Devs are pro-GamerGate

This interview with an anonymous AAA dev from a Sony studio expresses very much the same sentiments that I have heard from more than a few other devs in the industry:

TechRaptor: What do you think about GamerGate the movement? The things they tend to tackle—corruption, censorship—are those big industry problems from your point of view?

Developer: I have always seen Gamergate as a group of passionate people rallying behind the platonic cause for honesty and accountability. While the Gamergate movement did have a rocky start to begin with, I feel the Gamergate movement has become quite clear with its intended mission. The video game industry has always been both a global community and very tight-knit. Because of how close we are and that we are an entertainment-based industry, it does allow of nepotism and corruption when money is on the line. These are large problems that I feel any entertainment-based industry has. But, what is unique about the video game industry is that we have consumers willing to speak up and demand that we strive for a better way.

Unfortunately, there are individuals who don’t feel comfortable about changing how they do things, especially when it works out so well for them in the past and the present. To those who fight against Gamergate, I can understand the feeling when a large amount of people are saying how you do your job is wrong. Within the game journalism part of our industry, it does seem like the Wild West. Media companies will make deals and write articles that help them grow and keep their employees. However, that stubbornness or misguided grandstanding doesn’t improve the industry or game journalism as a whole. The corruption and censorship that Gamergate is fighting against is after years of such “deals” and how some game journalists have their ingrained mindsets. It is an uphill battle, but it needs to be done.

TechRaptor: Does that corruption impact your ability to create or put undue limits on your projects?

Developer: I am blessed to be in a position where it mostly doesn’t affect our work. We don’t make games so that a gaming website will like it. We make a game so that our fans will like it. In truth, our biggest and most important critics will always be the people that buy and play our game, not the journalists that cover it. However, we always look at reviews and how it is received. If a review is biased against us from an ideological standpoint instead of the content of the game, then that can theoretically cause unnecessary issues for future projects.

TechRaptor: Something that has come up a lot in recent months is the move towards political correctness, is that something that is considered a lot in AAA and taken seriously when making games?

Developer: Political correctness as an issue is mostly addressed on a project-to-project basis. I have seen projects that have bowed to the ideas of political correctness and others that have thrown caution to the wind. Regardless of the project, its has to be considered in some fashion. Ideally, a project can make systems and characters great enough that it doesn’t need hit against the political correctness attitude. In the projects I am been a part of, the political correctness has either been glanced over or it has tailored a project in some degree. Political correctness can become a balancing act, but an act we shouldn’t have to deal with. However, I have seen that affect the Indie scene alot more than the AAA scene. Political correctness has never stopped a project from making a great character or gameplay feature that I have been a part of, and it never should.

Political correctness and thought policing have NO PLACE in the game industry. Neither do SJWs.


John Scalzi on #GamerGate

Because McRapey is due to start claiming that he’s always been a gamer – in fact, he’s a game developer who has written games – and claiming that he and #GamerGate were just joshing each other a little like him and John Ringo, that they’re really good pals just like him and Larry Correia, any day now, I figured this particular Twitter rant should go on the record as the one-year anniversary of #GamerGate approaches.

    Astounding the number of dudes who think a woman game developer being harassed has nothing to do with a movement founded to harass women.
    — John Scalzi (@scalzi) October 11, 2014

    And yes, GamerGate was founded to harass women. We’ve all seen the IRC logs. Part of the plan: recruit others to be their useful idiots.
    — John Scalzi (@scalzi) October 11, 2014

    And there sure have been a lot of useful idiots letting offering up their services to those who want to harass women! Well done, you.
    — John Scalzi (@scalzi) October 11, 2014

    Face it, dudes: “GamerGate” is a toxic thing. You can’t say you support WITHOUT explicitly standing with those who hate and harass women.
    — John Scalzi (@scalzi) October 11, 2014

    Excellent post about GamerGate. “If you don’t step away… then you *are* part of a hate movement.” http://t.co/IOB0nSiFJE
    — N. K. Jemisin (@nkjemisin) October 11, 2014

