The reasons Fargo and Wasteland were turned away were varied with responses that included, ‘we already have one of those’, or ‘we don’t want to do existing games, we want to do new stuff’. “Every answer was different”. Even Bethesda’s big revival of Wasteland’s spiritual sequel didn’t change anything. “I thought with the success of Fallout 3, this is it! We have the father of Fallout, surely this will persuade them but no”.

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Which leaves Kickstarter; the only reason Wasteland 2 happened. “If not for crowdfunding this game would have never gotten made”, confirms Fargo. “It just was never going to happen”. While there have been potato salads and apparent ‘take the money and run’ projects, crowfunding is still a positive environment that’s encouraging the survival of games that would otherwise be rejected by more traditional publishing models. “It’s certainly making it so that they can exist which they couldn’t have otherwise,” agrees Fargo. “We’re certainly a good case in point”.

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And it’s not just the games it’s helping survive, it’s a certain kind of studio. “It’s had a major impact on our business”. The current business climate as Fargo sees it consists of “less than 20 triple-A developers” worldwide and then “hundreds of thousands of smaller groups that are half a dozen people”. InXile fits in neither. “We’re in that special place of 20-30 people teams that you need to make a game of this scale, we’re the middle ground and the mid-tier developer was disappearing so absolutely [crowdfunding] has given us a new lease of life”.


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This post originally appeared on Kotaku UK, bringing you original reporting, game culture and humour with a U from the British isles. Follow them on @Kotaku_UK.