Eurogamer talked to Brian Fargo about the recent Microsoft acquisition of InXile Entertainment.
More information.How long has the deal been in the offing?
Brian Fargo: I'd have to think about when the exact day was it became very real, but the conversation started back in April, and as you might imagine with Microsoft, it's an incredible vetting process you need to go through, both as a person and a company. Yeah, it takes quite a while.
Who approached who - what was the reasoning behind it?
Brian Fargo: I've known Noah Musler a long time [Microsoft business development bigwig who has old ties with Feargus Urquhart and Obsidian as well]. He dropped me a message one day and said, 'Hey, um, I have a crazy idea - you want to come up and talk about something?' I said, 'Sure, let's do it.'
For me, it's always... My goal is to always get my company in a safe harbour so we can spend as much time as possible working on our games and honing our craft. That can come if you sell 2 million units - that's a great way to get there which everyone hopes for. Or, a deal like this. But at the end of the day that's all I ever cared about.
What is the state of the studio - how big is inXile right now?
Brian Fargo: We're roughly 70 full-time people and probably another 15 contractors that we keep busy all the time, so we're a good size.
It's interesting if you think about 2012, when the crowdfunding revolution happened. You had myself and Double Fine and Obsidian shortly thereafter - and even Larian [Studios] for that matter. The budgets back then were $5m, $6m, so we'd raise $3m from Kickstarter, maybe do another couple of million in Early Access, throw in some more of our money, and you'd be pretty close to having your costs covered.
But since then, the category of what we all consider to be double-A has raised from $15m to $20m in that short period of time. The landscape has changed greatly since then.
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