    So stop standing with people who WANT you to be their useful idiots while they threaten women. You can’t pretend you don’t know anymore.
    — John Scalzi (@scalzi) October 11, 2014

    You know. We know you know. EVERYONE knows you know. No one else buys into your denial. Just stop. AND repudiate. Stop being used. Simple.
    — John Scalzi (@scalzi) October 11, 2014

    And if you refuse to stop being a useful idiot for those who harass and hate women, we’ll know that too. And remember.
    — John Scalzi (@scalzi) October 11, 2014

#GamerGate is going to remember too, Johnny. Of course, it’s hardly surprising that one SJW fame whore who has virtually no connection to the game industry would rush to take the side of corrupt SJW journalists and other SJW fame whores who have virtually no connections to the game industry.

It’s no secret how actual devs feel about McRapey. But speaking of devs and game development, here is a screenshot from one of our games that will be released this fall. I expect seriously old school gamers will have no trouble identifying the original inspiration, as well as one of the new elements added.

It may interest you to know that while this particular project is a small one, it is a 100 percent Dread Ilk production. And to continue on to a second tangent, I should mention that another member of the Ilk is looking for a web developer.

I had an idea for a web business and I’ve had an acquaintance designing the program over the past year – he’s become unreliable so I need to find someone.  It’s a start-up and I’d like to find someone who’s willing to design the software for an equity share in the company. The system was developed in .net framework (I think with ASP).  There may be a better way and I’m not committed to that platform.  If you know someone that may be interested in such an arrangement, please forward my email to them.

If you’re interested in learning more about it, shoot me an email with WEB DEVELOP and I’ll pass your email onto him.


Game Dev: question format

First of all, I want to thank everyone who has submitted questions and answers concerning the games in which you are experts. It’s been a lot of fun reading them, particularly the games I know well myself, and we’re already have 570 of the 2,500 questions I’d like the game to have when it launches. We’ll keep expanding the Q&A database, but I’d like to have at least 250 games at launch. It’s amazing, we already have question sets for two games of which I’d never heard before, Persona 3 and Typhoon Thompson and the Quest for the Sea Child.

Second, everybody likes the idea of a game history-based quiz game. I’ve spoken with several developers and designers who are sending me question sets for their own games, which is cool, and the company for which I designed the game really likes the competitive structure of the game. (There is also a more generic gameplay mode called Mastery Mode, but that’s ordinary enough so it’s not of particular interest to me.) The game has enough potential that Alpenwolf has decided we will develop it ourselves rather than turn the design over to the other development teams as originally planned.

Third, it’s apparent that the experts can probably come up with better fake answers for the multiple choice aspects than we can. So, if you’re willing to put in the additional effort, it would be very helpful if you would provide three incorrect answers to go with the correct one. Several of you have already done this; the format should be as follows:

Who is the player’s companion throughout the game?
Ghost
1=Traveler;2=Speaker;3=Rasputin;4=Ghost
4

The first line is the question. The second line is the fill-in-the-blank answer. The third line is the multiple choice options. The fourth line indicates which multiple choice answer is correct.

Unlike most quiz games, this one features both fill-in-the-blank and multiple choice at the same time. In the competitive game, you’ll get a bonus if you can correctly fill in the blank when your opponent correctly answers the multiple choice. You’ll only see the blank when the question first appears, but if you hit the spacebar, the blank is replaced by multiple choice; whoever correctly answers first also gets a bonus, albeit one that is one-quarter the amount of the fill-in-the-blank bonus. This rewards true knowledge as opposed to mere recognition.

Don’t feel any pressure to provide the multiple choice options, however. We can take care of them, it’s just that it will be faster and we suspect the quality will be higher if the game experts include them. But what’s really important is the 10 basic questions. Two other things to keep in mind: try to avoid verbose answers due to the fill-in-the-blank component and don’t create questions about expansions or sequels, keep them focused on the core game. We’ll come up with separate questions about the expansions.

Also, please include the actual year of release as well as the era. As I mentioned, every game expert contributing will receive game coins, not only usable in this game, but for all the games in the new system. Below is an example of one question set that was of particular interest to me; the expert will probably note that I changed a few questions. In case it’s not clear, the number in the first column refers to difficulty. 1 is Easy, 2 is Medium, 3 is Hard, and 4 is Expert.

