What Happened?
As mentioned above, we have run into financial difficulties. When we started the project, we put the funding into an account controlled by our project lead. It was her idea and she originally pulled the team together, so it made sense for her to control the finances. After funding completed, members of the team were partially paid, as according to our payment plans. All of us were told we would be paid a flat amount decided upon when we started working on the project. Around May, several of our writers decided that they didn't like the arrangement, and ceased working. Furthermore, at this time, our project lead became busy and was no longer able to directly contribute to the project. We were still able to contact her, but she could not provide content or any direct management. While I had been coordinating most of the work to this point, it was fully placed on shoulders at the beginning of summer. However, I did not have access to the funding.
When August came around, I requested that our team get paid their second share (again, as planned) and the project leader complied. We also asked for the work from all of our writers, some of whom had been on the project since the beginning and others we picked up in May as we lost others. One of the writers who had been giving us positive status reports did not provide any work for the entirety of the summer, which set us drastically behind.
Since that time, (as has been mentioned in previous updates) the game has been worked on by myself, Mary Sanche (Art) and Stefan Terry (Programming). I have tried to contact the old project leader, who still has access to the funds to be able to produce the physical rewards we offered as well as to pay other costs. After working with a contracted composer for several months, I was not able to get the old project leader to pay her, so I had to pay her out of pocket. While I was happy to do so, and her work was excellent, I can not personally finance the project.
That leads us to today. Not all of the money has been spent, but it is not accessible by anybody still active on the project. We want to complete The Diviner - we still get excited when we put something new into the dropbox to share with each other, but it's coming to the point where it is harder and harder for us to be able to do so.
What Next?
We have a couple options available to us. As mentioned in an earlier paragraph, we have a short survey for you. When we gather the responses, we'll take into account the popularity of each decision as well as the arguments behind them when we make our decision. It will not necessarily reflect the highest voted answer, but we will take every response into account.
One of the options listed is calling the project
incomplete. If we did that, we would simply close our doors, apologize, and leave it there. It is possible that we (or somebody else) could pick it up at a later date, but unlikely.
Option two is to call The Diviner
incomplete but release
all content in a downloadable bundle. It would take several days for us to put everything together into a organized format for you, but not likely more than a week. It would include all completed art, music and writing as well as the rough documentation including outlines, notes, sketches and source code the game could run on.
We can also put the project on hold and
re-evaluate in six months. We are currently heavily taxed elsewhere in our lives, but we may have more time later. However, it is also possible that in six months we determine that continuing the project is simply not feasible and end it then.
If there was the interest, we could
release Act One. Act one is very short, and is more akin to a tutorial, and doesn't really offer the player the sort of freedom and choices we wanted to offer. You'd be introduced to the world and the story, but you wouldn't get to play a role in it - you'd just ride by.
We can also
release Act One and
all content. This would better allow you to experience the world. In the case of both this option and the previous, it could still take us a few months to polish the content to the point where we are able to happily release it. Most of the initial writing is done, but there are still many rough edges to smooth out.
If we don't want to end the project, we have two other options. The biggest blocker is currently the writing, so we could
ask the backers for help writing. We know that many of you are excited about the project and would be willing to help. The reason we haven't done this before is because of the difficulty of integrating a new member into the world. There is a lot of information in poorly organized documents as well as content from year-old skype conversation and discussion that had no recording. Furthermore, there is a massive amount of writing to be done, and may be more than our volunteers are willing or able to handle. I don't intend to scare you off from this option, but I want to make clear the scope of what needs to be done.
Finally, we could
run another funding campaign. We like this option the least, as we don't want to take more money from you. We would take the time to step back, reorganize what we have, and come back with a new writing team and a more streamlined schedule. Of course, we would still face the risks of writers leaving the project, and the project may falter again.
Closing Thoughts
The Diviner has given me more sleepless nights than anything else. A friend recently told me that The Diviner had been plagued by bad luck and that ending the project would be understandable. My gut reaction to that was that we would have had better luck if I was better. I want to be able to provide what I promised to you, even though I don't have the tools to do so at my disposal. I want to be able to offer reliability and some way to reimburse all of you if the game doesn't release. I know some of you personally and others I've talked with since the project began. As always, if you have any comments or questions feel free to respond below (or in the survey). If you'd like to make sure I respond, please email me personally at
Jonah.Kellman@gmail.com.
I can not stress enough how much your support and feedback means to me (even the negative comments). So,
thank you.