Games Industry is next up with a Brian Fargo interview.<blockquote>Q: At $1 million, your budget is a small fraction of the cost of typical console or PC game development. What corners will you cut to be able to bring the game in at this price? Will the game be a much shorter experience, or the graphics less detailed, in order to keep costs down?
Brian Fargo: We have a series of advantages in making this game for a reasonable budget. One large cost with making games these days are all of the cinematics that publishers spend on games, with costs that hit as much as $1.6 million per minute. Not only are they expensive, but they can cut down the options a player has in gameplay depending on design. We are also having a tremendous amount of pre-production done, such that all variables are nailed down at the start so that no cycles are wasted by designing on the fly.
We also save 20% plus in not having to prove to a publisher we know what we are doing or prepping for endless tradeshows. This sounds like a small thing, but developers have to halt production countless times for these things. Additionally, we will job out much of the art to keep our fixed overhead low. Wasteland 2 will be as big or bigger than Wasteland 1.
(...)
Q: Any other thoughts about the project so far?
Brian Fargo: Just to repeat that I am overwhelmed by the response and the faith and support from the fans makes me happy to be in the games business again. Never have I been at a better place to just make the games I love to make and this whole fan funding has provided.</blockquote>
Brian Fargo: We have a series of advantages in making this game for a reasonable budget. One large cost with making games these days are all of the cinematics that publishers spend on games, with costs that hit as much as $1.6 million per minute. Not only are they expensive, but they can cut down the options a player has in gameplay depending on design. We are also having a tremendous amount of pre-production done, such that all variables are nailed down at the start so that no cycles are wasted by designing on the fly.
We also save 20% plus in not having to prove to a publisher we know what we are doing or prepping for endless tradeshows. This sounds like a small thing, but developers have to halt production countless times for these things. Additionally, we will job out much of the art to keep our fixed overhead low. Wasteland 2 will be as big or bigger than Wasteland 1.
(...)
Q: Any other thoughts about the project so far?
Brian Fargo: Just to repeat that I am overwhelmed by the response and the faith and support from the fans makes me happy to be in the games business again. Never have I been at a better place to just make the games I love to make and this whole fan funding has provided.</blockquote>