Mrstarker: Daedalic makes their games in Visionaire Studio with the help of (low-paid? unpaid?) interns. They are not exactly pushing the envelope.
StingingVelvet: Who says we wanted Double Fine to push the envelope? We wanted them to make an old school adventure game.
Speak for yourself. I wanted something at least in the vicinity of the same ballpark as Grim Fandango.They promised nothing more than an old school point and click adventure game. That does not mean retro pixel art.
StingingVelvet: they say bluntly they fucked up and spent too much,
Nope. The scope grew and they decided to get more money to finish it, instead of cutting it.
StingingVelvet: they say bluntly the game can't be finished unless they get more money than they currently have,
Sure, that is true. Not at the current scope.
StingingVelvet: and it's a fact the game is like a year late already.
A bigger game will take longer to make.
StingingVelvet: But say that, rather than say they are doing nothing wrong.
I am not saying that. I'm mostly just pointing out some of the misconceptions.
StingingVelvet: And also realize some of us didn't want am amazingly new redefinition of the genre or whatever, we wanted Deponia with Tim Schafer dialog and puzzle design.
Surely that's up to them what kind of game they make. And if they put in a bunch of their own money to do that, what is wrong with it?
Crosmando: For a start, they need to take a pay-cut, a big one. Second they need to hire a hardass producer to oversee the financials of their projects. Third they should definitely downsize to a core team of about 20 developers, the artists should work from home and the core programmers in office, in order to keep pay-roll down.
Funnily enough, this is for the most part already the case.