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It seemed inevitable they would involve Avellone somehow. Looks like that gave them a nice boost ($86k the past 24 hours).
Bros, vote for my stretch goal suggestion! (if you like it)
https://torment.uservoice.com/forums/192241-stretch-goals/suggestions/3777803-micheal-a-stackpole-stays-on-as-torment-writer

Also, the complete Labyrinth picture looks cool.
Guys,

Not going to be a popular post, but how about another stretch goal being - "No bugs".

Seriously, when a project starts of this light, then balloons to this heady height, it suggests that the infrastructure and processes were probably not ready for this reception. How about a stretch goal for just hardening the product?

May have been said, I haven't read all 10x50 posts.
"No bugs" is a common goal amongst developers. The sad part is, it's just not a realistic or even well-defined goal. Bugs can be sneaky, harmless, rare or even cause unintended functionality. You have to draw the line somewhere.

Tangential observation: go to the forum of an MMO, any MMO. You'll almost certainly see a thread about how the developers need to stop making new stuff while old stuff is still "broken" right above a thread about how not enough new content is made. I find that highly amusing.

(I'm on the side of the content people - the bugs mentioned are often incredibly obscure things that don't affect gameplay in the slightest, if they're described at all).
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Whitecroc: "No bugs" is a common goal amongst developers. The sad part is, it's just not a realistic or even well-defined goal. Bugs can be sneaky, harmless, rare or even cause unintended functionality. You have to draw the line somewhere.

Tangential observation: go to the forum of an MMO, any MMO. You'll almost certainly see a thread about how the developers need to stop making new stuff while old stuff is still "broken" right above a thread about how not enough new content is made. I find that highly amusing.

(I'm on the side of the content people - the bugs mentioned are often incredibly obscure things that don't affect gameplay in the slightest, if they're described at all).
I am a developer, and I can assure you that firstly - "no bugs" is not necessarily on a lot of developers minds (not having people finding thier bugs, is their priority). Secondly that it's a slippery slope. Sure you can release a small program with a few corners cut. However scaling up means scaling up the processes.
I'm sure they are away of how to develop games.
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Crosmando: I'm sure they are away of how to develop games.
We'll see
Then I bow to your expertise. I just happened to recall a few games where they were hyping how they were ironing out bugs (Black & White comes to mind) and failed.
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wpegg: Guys,

Not going to be a popular post, but how about another stretch goal being - "No bugs".

Seriously, when a project starts of this light, then balloons to this heady height, it suggests that the infrastructure and processes were probably not ready for this reception. How about a stretch goal for just hardening the product?

May have been said, I haven't read all 10x50 posts.
Additional scripting and testing overhead is all factored in to the stretch goals, that's part of the reason they're such big steps while mentioning no other hires than writers.

inXile already has the infrastructure in place from developing games for 10 years, and most of the team from Wasteland 2 will remain intact thanks to raising 3 million+. I don't think they have much of a history of releasing buggy games, tho we'll see how WL2 fares.
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wpegg: I am a developer, and I can assure you that firstly - "no bugs" is not necessarily on a lot of developers minds (not having people finding thier bugs, is their priority). Secondly that it's a slippery slope. Sure you can release a small program with a few corners cut. However scaling up means scaling up the processes.
If you really are a developer (software?), and have been through that end crunch, then you know that "no bugs" is an impossible goal.
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wpegg: I am a developer, and I can assure you that firstly - "no bugs" is not necessarily on a lot of developers minds (not having people finding thier bugs, is their priority). Secondly that it's a slippery slope. Sure you can release a small program with a few corners cut. However scaling up means scaling up the processes.
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Mrstarker: If you really are a developer (software?), and have been through that end crunch, then you know that "no bugs" is an impossible goal.
The best bugs are those which cause you to introduce more bugs upon fixing them :-P Spaghetti code is fun!
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Mrstarker: If you really are a developer (software?), and have been through that end crunch, then you know that "no bugs" is an impossible goal.
Yes, I really am a software developer (business applications, current WPF, and general .NET), have been for 10 years now, and I know that there are always bugs. I was just trying to generally articulate that feature creep, while the features are welcome, is a classic way to overwhelm a project. Not only do you end up with more opportunities for bugs, but if you've underestimated the volume by a percentage amount, then the actual volume becomes far greater because there's far more content.
Preliminary T-shirt designs are up. Now to ask until when can we order them.
Attachments:
t-shirts.jpg (32 Kb)
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wpegg: Yes, I really am a software developer (business applications, current WPF, and general .NET), have been for 10 years now, and I know that there are always bugs. I was just trying to generally articulate that feature creep, while the features are welcome, is a classic way to overwhelm a project. Not only do you end up with more opportunities for bugs, but if you've underestimated the volume by a percentage amount, then the actual volume becomes far greater because there's far more content.
Sure, in game development it's not only a risk but a reality. There are always more cool things that you would want to put in, and if a developer does not find a way to deal with it, they are not going to make it far. There are even more things that make developing a game more risky than the average software project -- not only is it usually a highly complex and advanced multimedia product, but it also tends to attract people who are more talented than average and can have egos to match. That is why game development is inherently a very risky thing and why people should (at least on Kickstarter) place their bets on people who have already produced something, whether it's a game or a demo or even a prototype.

That said, InXile has decades of experience. I think we can trust them to not screw up the scope when they enter pre-production. Furthermore, they have an additional 200K donated by Fargo and Dengler that does not count towards the Kickstarter goals, not to mention potential money from Wasteland 2 sales.
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