Over a decade ago I started learning DirectX 8, (my how time flies), the original Xbox had just been released, and flash games started becoming popular on the internet. A perfect storm was brewing for aspiring game developers; a climate not seen for nearly a decade was developing around us.
http://www.gamedev.net started hosting incredible articles, and any and all knowledge to create a video game was finally surfacing on the world wide web, instead of being locked away in expensive books. Thus began the era of the indie developer.
In 2006 EA started to become one of the worst companies to work for, and soon defectors started to arise. Of these defectors Kyle Gabler and Ron Carmel founded a company 2D Boy on their limited savings, approximately $10,000. Starbucks was their office. Kyle drew pretty pictures, and Ron programmed.
In 2008 they released World of Goo, a critically acclaimed independent game. A few months after the release I emailed them while working on my first game with a good friend of mine. Here is a response from Ron, the programmer:
A simple greeting, and "you got dis here/go for it" encouragement:
that's awesome [thestringpuller] you two sound like you were meant to do this together and i hope you do. what's the worst that can happen? you'll work on a project you love with a good friend, and if it fails, you'll go find a job somewhere... doesn't sound [too] bad. but what's the best that could happen, hm?
-r
There is something profound about the support available in the indie community. Everyone is willing to help each other reach a mutual goal.
Tell me what you're capable of doing for it and I'll tell you why it's either not wanted, not useful, or remarkably fucking stupid and useless.
You've come into our house, not the other way around. So what can S.MG contribute to this community they are attempting to disrupt?
Attitude adjustment time.
Um sure? You're going the route of stepping on everyone's heels with stilettos in a foreign community (the gamedev community), and expect to acquisition worthwhile talent. This won't play out well.
I've met with many in the community in an attempt to direct them to MP in relation to working with S.MG, posted their concerns, and have been met with dismal results. This being the case, S.MG has a big hill to climb.
This hill is made even steeper:
Is there any known person associated with this company who has any experience in the games industry?
No.
Hopefully someone with game industry experience hurries in and performs a Mary Poppins-like miracle for you, in the same way Rockstar saved Team Bondi from themselves. But Rockstar could only do so much, and only saved their flagship title, unfortunately they couldn't save the studio.
In a recent Trilema article it seems even Mr. Popescu has a hint of concern:
In spite of all these cutbacks it still doesn’t look very good for S.MGs intended 15th date.
I really wish you all the luck and hope everything works out.
If thestringpuller ever went into game design I would invest in it due to the quality of his posts which to me signify's someone who knows what they are talking about.
If you're really serious about this statement here are two games the lead designer for my current project made in recent years:
http://www.cosmicadventuresquad.com/projects/planetration/http://www.cosmicadventuresquad.com/projects/leave-me-alone/The latter is already pretty successful with 100,000 plays, and is currently sponsored. The former is still in development. Give them a play, leave a comment, etc. (Perhaps he'll create a btc tip jar address). If they gain popularity they'll add features, and push for publication, but for now they're out there waiting for people to play them.
In the future we'll be releasing some more games on multiple platforms. Hopefully my posts have piqued some interest in their development.
I leave you all with the Jabberwocky:
https://i.imgur.com/6l5QU03.jpgYou've got to use your hands. Why? Cookies need love like everything does.