Wizardry
PC (apple 2)
RPG
1980s (1981)
Sir-Tech

wizardry11What game developer produced Wizardry?Sir-Tech
wizardry11What is the maximum number of characters in a party?6
wizardry11What is the name of the arch-wizard on the final level?Werdna
wizardry11Where can your characters be resurrected or cured of paralysis?temple;Temple of Cant
wizardry12What is the base word of all fire spells?halito
wizardry12What spell is described as a ‘small tactical nuclear weapon’?tiltowait
wizardry12What transport device is first found on level 4?elevator
wizardry13What are the four elite classes?Bishop, Lord, Samurai, Ninja
wizardry13What is the best weapon?Muramasa Blade
wizardry14Due to a bug, what items work when not equipped?regeneration

Here is the list of games for which we have questions so far:

Swashbuckler, Destiny, The Elder Scrolls III: Morrowind, Rebel Assault, Sonic the Hedgehog 2, Command & Conquer: Red Alert, Postal 2, Mechcommander 2, Ultima VI: The False Prophet, The Legend of Zelda: Ocarina of Time, The Legend of Zelda: Majora’s Mask, Phoenix Wright Ace Attorney, Shin Megami Tensei: Persona 3, Sid Meier’s Pirates!, Command & Conquer, Wizardry: Proving Grounds of the Mad Overlord, Doom II: Hell on Earth, Akalabeth: World of Doom, Annals of Rome, Covert Action, Executive Suite, King of Dragon Pass, Long Live the Queen, Wasteland 2,Thief, Quake, Wipeout 2097, M.U.L.E., Taipan, Typhoon Thompson and the Quest for the Sea Child, Agent U.S.A., Homeworld, Phantasie, Planescape: Torment, Metal Gear Solid, EVE Online, Heroes of Might and Magic III, The Legend of Zelda: A Link to the Past, Darklands, Fable: The Lost Chapters, Super Mario RPG: Legend of the Seven Stars, The Bard’s Tale, Swords and Serpents, Civilization V, Warlords, Academagia, Bomberman 64, Europa Universalis IV.

If you’re an expert in a game that isn’t on the list, please contribute! In addition to the game coins, we’ll also put your name in the credits unless you don’t want it in there.


John Scalzi, Game Dev

This is hilarious. Scalzi is trying to impress his fellow SJWs with his game dev credentials, which are so much better than those belonging to the many devs of #GamerGate.

“I write video games. I think it’s pretty obvious GamerGaters don’t speak for anyone but their own pathetic selves.”
– John Scalzi, 6 August 2015

Needless to say, #GamerGate was unimpressed with Scalzi’s credentials. Beginning with Mark Kern, who worked on Starcraft, Diablo II, and Warcraft III before becoming team lead on the original World of Warcraft.

Mark Kern ‏@Grummz
I had no idea you could just write video games into existence. Guess we won’t be needing these designers, profs, artists, devs.

Dal Gren ‏@DalGren
Researching, I can only find one video game he’s written (Midnight Star). So…he’s lying about the amount.

The Deuce ‏@ibbibby
Scalzi lying about his involvement in gamedev like he does about his blog traffic? Say it ain’t so!

Mark Kern ‏@Grummz
He lies about his blog traffic?

The Deuce ‏@ibbibby
Yeah. He’s a shamelessly dishonest self-promoter.

The Deuce ‏@ibbibby
@voxday is the one who noticed and pinned him down on it. See these articles http://voxday.blogspot.com/search?q=scalzi+traffic …

Mark Kern ‏@Grummz
Oh wow, Scalzi really inflated those numbers.

No Fun Allowed ‏@nochafaa
Damn, Scalzi is turning out to be a bigger tool than I thought.

It was a bit amusing for me to see this, as on August 6th I was on my way back from GDCE. I currently have two games in development, one game in temporarily suspended development, and three more of my game designs will be in development shortly. (Hence my request for questions from experts in various games; I’d like to have at least 2,000 questions and answers before development starts.) Guests at my SAE-sponsored game development course that begins next month will include studio heads, lead game designers, veteran programmers, university professors, magazine editors, and other industry professionals who will share their perspectives on designing and developing games.

