Instead, the flaws that made it into the game were the result of an ambitious developer attempting to create something truly extraordinary while still trying to figure out things as a team on a limited timeline. Obsidian team member Anthony Davis would later argue that LucasArts was hardly the villain of this tale as they would take on large chunks of the development process and spare additional resources when possible. They were not only given a development time that wouldn’t even be possible were it not for the fact the project would be able to borrow heavily from pre-existent in-game resources, but had to complete the game while still finding their identity. Developer Obsidian and the considerable talent among their founding members may have not been the typical recipients of the “get it done” video game sequel, but their situation was fairly standard for such an arrangement.