Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,044
Without an engine?Also, you guys need to keep in mind they've already got over a year's worth of development time put into this pre-Kickstarter.
Without an engine?Also, you guys need to keep in mind they've already got over a year's worth of development time put into this pre-Kickstarter.
Without an engine?
Yeah. Silly you.Ah, silly me. You're right. The creative process (i.e. brainstorming, writing, etc) doesn't take any time at all.
Pretty much.I doubt that they've put in over a year's development time (of their whole studio?) into a project they didn't even have funding for.
I doubt that they've put in over a year's development time (of their whole studio?) into a project they didn't even have funding for.
I wouldn't trust anyone blindly.. It took Fargo 2 years to make Bard's Tales, Hunted - 18 months. These are realistic, proven development schedules, hence my concern, since I certainly expect more from Wasteland 2.Vault Dweller: I would trust BF to have enough experience with similar projects that he may well pull this off...
My honest opinion is that it's impossible and has nothing to do with being careful or having money (which isn't a lot by today's standards). I've noticed that people who have some development experience have raised similar concerns - link.If you had to make a game like AoD from scratch, perhaps with a new (but not entirely unfamiliar) engine (and if I recall correctly, you have some experience with this, as you have switched several times during the development process), but had all the experience you have now, complete story/vision, five writers/designers and a budget of $2.5-3 million, do you think it'd be impossible to get to roughly the stage you are at now in 18 months, if you were careful not to overstretch?
Fair enough, you certainly have more experience than I do. I still think that a solid public beta in 18 months and a full release in under 2.5 years is optimistic, but not impossible (and that scope does play a role, i.e. it's possible to deliver a game of around Fallout size and complexity in that time frame, but not an Arcanum, lest it have even worse issues than the actual Troika's product). We'll see how it works out.My honest opinion is that it's impossible and has nothing to do with being careful or having money (which isn't a lot by today's standards). I've noticed that people who have some development experience have raised similar concerns - link.
From what I've seen over the years and from my personal experience, if you want to make a non-action RPG and you're starting from scratch, you're looking at about 3 years (full-time). If you have the engine, systems, and assets (i.e. working on a sequel), you can do it in half the time.
How are they going to fund development for 2,5 years if they're budgeting for an 18 month project though?
My honest opinion is that it's impossible and has nothing to do with being careful or having money (which isn't a lot by today's standards). I've noticed that people who have some development experience have raised similar concerns - link.
They wanted $900,000 for an 18-month development period and got 3x that. As long as Fargo isn't a complete moron, and he's been in this business for 30 years so I doubt it, I don't see the problem.How are they going to fund development for 2,5 years if they're budgeting for an 18 month project though? Once the kickstarter money is spent there won't be any more serious income until the game goes on sale, and while Fargo himself may be willing to work without a salary, I suspect most of his team have bills to pay, and are unable to work for a year without getting paid.
That is venturing a bit too far into the realm of the hypothetical, as my point was basically "they probably know what they're doing", but: a combination of foresight/contingency planning (even if you discount VD's assumption that they might be counting on a longer development period than they let on, they are hardly planning for the best case scenario only), and further pre-orders (both ongoing and based on the playable beta release), to name just the most obvious options.How are they going to fund development for 2,5 years if they're budgeting for an 18 month project though? Once the kickstarter money is spent there won't be any more serious income until the game goes on sale, and while Fargo himself may be willing to work without a salary, I suspect most of his team have bills to pay, and are unable to work for a year without getting paid.
My opinion is based on what I've seen over the years and what some developers said (like Tim Cain's quote I posted earlier). Like I said, I can't think of a quality RPG (made from scratch) released in the last 15 years that took less than 3 years to make. Fargo's recent games seem to support this theory - if it takes him 1.5-2 years to make second-rate (no offense) action RPGs what makes you think that he can do a proper RPG in 1.5 years?Both of you come from the independent scene, though.
Tim Cain gave it, not me. I just happen to agree with him, based on my own observations. As for your points, when it comes to voice-acting and cutscenes, the factor is money not time. Advanced graphics - not sure how much time they take, but we aren't talking about shooters here.I gotta say, videogame development's constantly changing, and it doesn't seem right to me to give an absolute 3-year scope for a full-sized RPG without voice acting, cutscenes or advanced graphics when we don't really have any test case for this that's still relevant.
Obsidian tools would have to be integrated into an engine they don't have yet. Actually, at first I thought that he was getting the Onyx engine when he got Obsidian on-board, which would have been a smart move - a well polished RPG engine, isometric-friendly, with already built-in systems and tools. Btw, since you're close to them, any idea why they didn't go for it?Other than long investment in graphical and presentation polish, the main thing seems to be iteration of the RPG systems, character system, etc, but for that they're going to use a lot of the basis of what Wasteland did, and add Obsidian's tools.
Name me a quality RPG that was made in 1.5 years.So, I dunno. But your conclusion that it's impossible to do an RPG like this within this timescope seems to be based on too little information, and too many assumptions.
Name me a quality RPG that was made in 1.5 years.