Google Translated from IGN Italia: https://it.ign.com/system-shock-3-pc/154378/feature/nella-mente-di-warren-spector
And the problems encountered with Underworld Ascendant? "The team was too ambitious! And we are an independent studio, we had a specific budget to work with. I think the team in Boston (it’s not mine, I was working on System Shock 3) tried to do too much and finished for not being able to do well what he managed to put into the game. Also, they had very tight time limits, great pressure … I don’t want to make it too big on this point but let’s say that the game came out when it had to come out. And I think everybody knew that it was probably too early, but I also think it’s important to acknowledge the team that they continued to devote themselves to the game after the launch, they changed a lot: the game structure, the rescue system,
But Underworld Ascendant had another big problem: the project was born on Kickstarter, a platform that is sometimes a bit misunderstood. "You have to tell people what you’re doing before you do it. And it’s crazy, because video game development is an incredibly iterative process, in which games change all the time. People expected us to do exactly what we said during the campaign on Kickstarter. And at the time, basically, we said: “We will do the first Ultima Underworld, we will offer you that experience”, but then we realized that we didn’t want to offer that experience. It’s a game from 1992! expectations, and I’m not necessarily talking about quality, that’s another story, but we generated expectations about the game we would develop and then, to be completely honest, we didn’t meet them. If you put these factors together, the game had to come out, we had limited resources and we didn’t offer the game we promised … the players get angry, it’s obvious ". By the way, this talk is part of the reasons why we don’t know anything yet specifically on System Shock 3, despite the fact that Spector proposed articles and covers from various publications: "I am not yet ready to talk about the game, because we are still in the midst of that iterative process where we change our mind about things, while we build them, while we create systems. When we have the chance to play with it, the design changes. The story changes to reflect the things that can be done in the game, and we know that it is possible to do only now that it exists in a playable form ".