AAA game publishers love to muzzle their developers and send out their marketing robots to tell us EVERYTHING IS FINE. SALES ARE ALWAYS UP. WE BELIEVE IN OUR TEAM. SADLY, ECONOMICS BEYOND OUR CONTROL MEANS WE HAVE TO LAY OFF THIS TEAM. EVERYTHING CONTINUES TO BE FINE. WE ARE PROUD OF THIS GAME. WE ARE DISAPPOINTED IN ITS RECEPTION. SALES ARE UP. WE VALUE YOUR FEEDBACK.
We’re trying to invent a new industry and a new medium, and instead of learning from each other’s mistakes, everyone pretends they don’t make mistakes. I think that’s bad for everyone. On the other hand, documenting your mistakes in public is no fun, and publicly saying, “Here is how we wasted some of your investment money” might make it less likely that people will entrust you with money in the future. And writing stuff like this takes time away from stuff like patching your game or starting on the next one.
So I understand why only a small percent of games get a postmortem. And given the odd, meandering path this game took to release, I’m not sure how valuable this postmortem will be to other devs. But in an effort to Do The Right Thing, here is our story.
Who Did What
Shamus: Engine programming, music, game design, “writing”.
Rutskarn: Actual writing.
Arvind: Game Programming, Game Design, UI, Level Generation, Business & Promotion
Ross: Game Design, Scripting, Misc. Art
Mikk and Rashi: Art
Over the next few entries, Arvind, Ross, Rutskarn and myself (Shamus) will take turns talking about the development of this game. Arvind’s text will be in green and Ross will be in blue. Rutskarn will be in red.
Continue reading 〉〉 “Good Robot Postmortem #1: Introduction”
T w e n t y S i d e d

