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Codex is sending a representative to visit inXile

purpleblob

Savant
Joined
May 16, 2014
Messages
564
Location
Sydney
Why did you guys start on so many projects when:

1. T:ToN was delayed several times
2. Didn't meet a number of stretch goal/sl

How satisfied are you on T:ToN as spiritual successor of PS:T. Did it meet your expectation, if so, explain why.
 

ghostdog

Arcane
Patron
Joined
Dec 31, 2007
Messages
11,079
Kem0sabe once asked an interesting question...

Is InXile a Ponzi scheme?

A Ponzi scheme (/ˈpɒn.zi/; also a Ponzi game)[1] is a fraudulent investment operation where the operator, an individual or organization, pays returns to its investors from new capital paid to the operators by new investors, rather than from profit earned through legitimate sources. Operators of Ponzi schemes usually entice new investors by offering higher returns than other investments, in the form of short-term returns that are either abnormally high or unusually consistent.

Ponzi schemes occasionally begin as legitimate businesses, until the business fails to achieve the returns expected. The business becomes a Ponzi scheme if it then continues under fraudulent terms. Whatever the initial situation, the perpetuation of the high returns requires an ever-increasing flow of money from new investors to sustain the scheme.[2]

2012 Wasteland 2 is kickstarted

2013 Torment numanuma is kickstarted

2014 Wasteland 2 is released

2015 Bard's Tale IV is kickstarted

2016 Wasteland 3 is pimped out on Fig


Since 2012, inxile has done 4 kickstarters and released 1 game, their upcoming game (Torment) has suffered major content cuts to make it to release, including a surprise console launch and involvement with outside money in the form of a publisher.

It's apparent that inxile is using the money of their other KS projects to fund the release of their current project, and that money is running out, leading to my belief that both Bard's Tale IV and Wasteland 3 will either be reduced in scope or altogether banished to vaporware while the inxile limps along to try and finish them with previous titles poor sales revenues.
 
Weasel
Joined
Dec 14, 2012
Messages
1,865,661
What sort of budget are you thinking of for the visceral cinematic conversations in WL3?
Does seeking the holy grail of console revenues bring back fond memories of the Interplay days?

Back in the early days of Kickstarter your videos and interviews mentioned not chasing after the "mythical mass market", but rather catering for underserved niches and "making the kind of games we want to play ourselves". Over the last few years the emphasis has seemed to move away from this audience, with more focus on tier one media outlets, the broader gaming community, publisher-assisted marketing and the occasional shoe store. Recent comments on WL3 suggest more focus on graphics and streamlined mechanics, while your second studio is working on a VR title: what should we infer from this apparent change of emphasis? Who are you targeting as an inXile customer? Is this a scattergun approach, hoping something hits the jackpot, or part of a broader strategy? Where do you see inXile in 5 years and what size would you hope to be by that stage? Have you thought of opening a studio in Montreal?
 
Weasel
Joined
Dec 14, 2012
Messages
1,865,661
The RPG Codex doth duly let it be known that we will be sending one (1) uno representative to inXile to ask them questions on anything and everything inXile, including their latest release.
 
Self-Ejected

vivec

Self-Ejected
Joined
Oct 20, 2014
Messages
1,149
George Ziets would probably contribute 1% of the interview. So don't carrot the poor brutes.
 

Kalarion

Serial Ratist
Patron
Joined
Jan 30, 2015
Messages
1,008
Location
San Antonio, TX
Strap Yourselves In Codex Year of the Donut Shadorwun: Hong Kong BattleTech Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I helped put crap in Monomyth
Lots of edginess ITT instead of specific inquiries about games

This is a unique opportunity to personally ask George Ziets and co in-depth questions about Torment and its development. Don't waste it all on "hurr so you liek consoles now?"

Stop reading selectively. Plenty of interesting questions going for exactly that ITT.

Alternatively, consider not yapping like a chihuahua about select posters who are doing the same thing they always do in any thread like this.
 

