Keji Inafune: “I Own All The Problems of Mighty No. 9”

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Mighty No. 9 has a rough development history and it had a rocky launch, which we covered in excessive detail the other day. But Inafune came out to Nintendo Everything with some information regarding his views on the game after launch. Some choice quotes will be below but the entire interview can be found on the source link.

On players being upset and wanting to vent at the developers…
Inafune-san said “You know, I want to word this in a way to explain some of the issues that come with trying to make a game of this size on different platforms.” He’s like “I’m kind of loath to say this because it’s going to sound like an excuse and I don’t want to make any excuses. I own all the problems that came with this game and if you want to hurl insults at me, it’s totally my fault. I’m the key creator. I will own that responsibility.”
On how Kickstarter doesn’t actually represent the whole budget…
When you do the Kickstarter campaign, a lot of people don’t realize this, they see the big number—we’ve talked about this before—but they see a number like four million and they expect that’s the actual budget. And on every single website and every single user forum, that was the number that people would say…heck, people are having a little fun with us and mentioning it in the chat, as well. The reality is that it’s 60% of that.
[…] At the end of the day, at the end of a Kickstarter name, don’t look at the final number. Imagine that being 60%. But in order to increase the content in a wide variety of ways—stretch goals are largely going to be based around new platforms, etc— you really need to be able to estimate the amount of financial burden that’s going to occur on the project. Even for someone like him [Inafune], who’s worked on so many different games, it’s a really hard thing to estimate. It’s something to keep in mind with Kickstarters.
On why making 10 versions of the game at once was a huge mistake…
He said “In my many years at Capcom, and Capcom was known for their multi-platform strategy. But never did they ever do 10 SKUs all at the same time, 10 different versions all for one title.” Traditionally, this is true—I know, we worked with a lot of different porting houses—usually you have the base game and work on the port after the game was done. In this case, it was do the base game and do the port all at the same time. it ended up being a huge amount of work, more than they actually estimated. Definitely, when they looked at the project, they were wrong about a lot of things. They underestimated how much time, work was going to be necessary. All of those things create a huge amount of pressure.

Source: Nintendo Everything
 

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