The fact that Kickstarter chipped in nearly three times the game’s original budget hasn’t hurt, either. In fact, it’s enabled Fargo and co’s “risky” behaviors in multiple ways, allowing for a rather massive boost in scope and ensuring that the game’s already paid for. Sales are just an (admittedly very nice) bonus.
“We over-funded,” Fargo boasted, beaming. “I don’t make any money from this. Me, I want to make a game that people talk about the way they do Fallout and Wasteland, 10 or 20 years from now. I’m only focused on that and what I have to do to make sure it hits all the points I know work for the game.”
He then fast-balled further examples. What if, for instance, you disobey Ranger orders to the point of becoming a liability? You become a pariah. Your own organization turns on you, hunts you. The entire game changes. And then, of course, there’s the extra-colossal, radiation-mutated elephant in the room: you can kill anyone, anytime. And sometimes – for example, if a party member won’t stop selling your stuff for booze money – you might have to.
“Remember: you can shoot or kill anybody in the whole game,” Fargo interjected. “That in itself [is huge]. If someone joins your party, you can kick them out, kill them, whatever you want. There’s whole sequences you’re not gonna see later because you offed the guy. We just deal with it. There’s no replacement – no NPC that joins you and acts just like him functionally. He’s out. You’re just not gonna see it.”