You won't have to. It will be scalable, just as almost all PC games are. There will be a slew of tweakable options and optimisations, so it'll run on lower spec gaming machines albeit with less graphical fidelity. But that's par for the course for every PC game; Quality Vs. Performance. The difference here is that it the lower and higher ends of the quality settings are perhaps a little "upshifted" compared to the average PC port with the top end likely out of reach for even my GTX780 OC. I can max out every other PC game to date @ 1080 and don't begrudge the Titan or SLi gamer from having a few more bells and whistles than me. They paid for it and it's the first time in a long time there'll be something to really show off the best that games can be (if not downgraded or created for a "lowest common denominator" and ported wholesale), at the same time scaling for lower specs as well.Quellist said:Sounds like he's cutting out a lot of regular PC gamers too, by his words its going to be a game for the truly rich PC elite only. Not all of us can afford GTX 780 cards and Liquid cooling systems...
They may have made some from ship and hangar pre-sales and and what have you (I don't know if that is profit at this stage, or if it goes into the development kitty) but the crowdfunded part isn't profit; it's to cover development expenses. All the excess above and beyond the target (pretty much all of it IIRC since they were already going to make it even before Kickstarter) is going toward a bigger, grander game, more content, stretch goals, longer development time for higher polish/optimisation, etc.Caiphus said:But, then again, they're already making sick bank before the game even releases. So maybe they can afford to do that.
The benefit is that there shouldn't be money to recoup as when being funded by a publisher. When the game's launched, all development will have been funded and there won't be a minimum of 5 million sales just to break even (Dead Space 3 [http://www.pcgamer.com/2012/06/15/dead-space-needs-around-five-million-fans-to-survive-according-to-ea/] anyone?). They won't have to sell a single copy to break even which already puts them in an enviable position by any standards within the industry. Consider they also own the IP outright, don't have to pay a cut to anyone else and they can release it and update it when they want [http://arstechnica.com/gaming/2012/07/microsoft-comes-under-fire-for-five-figure-xbox-360-patch-fee/], not when other companies make them. Valve is probably the only other AAA studio that can boast the same (excepting the recouping costs part which is a direct result of crowdfunding over publisher/self funding).