Posted by Rampant Coyote on October 3, 2012
I love that “Old School RPG” is such a marketing thing now that it’s being used as the working title of this project. Worries about shark-jumping notwithstanding…
As have many other fans, I’ve told Brenda that I would be absolutely thrilled if she were to helm another RPG in the future. It’s time for me to put my money where my mouth is. Which I will do gladly, in spite of lingering Kickstarter fatigue.
Once again, the Kickstarter thing baffles me. Am I, too, more willing to spend money on a promise than on a deliverable? I don’t think so, but I don’t know for sure.
Another thing that makes me scratch my head. A lot of these mainstream / former mainstream game developers are doing Kickstarters for budgets that are nowhere near the kinds of budgets they are used to. Okay, maybe these guys (Loot Drop – Romero, Hall, Brathwaite, etc.) have been in the lower-budget realm for a while, and (hopefully) know how to handle it. And I guess InXile and DoubleFine have been starting to live in that realm as well. But Obsidian? And it’s quite the range – though the seven-figure budgets are getting all the attention, there are some pretty high-profile titles by industry vets out there working with less than that. Supporting a real meat-space office with actual employees instead of partners & contractors raises the burn rate pretty fast.
I think the line between “indie” and “non-indie” just keeps getting smeared. I do consider a project fully funded by Kickstarter or something along those lines to be indie, as backers have contractual say in the project. I think the spectrum of indie production quality will be broadened considerably in the near future. Many years ago at the IGF is was considered somewhat scandalous that a finalist (Savage) had an actual $2 million budget. In 2013, that won’t be common, but it will hardly be unheard of.
That was a AAA budget when I first entered the games biz. Not adjusted for inflation, but still… things are getting very interesting. We’re getting to the point where we’re just looking at a continuum of games, from games made with nothing but spare time in a 16-year-old’s bedroom, to the biggest 8-digit budget blockbusters. This has always technically been the case, of course (at least since blockbusters started costing 8 digits), but this is becoming the new normal. I think I’m down with that. But the landscape is definitely nothing like it was ten years ago.
Filed Under: Indie Evangelism - Comments: 11 Comments to Read