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Interview Wasteland 2 Interview with Brian Fargo at Ripten

commie

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. Now this may be years industry-brainwashing speaking out of me, but I'm not sure there's such a market for "hardcore" RPGs. Still: *fingers crossed*

It is brainwashing. You're still thinking in terms of needing to sell millions of copies to the masses due to the 50 or 100 million dollars spent making a game and marketing it in the AAA way. Vogel is surviving isn't he as is Charles? They sell in the millions? Now, inXile is bigger, has more staff, can churn out more ambitious projects, but if they succeed making W2 on the back of 30,000 odd people then why would they need to cater to more? There will of course easily be tens of thousands more buying the game at retail and that's just pure profit. If they pull this off then it will show that you can survive and PROFIT! from barely 30,000-50,000 people. This is a modest market but it's all that is needed for an Obsidian or inXile to prosper. For smaller indies the need is even less. There will always be a hardcore market of a few hundred thousand fanatics for niche genres, enough to keep level headed companies afloat in perpetuity. They just are ignored by the mainstream as too small a group for their ambitions to bother with.
 
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Strap Yourselves In Codex+ Now Streaming!
I want to believe. The problem I see with future KS projects is that they will not have many >500$ donations. If Fargo delivers, people will like to use KS (or a competitor) as a pre-order mechanic, but the current craziness can and will not last (past another 1-2 projects). And only when Fargo has to work with amounts of money that realistically reflect the market (that means pre-order-donations + eventual sales) for his games will we see if the concept is sustainable. That means, in the long run, the ~40k backers W2 will probably have by the end will not be enough and he really needs to tap the "millions of fans" even with cutting out the middle-men.

I agree with you that the higher tier donation will become less popular once the kickstarter craze has calmed down. But keep in mind that the average kickstarter donation for Wasteland 2 is about 50 dollars right now. So if you could eliminate the 15 or 30 dollar donations and convince those roughly 30 thousand people to preorder your game for the normal retail price of 50 dollars, you still would reach the 1,7 million dollars that Wasteland 2 has right now.
 

Shannow

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. Now this may be years industry-brainwashing speaking out of me, but I'm not sure there's such a market for "hardcore" RPGs. Still: *fingers crossed*

It is brainwashing. You're still thinking in terms of needing to sell millions of copies to the masses due to the 50 or 100 million dollars spent making a game and marketing it in the AAA way.
No, I'm not.
Vogel is surviving isn't he as is Charles? They sell in the millions? Now, inXile is bigger, has more staff, can churn out more ambitious projects, but if they succeed making W2 on the back of 30,000 odd people then why would they need to cater to more?
Because of all the donations over 50$ that you are ignoring. It won't last.
There will of course easily be tens of thousands more buying the game at retail and that's just pure profit. If they pull this off then it will show that you can survive and PROFIT! from barely 30,000-50,000 people. This is a modest market but it's all that is needed for an Obsidian or inXile to prosper. For smaller indies the need is even less. There will always be a hardcore market of a few hundred thousand fanatics for niche genres, enough to keep level headed companies afloat in perpetuity. They just are ignored by the mainstream as too small a group for their ambitions to bother with.
That's what I'm hoping. Doesn't mean it'll be that way.

A few examples:
If the current backers had just spent the minimum amount asked for the full game we'd be at 484890$.
If they'd paid the "normal" full game price if 50$ we'd be pretty much where we are now 1616300$.
If there's a market of 50000 people and they are all willing to spend 20$ we're at one million $. Pretty much what Fargo expects the production (and distribution?) of a full game to cost. (realistical)
If there's a market of 50000 people and they are all willing to spend 50$ we're at two and a half million $. (Yeehaw)

Looks good, but I wouldn't call it a sure thing yet.
It all depends on how large the market is, what the price-range the inXile games will aim for, and of course how W2 (and the games after that) is (are) received in the end.
 
