SR might be a bad example of what you would consider a RPG, but I must say that as a GAME it was more than worht what it costs. It is not terribly deep but its a whole lot better to me than action RPGs like Diablo or Dungeon Siegue.
First, the issue isn't that it's not overly deep, but that it does everything poorly. As Grunker said:
"The problem is that even when judged at its own merits - its own systems, its own implementation of gameplay - it falls apart. Its systems are broken and inconsistent, and the best parts (interesting missions with actual depth) are few and far between because they chose to do all sorts of other crap as well that ends up being shallow."
Second, I'm not looking at it as a GAME because I'm not interested in GAMES. I'm interested in RPGs, played it as an RPG because it surely looks like one (character system, inventory, TB combat with APs, dialogue options, multiple solutions, etc). I didn't like it.
Now, to be fair, this interview was a private conversation and the SR comment was an offhand remark. Then the guy asked my permission to post it and I didn't want to go over it and tone it down.
I loathe those games but I recognize they might be good games but not my style instead of saying they suck because I don't like the sort of game.
I'm saying that it sucks as an RPG because it does everything poorly.
Speaking of budgets I would be interested in knowing how much time and money your team has poured into your own game and I adresay it would not be 4 million dolars but that has nothing to do with its quality...
Unless one has a small team that's willing to work on pure enthusiasm for many years, one needs money to hire and keep a team, which isn't cheap. A team of 20 people making 50k a year average (for example) would cost you a million bucks a year. You need an office, hardware, etc.
... Fergus is like any smart businessman you charge for what the product is worth not to its costs to produce...
You ask for what you can get, not for what something's worth. Any sales rep can tell you that the odds of getting a contract signed depend on the amount asked.
Atari would have made al least 200 million out of a new BG3 and Obsidian would have to charge a price according to those expectations.
It's a very simple (and incorrect) way of looking at things. The fact that Obsidian isn't swimming in these 20-25 mil deals that would make someone 200 mil should tell you that.
I consider you an intelligent indivdual, but your lack of objectivity is puzzling; you mean to tell us that you wouldn't have used Kickstarter if you had the option before?
No.
When's before? Before when I had nothing but ideas? Of course not. I believe that indie developers should prove themselves first and deliver something playable and then ask for money.
You can either do things for personal gratification or personal gain and from what I have seen from your game it is aimed at a very niche market of old skool gamers like myself of Mr Grunker for example, but maybe there ate more of those gamers who don't come to the Codex and might be waiting for an experience exactly liek your game
Not maybe, definitely. You reach them through the gaming media. Same way you'd reach them to ask them to back your game on KS. You don't use the media, you're dead in the water anyway.
So, if you have to use the media to generate awareness, you can stop there and not do the circus act that is KS.