by Sulinde
Running a game design like you're window shopping is a terrible idea. There are cases where "live" stretch goals ("dynamic" is the term Monolith used for it) can work out fine in the end, but they always add to the risk of the project and they always exaggerate delays in the project.Monolith made a good decision in not doing that--in having an actual plan and an actual budget. That they misled backers about that for the sake of showmanship is ... a strange decision. Setting aside entirely whether or not it's smart to promise "all in", adding a particularly large amount of stuff later into the campaign is often a bad idea to begin with.