To have one writing credit on one failed mobile game doesn’t make you a dev. It means you’ve dipped your toe in the industry. (And to the real devs: if you had asked me, I would have told you a mobile rail shooter was very unlikely to work. Not all past mechanics are worth mining.) If John Scalzi genuinely wants to learn how the industry really works, he should take my course because he obviously knows very little about it. As Grummz wryly observed, one does not “write video games”. The insiders can always spot the fakers and the wannabes.

As for Scalzi’s frequent claims that I envy his career, I remind you of the Third Law of SJW: SJWs always project. And speaking of my career, here is a piece of concept art from one of our current projects in development.

Yes, that’s exactly what it looks like. Think of Joust, only with modern graphics, powerups, and the addition of a vertical element that involves goblins with catapults and orcs with scorpios. The hawk-riding elf is also armed with various magic spells for air-to-ground combat and he can ride other flying beasts with various abilities. I always wondered why there weren’t scads of Joustalikes, but I figured it out when I played the little-known Joust 2: Survival of the Fittest. John Newcomer transformed the core game from horizontal with vertical elements to a vertical game, which considerably changed the gameplay and made it very difficult while subtracting from the fun. That failure made Joust look like a dead end from a game development perspective; if the producers can’t make an effective sequel, who else can expect to do so.

So, I thought, what if we gradually brought in additional vertical elements to the horizontal game, plus provided powerups to prevent the difficulty from overwhelming the player too quickly? That turned into an arcade spinoff of my Elven Raider design that was signed by Elephant in 2008, but never made it into development. Although set in Selenoth, Elven Raider preceded A Throne of Bones. And as it happens, The Wardog’s Coin is what resulted when I turned one of the scenarios from Elven Raider into a short story.

This isn’t the only game we’re developing at the moment. Another one will be out in September, and I’ll post some screenshots in the next two weeks. The thing is, it is very clear that the big fish in science fiction don’t realize how small and insignificant their little pond is compared to the Vast Sea of Dev.

ASaltMineNamedZilla ‏@gameragodzilla
What games did he make again?

Bizz McTavish ‏@Bizz408
he’s not a Dev, he’s some B-list Sci-Fi writer

ASaltMineNamedZilla ‏@gameragodzilla
I know. Did he write any games worth talking about?

Bizz McTavish ‏@Bizz408
nope. he’s a nobody.

Silvertongue ‏@SilvertongueDvl
He’s writing for an ios game. He’s bragging about writing for a _mobile game_.

Drew ‏@omgMyCat
Miyamoto, Kojima, Romero, Scalzi… lmao

Midnight Star was released in February 2015. It has an average 68 review score from 8 critics on Metacritic. It does not have enough any user ratings. One can only conclude that John Scalzi should have written it better.

“Midnight Star sure looks promising, but comes up short in execution with
extremely watered down gameplay that is too bland, and repetitive to
recommend.”

Bland and repetitive gameplay in a mobile rail shooter? Who could possibly have foreseen that? In the meantime, KiA appears to have discovered ethics in SF journalism.


The game of questions

Based on the enthusiastic response of the many game experts here, I’m going to go ahead and collect as many complete 10-question sets for as many video and computer games as you guys are willing to contribute. This is for a competitive quiz game that I believe will serve as a model for future games of its type. The structure makes it a lot more fun than the normal sort of quiz game, and it’s complete with powerups that make the game modestly tactical.

If you contribute, there will be free game coins in it for you.

Don’t post the questions and answers here, but email them to me with the subject QUESTIONS. All I’d like you to post here is what game(s) you’re going to address so we don’t get multiple sets of the same game. For example, I’ve already done Swashbuckler and Warlords, and an example of the former follows.

The goal is to have at least 2,500 questions covering all platforms and eras in the initial quiz game. So that’s 250 games, and I’m not an expert in 250 games, so I’m going to need some help. The questions should be as straightforward and non-verbose as possible. Don’t get cute with trick questions except PERHAPS at the Expert level, and make sure the Easy questions are easy enough that anyone who ever played the game even a little could probably answer.

