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Monaco designer: "I think stretch goals are bulls***"

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Monaco

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In an interview with Penny Arcade Report (opens in new tab) (via PCGamesN (opens in new tab) ), Monaco designer Andy Schatz shared his thoughts on Kickstarter campaigns and the inclusion of stretch goals—promises made at tiers above the minimum funding goal—bluntly calling the latter "bulls***" and "the perfect way to make a game that's insufficiently complete or bloated."

"When you're designing a game, the way I think you should do it is you figure out what the game is, you figure out what the game needs, and you should make that," Schatz said. "There's a difference between allowing your fans to have an extreme amount of input on the game and letting them design the game in the sense of, 'If the budget is this, then I'll do this, and if the budget is that, then I'll do that.' That to me sounds like the perfect way to make a game that's insufficiently complete or bloated."

According to Schatz, designers should follow a simple formula: if stretch goal features are necessary, then simply add them in. "That's sort of my take on Kickstarters," he explained. "That said, there's the possibility that at some point I'll try doing one, but I don't like what it does to design."

Schatz's current project, the top-down heist/stealth combo Monaco, started offering pre-orders (opens in new tab) in December for a "March-ish" release. Developer Pocketwatch Games drew its budget from the Indie Fund (opens in new tab) , a financial resource for indie developers run by Braid creator Jonathan Blow and World of Goo designers Ron Carmel and Kyle Gabler, among others.

Omri Petitte is a former PC Gamer associate editor and long-time freelance writer covering news and reviews. If you spot his name, it probably means you're reading about some kind of first-person shooter. Why yes, he would like to talk to you about Battlefield. Do you have a few days?