Warning: I chugged Monster again so this is very long.
Also, delaying a game doesn't just affect stockholders. For smaller companies, every time you delay a release I'm sure you lose a handful of possible buyers. If you check these forums there's a lot of people that are impatient - Some rightfully so, and some saying that Stardock isn't moving quickly enough.
With Stardock having a 75-100% return policy depending on the situation, even though Brad has already stated this will be a loss, if they can churn out a game that will score an 8-9 out of ten in six months vs. a game that will score a 10 in twelve-eighteen, they'll take the more viable option. Sometimes the choice is a good game in an acceptable amount of time that will get a lot of people interested and make most people happy and a great game in an insane amount of time that may alienate a large amount of the fan base.
Half Life 2, which according to Gamerankings has an average score of 95.31%, had a five-year, $40 million development cycle.
Now five years for a company like Valve, which has a strong background in game development and a large publisher backing them like Sierra, and a distributer like Electronic Arts. That's a pretty large budget and development time.
Mass Effect was originally announced in October, 2005, and was first released November 20th 2007. Now I couldn't find data as to their initial development date or budget, but coming from Bioware, EA, and based on Unreal Engine 3 (Meaning they didn't have to develop their own engine for the game), that's another large development time, especially considering it didn't release for PC until May 28, 2008. Mass Effect scored an average of 89.43%.
So these massive companies, with massive publishers, spend years and tons of money developing these games.
Stardock, comparitively, has an amazing track record for the size of company it is. Their revenue in 2009 was a mere $15 million (I say mere, but I mean I'd take that any day of the week) according to the data I could find. That means Half Life 2 cost more than the entire company makes in more than two years to produce.
So for Stardock to turn out the games and development capabilities it has in the past is astronomical. Galactic Civilizations II Dark Avatar scores a 92.27% average. I'm not sure what the development cycle and time was for the game, but the fact is they did it without millions of millions of dollars and a huge publisher to back them.
Elemental (From what I can find) was announced on November 4, 2008. So being released in October 2010 puts it on track to score in the 80-90% range, _if it were backed by a massive budget_. It isn't. It's a Stardock game, so it's not backed by EA, or Microsoft, or run by a massive company.
Even if it takes five years, putting it near the Half Life 2 mark, it'd still be under budget and still a massive success if it could score as high as GalCiv II.
But Stardock can't afford that because if it takes that long to churn out a game, what will the fans do in the meantime? Elemental's big hype is being spiritual successor to Master of Magic. But that doesn't hold a candle to the fanaticism of fans that were waiting between Half Life and Half Life 2. They already knew what to expect. They knew it was worth the wait, and even if it flopped the die hard fans would likely have still bought it just to have it.
Elemental doesn't have that luxury. Even though they aren't publically traded, Stardock still has to justify its spending. $15 million revenue may seem like a lot, but consider this:
Programmers and engineers first entering the business or under three years experience average 50,000 a year. 3-6 years averages 66,000 a year, and 6+ averages over 88,000 a year.
Lead programmers make a little more starting out at 56,000, but over three years they average 83,000, and over six they make more than 90,000 a year.
Video game technical directors make 60,700 under three years experience, three to six years makes around 73,000, and over six averages 110,000, but has been reported as high as 195,500. That's just the programming side of things.
Artists and animaters average between 41,500 and 75,000, and lead artist and animators average 64-80, and as high as 215,000.
Then you have producers, quality assurance, audio, musicians, and composers.
Reference https://forums.elementalgame.com/404298 for the general Stardock game project chart.
Product Manager
Business Manager
Project Manager 2
Marketing and PR
Publishing
Asset Support
Mock Reviews
Documentation
Music
Libraries
Misc. Assets
QA Team
Art Lead
Compatibility
Bug Tracking
Debugging Lead
Programming Lead
Engine
AI
Gameplay
Modeling
Animation
Concept
UI
Design Lead
Gameplay
Campaign
Story
Each of those positions is typically handled by a single person that has to be paid, have taxes and social security covered, insurance, benefits. And each position requires their own costs. Stardock isn't like my personal computer. They're using high end programs that they *cough cough* paid for. I have programs that are of dubious origin, but if I wanted to publish something I'd buy the actual product to make sure everything was legal.
And that's a single project on their game design side. They're constantly publishing other applications and working on Impulse implimentation at the same time.
As much as Brad says they can take the loss, if we want Stardock to stick around, and I'm sure they do, they need to make sure they can come as close to breaking even as they can, so release time is an extremely important factor.
I like Stardock and I'm willing to wait. These people that complain about the game still being in beta and such, they'd still be complaining if the game weren't released. Honestly I pre ordered because I thought the beta was still open (Till I found an obscure forum post telling me otherwise) and so now I just feel like I'm getting what I expected - A chance to participate in the development of what will become an amazing game.
The more we, the players, pressure and demand from Stardock, the more likely we're going to end up with that 8-9 scoring game instead of the 10. Stardock is capable, but we need to realize that game development takes time, especially on an independant company's smaller budget.