Swashbuckler
PC (Apple II)
Action
1980s

EASY

1. What weapon does the first enemy carry? (club)
2. What key do you hit to switch direction? (S)
3. How do you kill an animal? (sword down, M)
4. How many points per kill? (1)

MEDIUM

5. What happens when a snake bites you? (You die)
6. What happens when a rat bites you? (Can’t thrust)
7. What is the fourth enemy missing? (Leg)

HARD

8. What is the secret to getting easy kills? (Thrust right after second enemy killed)
9. What is the background of Level Three (Sail)

EXPERT

10. What enemy, introduced on Level Three, does not fit the pirate theme? (Samurai)


Au revoir, Reaxxion

I’m disappointed to learn that Roosh is shutting down Reaxxion, as I think there is a real need for a game site like that and I thought the writers were doing some excellent work there.

I’ve decided to close Reaxxion after approximately nine months of operation. Traffic has not grown to a level that allows the site to financially sustain itself. We have not been able to consistently surpass 250,000 page views a month.

I take full blame for the site’s commercial failure. The writers and editor did a great job trying to achieve my vision of what Reaxxion should be, but in spite of that, the growth did not occur. I attribute this failure to creating the site from a spontaneous idea (in response to gamergate) instead of developing it organically based on an actual need. The fact the gamergate continues to be successful and influential in other communities shows that I did not even provide a substantial need to the audience it was intended for.

We’re pretty busy with some other projects, but perhaps when things transition to the next phase, we’ll be able to take a look at doing something similar. But notice how Roosh has implemented the “fail faster” philosophy. That is one reason he continues to be successful.

Success = Try, Succeed/Fail, Try Something Else.
Failure = Try, Quit, Mope.

My 10-second diagnosis is that there were no game reviews or industry news, which rendered it all opinion, no news. But I salute Roosh and the writers for making the effort. It was a good one.


#GamerGate is far from over

When I think about how much I used to love going to CGDC in Santa Clara, this news just infuriates me.

UBM Tech Game Network, the organizers of the Game Developers Conference 2016, are now accepting submissions to present lectures, roundtables, panels, posters and tutorials through Thursday, August 27th.

Now entering its landmark 30th edition, GDC is expanding its Advisory Board, which reviews and refines submissions for the event, by welcoming pioneering developer Amy Hennig to help guide the content of the show….

GDC is the world’s largest and longest-running event serving professionals dedicated to the art and science of making games, hosting thousands of game developers from around the world for a week of learning, networking and inspiration. GDC 2016 will take place March 14th-18th at the Moscone Convention Center in San Francisco, California.

For the main conference, the GDC Advisory Board is considering session submissions for seven tracks: Audio, Design, Production, Programming, Visual Arts, and the Business, Marketing & Management track,  as well as a track on Advocacy, which covers social issues from diversity to quality of life.

Amy Hennig isn’t the problem. She’s no Social Justice Cabbage Patch Kid like Sarkeesian or Alexander, she’s a longtime dev and she knows what she’s doing, having been responsible for the Legacy of Kain and Uncharted series. What is infuriating is the fact that the conference organizers added a track on “Advocacy, which covers social issues from diversity to quality of life.” Which, you’ll note, is something that directly interferes with “the art and science of making games”.

Both GDC and GDCE already have the huge problem of having largely been taken over by the shills and the marketeers. I’ve actually heard of talks that have been rejected because the technology isn’t implemented in a game yet. Back in the day, learning about new technology and techniques is exactly what we went to CGDC for! No wonder fewer and fewer senior designers and developers are attending, what is the point if you can’t learn about new tech ahead of time and you’re going to get lectured by clueless non-developers about putting their politics in your games?

I’ve designed six games this year, have three development, and will ship two. And I have less than zero professional interest in anything even remotely related to social issues.

I hope the baleful eye of #GamerGate will turn on the UBM Tech Game Network and make it clear that the game industry is no place for Advocacy.


