Suite à la remarque d'un joueur :
"In reality, the important lesson was "don't tell people you can't deliver something, a few months after you realised it was going to be tough. Tell them NOW"."
La réponse de Jon Mavor, chef de projet Planetary Annihilation :
"You're kidding right? Every single thing is tough. It's a miracle that this project exists at all, a miracle.
Making a game like this as an indy on a shoestring budget is ridiculous level hard. This project is the end result of a bunch of really improbable stuff stacked end-to-end. Getting a kickstarter together (which cost significant resources and risk), running the campaign, getting the team hired, managing the project so we could get something out quickly to generate revenue to keep going, all the while updating the game while we develop it. This isn't child's play here, this is about as hardcore as it gets.
If we had originally pitched the project as "Well this is really hard and the chances of pulling it off are pretty low" the project wouldn't exist. You need to be irrationally positive about what you are trying to accomplish otherwise you will fail hard before you start. I really don't think you guys understand the reality of how difficult this project has been from a technical, business, artistic and just plain hard work perspective. It's taken every ounce of the 100+ years of game making experience our team has to daily make the right tradeoffs to keep the project moving forward. You guys second guessing our every move has made it even harder. Note that I'm not blaming here, I'm just telling you the reality of what we deal with.
The bottom line is that we reserve the right to make what we think are the best decisions in terms of managing the development of the project. You guys can feel free to second guess our decisions but you simply aren't in a position to argue with us about them.
To throw stuff from the kickstarter video in our face and claim we promised it without any context of the last two years of development is quite frankly BS. We have substantially created the game we set out to create. I think the vision has been maintained throughout. We are continuing to work on and improve the game into the future. Delaying something (e.g. unit cannon) because we are focusing our limited resources on things we think are more important to the core experience is something that should be embraced by the community, not derided as shitty management of the project."