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30. Re: More Big Picture Details Oct 11, 2012, 17:49 Jerykk
Jivaro wrote on Oct 11, 2012, 17:42:
HorrorScope wrote on Oct 11, 2012, 17:21:
I like how these guys are now master budgeteers and time management geniuses. They know how much this will cost and how much time. I thought this industry really had problems with both of those. But Kickstarter is all that is needed to be masters of such things. "They should have done this years ago!".

It is an interesting point. I mean games, like movies, are famous for going over budget and over time. I wonder how it changes development planning, if at all, when you know the budget is pretty much set rather then a big AAA production where you can go to a meeting, make a pitch for more time and money, and with some luck you are off and running again. With a Kickstarter, are the employees simply paid a flat contractor's fee for the project rather then hourly, for example.

I at least would be interested to hear how that works.

Another thing to keep in mind is that Kickstarter devs don't have to deal with publishers or license-owner trying to influence the game's creative direction. The publisher or license-owner might want specific features or content in the game and in most cases, the dev has no choice but to comply, even if it means they have less time and resources for the rest of the game. With Project Eternity, Obsidian doesn't have to deal with any of these things.
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