MRYHow is it possible that you're able to consistently deliver decent adventure games that look and feel oldschool in this day and age when common knowledge dictates that the genre is dead and the only way to revive it are multi-million dollar Kickstarer projects?
This is a very flattering post, but it builds in a bunch of misconceptions. Wormwood Studios (developer of Primordia) haven't delivered
any other adventure games. Wadjet Eye Games (publisher of Primordia) has published several excellent adventures, and developed one adventure, in the last couple years. It's not entirely clear to me whether that's because there was a surprising glut of excellent, independently developed adventure games for WEG to publish (GRUE, Resonance, and Primordia were all several years into development, and I'm not sure there is a backlog of other great Adventure Game Studios adventures in the pipeline). So the answer may well be that it's a coincidence of timing.
In addition, while I agree that the adventures WEG has published are fantastic (especially Primordia!), they're all significantly shorter than classic adventure games. I would say they range from a half to a third as long. If you consider that, for example, Resonance took five years to make and takes about five hours to play, it would have been impossible for XII studios to develop a full-length adventure game with the same look and feel. The same is true of Primordia. It will be about two and a half years when we release it, and frankly spending that much time on an unpaid project was viable for me only because I have other employment, for the coder because he was a student, and for the artist because he has a very low cost of living. I don't think we could have gone even another year in development without something breaking down.
Finally, all of the WEG games leverage Adventure Game Studios. This significantly reduces development costs, but significantly constrains the marketability of the games because they can't run on Apple or mobile platforms and can have performance issues even on PCs. No major developer would use finicky, narrow-cast software like AGS, so they have to bear additional development costs (i.e., making an adventure game engine in Unity) that we don't.
I also think that you're mistaken that the genre is dead. I think it's less active than during the golden age when Sierra and Lucas Arts were each releasing multiple games a year (not to mention tons of other developers), but it's more active than any time since, I think. The Codex is kindly running an interview with the Wormwood team next week where I talk about this, but my basic view is that the genre has fragmented into a bunch of different areas: Telltales's licensed games; European adventure games; AGS indie games; and Kickstarter projects. Each of these has its drawbacks compared to the golden age games, but they're all pretty active right now.
Also, I don't think there's anyone who makes adventure games in any of these categories, except
maybe some of the licensed Telltale things, who doesn't have a passion for games. In fact, outside of management types, I think everyone in the industry is in it because they love games. But maybe I'm unduly rosy eyed.
The real difference between indie developers like us at Wormwood (at the moment) and someone working at DoubleFine is that I can survive working for 2.5 years on a project for which I might only see $10,000, if that! (Hopefully we'll make lots more, of course.) Obviously, no one living outside the third world can survive on $4k a year, so if you're going to support yourself developing games, making niche low-res point & clicks is going to be a tough proposition.