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. Now this may be years industry-brainwashing speaking out of me, but I'm not sure there's such a market for "hardcore" RPGs. Still: *fingers crossed*

It is brainwashing. You're still thinking in terms of needing to sell millions of copies to the masses due to the 50 or 100 million dollars spent making a game and marketing it in the AAA way. Vogel is surviving isn't he as is Charles? They sell in the millions? Now, inXile is bigger, has more staff, can churn out more ambitious projects, but if they succeed making W2 on the back of 30,000 odd people then why would they need to cater to more? There will of course easily be tens of thousands more buying the game at retail and that's just pure profit. If they pull this off then it will show that you can survive and PROFIT! from barely 30,000-50,000 people. This is a modest market but it's all that is needed for an Obsidian or inXile to prosper. For smaller indies the need is even less. There will always be a hardcore market of a few hundred thousand fanatics for niche genres, enough to keep level headed companies afloat in perpetuity. They just are ignored by the mainstream as too small a group for their ambitions to bother with.

Not to mention that even in the looks and interface department - the things that can really jarr with newbies who authentically want to play the older games, but just can't get past not having full mouse control, or not being able to make out their characters properly - there are some mighty old engines that still support some popular games, and look easily good enough - especially if you look at what powers the multiplayer shooters.

Source was used for V:tmB and showed promise as a viable crpg engine, and other proofs-of-concept have shown that it could potentially handle turn-based isometric party combat (again: engines are not camera angles). But lots of people would die even for more games in the V:tmB / Deus Ex / System Shock / Thief vein, all of which could be handled with what is now an ancient but highly moddable engine which still supports some rather popular shooters. V:tmB showed what should be obvious - just as engines aren't camera angles, neither are they art styles, and so there's no reason why games with an 2000-ish engine should need to resemble the appearance, angle or game-play of the games they were first made for. I don't think newbies would complain at all if a developer produced a series of good follow-ups to the legacies of Deus Ex and Thief, focussing on the level design and character skill/level/etc systems more than the bigname attempts have, and the game had good art design, but with the underlying graphical (lack of) grunt of TF2. After all, they're still playing TF2 - it's not going to jar when they hop over to a well-designed crpg on the same engine.

One difficulty indies faced for ages was that everything had shifted to 3D, new 3D engines were expensive as fuck, and early 3D engines couldn't handle modern graphics or interface without far too much tinkering to be worthwhile. Now, a lot of those 'new 3D engines' are starting to get pretty ancience - and hence cheaper - whereas we haven't seen any real advances in interface or even graphical design of the scale that developers were faced with following the jump from 2D to 3D.


Not to mention that, as folks have said, enough people put up with shitty graphics but decent interfaces in Vogel's games - I've said many times that the Geneforge series stands for me as possibly my favourite 'stretched series' of games, presenting by the latter ones a style of game that was Vogel's own, and that nobody else had every really attempted, rather than being a cheap clone of another game (whether old or new) - hence my disappointment at his most recent fare. And if enough people buy Vogel's games to make it worth his while to keep updating them for new audiences, while putting out new ones and making his own viable business out of it - despite the godawful graphics prior to his most recent game (which is arguably his weakest game in all other areas), that shows that the market has either hit segmentation point, or at least a very solid niche has developed who want these games, and the publishers just haven't caught on because the industry is woefully under-competitive.

It's laughable to see EA's and Activision's efforts to get their substudios to make ever-more 'accessible' games because of the struggle to compete: if they were facing any true competitive pressure, then just like any other industry they'd be trying to make different products for different people to try and scoop up every potential customer out there with at least ONE of their games per year, rather than willfully abandoning huge chunks of proven and former gaming enthusiasts because they decide that they aren't worth the effort to cater towards.