Gamers only

A little help, if you will. If you’re a serious gamer, I would appreciate if you would provide four questions and answers about your favorite game for a game design on which I’m working. It should contain the following information:

Name of Game
Genre:  Action, Strategy, Simulation, Role-playing
Platform: Arcade, Console, PC, Handheld/Mobile/Online
Decade: 80s, 90s, 00s, 10s
Easy Q&A
Medium Q&A
Hard  Q&A
Expert Q&A

So, for example, this is how I would describe SSI’s Warlords:

Warlords
Strategy
PC
80s
Easy: What is the name of the evil general? (Lord Bane)
Medium: What color are the Horse Lords? (Light Blue)
Hard: What is the capital city of the orcs? (Kor)
Expert: What is the movement rating of cavalry from Dunethal? (19)

If 10 or more of you could provide similar summaries, I would appreciate it.


RIP Iwata-san

“On my business card, I am a corporate president. In my mind, I am
a game developer. But in my heart, I am a gamer.”
– Satoru Iwata, 1959-2015

An expert on overhyped failure

Sees similar problems on the horizon for Star Citizen:

The problem that RSI is now faced with is something that us vets all saw coming a mile away. This level of exposure, all the press, the promises, the hype, the glorious anti-establishment chanting and rhetoric etc.: all of it has a very bad downside.

And it’s not like the rumblings haven’t been there. Every time there is new press about a funding milestone or yet another ship concept cash grab, there is some derogatory rhetoric associated with it because most backers are fed up and just want the game they were promised back in 2012.

Others are just waiting for the day when it all comes crashing down, so they can point, chuckle, and say they saw it coming.

And last I checked, some people had spent over $5,000 on this game. Even if you don’t want to believe that, believe this: they’ve raised about $85 million from 918,806 backers. That is an average of $92 per gamer.

A couple of weeks ago last month, when there was news about the FTC going after failed promises made by someone who crowdfunded a game, there were various discussions about the terrible precedent which would be set if this game failed to deliver and if a bunch of people reported it. And that’s no joke. We’re talking $85 million. That’s a lot of cash. Other people’s money.

If you spend $30 and get a generic game, you’ll post a bad review, tell all your friends etc. Eventually, you will move on. It happens. But in this instance, given all what has transpired, and all this money, gamers aren’t going to let it slide. Even if they lost $19.

No; they’re going to ask WTF happened to “all that money?“ because now it’s their money, not some faceless investor’s, or even a publisher.

And they’re going to be pissed because they expected more than a hangar and a largely buggy Arena Commander module which isn’t representative of the game they were pitched back in 2012, and which has to have been delivered two years later in Nov 2014.

As I’ve said before, I want this game to succeed for a lot of selfish reasons, least of all being that I funded it. I mostly want it to succeed because we don’t have any games like this in the genre, and not even my games can fill that void because they are super complex, pretty old, don’t look as pretty etc. You know, different budgets, different production values etc. And I really don’t care who makes it. All I know is that before I die, I want to play it. Is that too much to ask?

I also want it to succeed in whatever form because if it doesn’t,
it’s going to be another massive gamedev and videogame crowdfunding
black eye. I know people who are already rumbling that if this fails
that it is going to be more epic than the collapse of 38 Studios in the Summer of 2012. And that $75 million was mostly tax-payer money.  And almost three years now, that one is still playing out in the courts.

What I mean by this comparison is related to the following, all of
which happened to 38 Studios, it’s creators, primary execs, politicians
etc. and how the media handled it:

  • The amount of public money raised is not something to ignore. Like
    that studio’s sudden implosion in 2012, it’s a lot of money. The kind of
    money that makes every lawyer, politician, analyst etc., perk up their
    ears and try to get involved in the fray.
  • Given the number of studios working on this project worldwide, the
    sudden loss of jobs would be catastrophic for some people, most of whom
    had to relocate to get their jobs.
  • The hype surrounding this project since its 2012 inception is going
    to guarantee that every media outlet is going to want a piece of the
    action, and most of that is going to be based on sheer speculation,
    wanton conjecture, bullshit anonymous “sources” etc., because the focus
    would be on vilifying Chris and crew, rather than focusing on what
    mistakes were made.

