This game started with two lego pieces, Infinite Games, and Piranha Games.
Infinite had the cash, Piranha had the workhorse.
Piranha wanted to really develop Mechwarrior Online, and viewed MWO as a personal project, something they could use to make a name for themselves. (they wanted to take in the community's ideas, add features that players were interested in, and all the good stuff that we want)
However, Infinite wanted to rake cash by selling this game in the "short and sweet" genre of video games. Some examples of "short and sweet" would be Call of Duty, or Battlefield.
Infinite couldn't get their way so they left, and took a lot of funding with them.
Russ commented that with Infinite Games out of the way, his team would be able to get down to business and start delivering.
But to keep an assembly line moving, you need money.
Therein lies the problem. PGI
Companies that are already established have coffers, and can pay to develop the game on the spot. They give the developers money and say, "here is your budget, go make the game."
PGI is operating on a "pay as you go" kind of scenario.
hmmmmmmmmm how can I give example....
Starcraft...... bam.
You have to divide your resources wisely. And you have to have foresight into how many resources you will have in the future.
"Hmmmm should I use my starting money to build a second command center at another mineral field, or just keep pumping out SCVs to mine minerals at my current base, and then go to build that second command center later?"
Thoughts? Comments?
Edited by Delta 62, 09 June 2016 - 09:14 AM.