Even Hollywood knows that you don't just build Michael Bay films - you've got to combine them with the Fincher book adaptions, the foreign language film, the teen musical drama and the experimental film put out by your substudio (so you can promote the director to the big league if he does well, and disown it if it stinks) - because no matter how 'accessible' you make an entertainment product, people have different tastes, and you need to make products for ALL of them. Computer game publisher mentality is the equivalent of a film producer saying: 'the Michael Bay film made the most money the last 3 years - from now on, we're going to make EVERY film a Michael Bay film!!!!' as though the fans of the other genres are just going to hop on board. Sure, a younger generation might grow up without any alternative entertainment and be used to it, but it's still not a strategy you're going to survive with if you're facing true market pressure. For all of the way that folks paint EA and Activision as evil capitalists, in some ways they resemble the way you'd expect computer games to be made in the USSR if communist Russia was still around. One size fits all, and just ignore the obvious inefficiencies that brings.
 

Infinitron

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Best interview I've read from him so far. I don't know if he's right to believe we'll see a sustainable, fully-functioning niche industry without publishers (Kickstarter projects in particular seem to need active publicity drives and collective support, and sooner/later/already there has to be over-saturation and weariness, surely?) but a little insider candour and anti-establishmentarianism is probably the best way for him to go about generating goodwill, maybe even in the long term, amongst players right now.

Over-saturation: It really depends how frequently they release games. I can see people who would be willing to drop $100 annually for a solid hardcore RPG from their favorite niche developer, especially if they aren't really buying much of anything else (or if they are buying, only at super-discounted prices on Steam).
 

commie

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Shannow, you seem to think that the KS won't last but I think also that Fargo does realise that the big funding will dry up or not be available for less sexy projects and the Kick it Forward thing is one such initiative. Being endorsed by Fargo's inXile will be a bigger boon than actual money for smaller projects as it will carry it's own prestige and be carried by media creating interest in them.

Perhaps the offensive Fargo is going on now is evidence that he has more up his sleeve, maybe some kind of collective of middle tier and smaller developers to perhaps pool their resources and help each other release stuff avoiding the publisher jackals? Maybe a kitty that devs can take out from when they need extra funding over and beyond what they could ask for from crowdfunding? I'm sure he could get Obsidian onboard provided that Fergus swallows his pride and accepts that Obsidian aren't Bioware or Bethesda. We all dream sometimes of a kind of super developer with the merger of Obsidian, the new and improved inXile, with picking up stragglers like Tom Hall etc. but I think that would dilute creative potential(just need a few core people per developer like in Troika) and increase risk. Better to maybe cooperate for certain titles here and there, share staff, but do your own thing and help each other with resources when you can.

I don't think, as you fear, that Fargo and other middle size developers are stupid enough to think that crowdfunding will suffice for every future project. It's a way of getting the ball rolling and I'm certain that it's going to be the actual profits from W2 that Fargo will be relying on for the next project(minus the Kick it Forward pledge). I think the eventual goal is to become self sufficient, much as Larian has done, making games within their means for a dedicated base.

Oh and donations of 50 and below add up to over 600,000 already, and counting every donor over 50 as having donated just 50 adds another 240,000. So already with 20 days to go, the game has almost reached it's funding goal even with a maximum of 50 bucks per person. In the next 20 days, they'd make substantially more than a million on just 50 dollar maximum donations. Also I daresay that had these goals not been reached so quickly there would have been a larger group of donors showing up to chip in. Once goals are reached and 1.5 million was about the last one, it's natural for people to now hold off from pledges, deciding that the game is secure in funding and now they can avoid the risk and wait to buy the finished product instead.
 

Azalin

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Good interview
:hero:



It sounds like Fargo is now well and truly cutting his links with the publishers, so he's starting to say all the things everyone else in the industry is afraid to mention. :incline:

Yeah he seems to be giving the finger to the publishers in the last month or so,from the Wasteland 2 video to every other interview he gives these days on the subject.I hope this whole burning bridges thing doesn't come back to bite him in the ass
 

TwinkieGorilla

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It's a way of getting the ball rolling

Yeah. I wouldn't think too much beyond this. Kickstarter is the beginning of a "test the waters" pre-revolution. If it works, then they're off to a great start and can begin figuring things out.
 

fuzz

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>People are afraid that we’re going to put in vampires just because one person wants them. No.
There go the romances!
 