HeatEXTEND

Prophet
Patron
Joined
Feb 12, 2017
Messages
3,928
Location
Nedderlent
What did inxile take away from nume's development ?
What would they have changed from the start if they knew what they know now, if anything ?

let's see 'm squirm :]
 

Commissar Draco

Codexia Comrade Colonel Commissar
Patron
Joined
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Messages
20,856
Location
Привислинский край
Insert Title Here Strap Yourselves In Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Divinity: Original Sin 2
Ask them how game which took five years to make and took twice the budget planned is so bare bones, buggy and poorly coded... also ask them if anybody in In-Xile read those dialogues... ask whose idea was to make port for consoles... cause 90% text game is such great stuff to sell on consoles. :hahano:
 

Bumvelcrow

Somewhat interesting
Patron
Dumbfuck
Joined
Nov 17, 2012
Messages
1,867,060
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Over the hills and far away
Codex 2013 Codex 2014 Make the Codex Great Again! Strap Yourselves In
cause 90% text game is such great stuff to sell on consoles.

Infinitron (I think) reported that Techland funded the console port. So it shouldn't have cost them anything. If they had consoles in mind from the beginning they could have downsized their ambitions accordingly, otherwise it might have taken time and effort to bring all the versions into line.
 

Commissar Draco

Codexia Comrade Colonel Commissar
Patron
Joined
Mar 6, 2011
Messages
20,856
Location
Привислинский край
Insert Title Here Strap Yourselves In Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Divinity: Original Sin 2
cause 90% text game is such great stuff to sell on consoles.

Infinitron (I think) reported that Techland funded the console port. So it shouldn't have cost them anything. If they had consoles in mind from the beginning they could have downsized their ambitions accordingly, otherwise it might have taken time and effort to bring all the versions into line.

Still it had to impact on game but taking time from implementing all this cut content and polishing the PC version at very least Comrade. Not expect to give us the sells on consoles anyway and honestly speaking the money is least problem here; we were promised PC exclusive product and got shity port instead.
 

Prime Junta

Guest
Defiance Bay in Pillars of Eternity has over thirty interior maps. Sagus Cliffs in T:ToN has two. They also look far more polished than in T:ToN when it comes to textures, lighting, and overpaints. The same applies to the other areas in the game.

Pillars of Eternity made $1 million less in its Kickstarter than T:ToN, and inXile got the Pillars engine and asset production pipeline ready-made from Obsidian. How do you explain the difference?
 
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Weasel
Joined
Dec 14, 2012
Messages
1,865,661
On a more Torment-related note than my previous effort (although I'm actually more interested in the broader company-related questions overall, as the Eurogamer postmortem interview seems to have already established most of the PR narrative when it comes to Torment's development):

- During the KS campaign for Torment, Brian spoke of his plans for an extended preproduction, leading into a relatively quick and efficient production process. Looking back, how much value did this extended preproduction effort provide, and how much of that early effort had to be revisited during the inevitable problems and changes encountered during production? Looking specifically at updates like this one, given that we've now heard the main story changed significantly from the early days, were gatherings like this worth the time and money in a game with a limited/Kickstarter budget, or if you had to do it again would you have gone with a more focused, smaller team of writers through the whole development, rather than this large initial headline cast pruned down as the game progressed? Did the game's development reveal the limits as to what can be achieved in preproduction, or would you stick to the same process for similar games in the future?

- What were the main bottlenecks you encountered in the development of the game, and hence which areas will inXile hope to improve and recruit in in the future?
 

Prime Junta

Guest
Edit edit: here's another question --

Can you show us a screenshot of a first-pass map you did for T:ToN, with a comparison to a final version like in the shots from the Pillars 2 campaign below, and explain what you did to get from the first pass to the final one?

--

I don't object to removing the bit about the polish. Still:

These are from the latest Pillars 2 update. Ignore the design and just look at the lighting

uQhb7sx.jpg

ucwk1GU.jpg


Almost all the T:ToN maps are lit like the first pass image above. Yet the Kickstarter showed us screenshots and even a video of a map lit like the final image. It's not 100% subjective, there are actual, concrete technical features you can point to too.

Edit:

I think you might be confusing it with Wasteland 2. Pillars made around $200k less.

I stand corrected. Just phrase it as "Pillars made less money in its Kickstarter than T:ToN."
 
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