Hello, everyone! I'll keep it short today. Even after release, Keep of the Mad Wizard keeps providing inspiration. This time in the form of an article about combat in videogames. Which in turns suggests what I should work on next. An early experiment has already fizzled out; got two more ideas to try in the coming week. Details once I have something more solid, even just a prototype.
In the mean time, let's see the news.
I had just published the previous newsletter when this crossed my Twitter feed: an in-depth explanation of how Telltale Games crashed and burned so suddenly, late last year. And damn if it doesn't sound familiar:
- young company does innovative work by a fresh formula;
- they take off slowly and do just fine for a while;
- one day they capture lightning in a bottle and become famous;
- they start dreaming big, and take investors on board;
- investors turn out to care about nothing except obscene profits;
- company burns itself down trying to satisfy them.
You know... just like every single business I ever worked for that actually meant something to me. Dear young entrepreneurs: are you ever going to learn? At all?
Go read the article for the grisly details. But gee, you mean treating your best people like shit until they leave you to become the competition is a bad idea?
In other news, someone has finally remade 8-bit classic The Sentinel, and (as reported by several sources) Jason Scott strikes again, putting up on GitHub the complete source code of Infocom text adventures. And oh, there's also Hardcore Gaming 101 covering Unreal.
Last but not least, we have the first interview with employees of ArenaNet, makers of Guild Wars, after the massive layoffs from a few months ago. Note how these were handled compared to other high-profile cases, and how the company continues to systematically reject crunch. Reads like sci-fi, doesn't it?
Until next time, be kind to yourself.