Okay, but where’s that money coming from? Someone has to upfront pay for things. Larian are lucky, they have a majory investor that was not looking for any control, they released in early access and had runway money from previous projects to go with. They are the exception, not the rule, unfortunately.
Publishers no longer publish third parties for the most part, so everyone who isn’t a subsidiary of a large company has to find funding somewhere.
If the implication is that they should be negotiating better terms. Well, good luck with that. I’ve been a part of many teams involved with investor negotiations. You need their money a hell of a lot more than they need your teams risk.
I don’t say it’s easy. But if you want to make a good creative product you have to be able to keep the creative control, that is part of your job and what makes realization of creative ideas, especially on big scale, more difficult. It’s the same with other creative media like movies.
Spending well over a decade pushing out moderately successful shovelware on consoles before crowdfunding D:OS and its sequel, which provided enough of a portfolio to attract the CCP’s money and allow for the development of BG3.
Okay, but where’s that money coming from? Someone has to upfront pay for things. Larian are lucky, they have a majory investor that was not looking for any control, they released in early access and had runway money from previous projects to go with. They are the exception, not the rule, unfortunately.
Publishers no longer publish third parties for the most part, so everyone who isn’t a subsidiary of a large company has to find funding somewhere.
You want tell me that to run a good business, one has to be able to negotiate preferable terms with investors?
If the implication is that they should be negotiating better terms. Well, good luck with that. I’ve been a part of many teams involved with investor negotiations. You need their money a hell of a lot more than they need your teams risk.
I don’t say it’s easy. But if you want to make a good creative product you have to be able to keep the creative control, that is part of your job and what makes realization of creative ideas, especially on big scale, more difficult. It’s the same with other creative media like movies.
I’m saying it’s not just “not easy”, it’s impossible unless you are an already established entity that has some cards to hold in negotiations.
Put yourself in the position of a new company, you’ve a great idea, a great team. How are you going to fund development in 2024?
How did Larian Studios arrived at their position?
Spending well over a decade pushing out moderately successful shovelware on consoles before crowdfunding D:OS and its sequel, which provided enough of a portfolio to attract the CCP’s money and allow for the development of BG3.
So the way is quite straight forward, do some shitty projects until you have money/reputation to do the projects you actually want.
How are you going to fund thr shitty projects again?