And I need not even mention APB as another example.

To add to the noise, there are reports that people (Travis Day, a
senior producer left recently) at RSI have been leaving, the executive
producer (!) (UPDATE. It has been confirmed to me that Alex Mayberry, the Exec Producer, hired a year ago, is no longer at the company) is on his way out, and they’re spending more than they’re bringing in because crowdfunding has peaked etc.

The understated economics of game development is quite simple. For as
long as I’ve been around, and seen so many projects fail because they
ran out of funds, you’d think that by now this is something every
developer and publisher would be aware of, and plan for it:

  • If you’re spending $2 and bringing in $1, you’re in trouble.
  • If your studio is burning through $2 million a month, then you need
    $24 million a year in funding. If you’re selling less than $2 million a
    month, you’re in trouble.
  • If your studio has $24 million to make a game over a period of two
    years, and you’re burning more than $1 million per month, you’re in
    trouble.
  • If your budget is down to the wire, in that you don’t have a buffer
    of at least 15% of your funds in reserve, and which you can use for
    unforeseen expenses during development, you’re asking for trouble.

None of the departures, delays etc. should necessarily be regarded as
a sign of trouble for the project. When you start to scale back or
hunker down, people leaving, delays, stuff getting cut etc. is all par
for the course. What you can expect though, for something of this scope,
is that it’s going to get scaled back. That’s assuming that it ever
sees the light of day.

And if they scale it back, that’s going back on promises. And when
that happens, it’s going to be a complete disaster. Guaranteed.

So to those of you who don’t know how this works, it doesn’t make any
sense to scream “failure” when you have no clue just what (a lot) goes into developing these games.

It may succeed, it may fail; but for now, all we can do is watch how it plays out. But given the fiasco surrounding Freelancerthe
other very ambitious game that Chris tried to make, and the
disappointment that was the final game as delivered versus what was
promised, after which Chris left the industry—we should all be worried.
Especially this time around, there’s no Electronic Arts and no Microsoft
to act as a tether, or for us to point the finger at and to hold
accountable.

For me, I already know—for a fact—that they can’t build this game they’ve pitched, and which I was looking forward to someone making.

I’m concerned about this one too. I had a number of extensive conversations with Chris about this back when he had permission to use the Wing Commander license for it – we even discussed the possibility of using one of my AI designs for the wingmen – and I would really, really, really like to see it be successful too. Wing Commander is one of my all-time favorite games and I have very fond memories of it and of the man himself.

But the potential problem, as I see it, is that RSI got distracted by the unexpected level of success of their fund-raising efforts, and like many a charity before them, lost sight of their primary objective due to that success. This is understandable, of course, because fund-raising for a game this size is an absolute bitch for an independent, even one as well-regarded as Chris is. It takes an incredible amount of time and nineteen out of every twenty alleys eventually lead to a brick wall.

The positive side of limited resources is that it forces you to make the hard choices, you simply have no other option because you can’t do everything. I thought it was fantastic that Star Citizen managed to raise even more money than they were looking for to do Wing Commander, thinking that this was the dawn of a new funding model, but ironically enough, the very success of Star Citizen may lead to it being deemed a failure even if Chris manages to produce what would have been a very successful version of the $20 million project he originally envisioned, if it takes him $85 million to do it no one is going to be happy.

Because, as Derek Smart observes, everyone’s expectations have been raised. If it’s not the greatest game ever, if it doesn’t blow people away the way the original Wing Commander and Grand Theft Auto 5 did, it could end up having a crushing effect on game-related crowdfunding in the future.

For those of you who are too young, or too unfamiliar with the game industry, Battlecruiser 3000 AD was one of the most anticipated games of its day, but Derek never managed to deliver on its considerable promise, it had zero chance of ever living up to all the hype, and it is still, somewhat unfairly considering its relatively modest budget, (it’s rather shocking to discover that the budget was less than $650k) considered to be one of the great flops of the industry.

That being said, Derek is a smart guy and he would know about something being overhyped and unable to deliver on that hype.