I found this one somewhat amusing...
The economics of doing Godus, unfortunately Kickstarter didn’t raise enough money. Now the trouble is with Kickstarter, you don’t really fully know how much money you need and I think most people who do Kickstarter would agree with me here. You have an idea, you think you need this much, but as most people will say with Kickstarter, if you ask for too much money up front because of the rules of Kickstarter, it’s very, very hard to ask for the complete development budget.
Combined with the follow up...
No, I don’t, I disagree John. I have no idea how much money it costs to make a game and anyone that tells you how much it’s going to cost to make a game which is completely a new experience is a fool or a genius.
But there are developer's who DO know. InXile did a great job with Wasteland 2. They slipped a tad on the originally planned ship date, but the game was released with (AFAIK) all kickstarter goals met. And that was a game just shy of potentially being a AAA title. And many other developers seem to deliver just fine. Subset Games with FTL, for example.
But I do agree with him to a point. There are a lot of developers who overpromise and under-deliver. Double Fine for a big one. But many smaller ones also. But a lot of the smaller dev's don't have a history of game development so obviously aren't likely to know about potential development costs. Players like Molyneux and Double Fine don't have any excuses, however.
But the rub is. Many AAA developers often plan big and never are able to deliver completely on their original design documents. The thing is. If you don't say anything, noone will know when the game is released. And more often than not people will enjoy the game (Bioshock is a great example of much of the original design doc. not being achieved but still producing a fantastic game).
With Molyneux, much like the Bioshock example, his games still tend to be quite enjoyable. His problem, however, is that he can't keep his mouth shut until development is almost complete (where you everything you reveal you know is accomplished or will be accomplished even if it isn't close to what was originally promised in the original design doc. that noone ever gets to see). So he basically hypes the game up based on original design documents, and then is always surprised when those can't be achieved due to time and budget constraints.
Long story short. Molyneux isn't particularly worse than most other developers. It's just his problem is, he starts hyping far too early before he has a clue about what will be achieveable within X budget in Y timeframe. Going back to my above example with Wasteland 2, I'm still somewhat amazed that they WERE able to achieve their original goals (AFAIK). However, even if that was withing the X budget, it still didn't make the Y timeframe. But that's far more forgiveable than promising stuff and not delivering. Late but finished is still better than never finished. And unfinished (to original design docs) but released to an audience that thinks its finished (like Bioshock) is still better. Because the game IS finished as far as you know.
My advice to Molyneux. Keep dreaming big. Keep planning grandiose designs. Just keep your F-ing mouth shut until it's close enough to the end of development that you can actually tell people what they are realistically going to get. I still loved Fable even though it didn't deliver on a whole ton of stuff.
Regards,
SB