Oesophagus

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:salute:
 

Shannow

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Shannow, you seem to think that the KS won't last but I think also that Fargo does realise that the big funding will dry up or not be available for less sexy projects and the Kick it Forward thing is one such initiative.
Actually I only think that donations vastly exceeding the normal/standard game-price will not be as common (read: more or less dry up) in future projects. And the viability of said projects will then depend on W2's quality and normal market pressures. *shrug*
Lets just both hope for the best.
(I'll still keep expecting the worst :P)
 

commie

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(I'll still keep expecting the worst :p)

You wouldn't be a Codexer otherwise. Shit I know we've crawled in the darkness for so long, any chink of light is seized upon, but there's something about how Brian has got a real sense of 'fuck you all' about him now that I didn't expect, that makes me think that he has the ability to rally some kind of organised resistance, beyond KS. It depends of course on how well W2 sells beyond funding, as the more copies that sell, the better his leverage and arguments will be about there being a sustainable market for these types of games beyond the largesse of a smaller committed group that fund particular games they want.
 

Mnemon

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EDIT: But I don't agree with putting all the blame for buggy games at publisher's feet. The devs delivered the buggy game. And they chose their publishers. The responsibilities are shared.

If only there was anything like choice for those that produce media like that involved. Am not in the gaming industry, but a field with similar funding methods and ... well, no, you don't choose. You pitch your ideas around and hope. Most big funders are very likely disinterested so you take whatever offer eventually comes. Usually the choice is between either realising your idea (and yes, you compromise, all the way, just to be able to) or scrapping it.
 

Grimlorn

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:bro: I want to believe. The problem I see with future KS projects is that they will not have many >500$ donations. If Fargo delivers, people will like to use KS (or a competitor) as a pre-order mechanic, but the current craziness can and will not last (past another 1-2 projects). And only when Fargo has to work with amounts of money that realistically reflect the market (that means pre-order-donations + eventual sales) for his games will we see if the concept is sustainable. That means, in the long run, the ~40k backers W2 will probably have by the end will not be enough and he really needs to tap the "millions of fans" even with cutting out the middle-men. Now this may be years industry-brainwashing speaking out of me, but I'm not sure there's such a market for "hardcore" RPGs. Still: *fingers crossed*
It depends on what games are released first and how good they are. If a couple of bad games are released first, then people will lose faith in the kickstarter model but if a couple of great games are released first then there could definitely be some potential there.
 

sgc_meltdown

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The best result would be

1) The outrageously ambitious indie projects from no-namers that promise dozens of features and an open world that feels alive and 200 hours of gameplay tank and deliver a withered shadow of their design document at best, as they should
2) The teams with decent industry experience and/or a fully functioning prototype during their pitch plus the non retarded mindset that they are here to cater to the niche that has funded them and not use these kickbacks to bet on mainstream red or black, these teams deliver more or less on the overall product, as they should
3) dumbasses who invest in dumbass shit get burned, people who look at projects closely and only pay if they look like they're worth the chance get renewed faith in the free market
4) Kickstarter alternative who doesn't barterskill the fuck out of projects with 10% fee boots kickstarter to the curb
5) chris avellone and tim cain make their own kickstarter and the codex raises the highest tier reward and get to go on an unforgettable evening date with them and everyone talks late into the night, recorded on high definition video
 

Kitako

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Fargo's interviews are emotionally engaging, even without gayelf buttsecks.

Really, this one felt like those '90 movies where your typical soft hearted nerd finally takes his revenge over the rich and snotty football players.
Fuck yeah. :bro:
 

felipepepe

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Depending on how Wasteland 2 turns out we might have to change the Codex MCA's worship to a Duumvirate or something...or find a way to respectfully photoshop both Fargo and MCA on God-Emperor pics. :lol:
 

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