleans for cheaper OPEX.
Given their veteran status, such significant start-up costs could be understandable based on an anticipated ROI. Given hindsight and the objective state of their work product, it was clearly pouring money down a drain to support the continued livelihood of people who do not understand how to make a game.
To me, the real interesting question that comes out of this whole fiasco is: what is missing from the old days that enabled UU and the LGS of old? Some may say it's age, lack of inspiration or drive to really put in the work and create something new, but as I personally age and work with older folks - I find the opposite to be true. Often the older people get, the more they relish in using their skills to great effect. I find the 'burn out has-been' excuse too pat. So: what changed between the old games and the new? My
guess is that there were some key people involved in the old games that don't have the same name recognition (edit) and were not part of Otherside.
Doctor Sbaitso Infinitron anyone you can think of from the Underworld and Thief days that may have been a key creative or pragmatic driving force that wasn't involved with this current hot mess?