Tuesday, December 26, 2006
The Rise and Fall of Troika
Continuing my trend this week(end) of being lazy and posting links to other people's articles (hey, it's Christmas):
The Escapist has an article by Joe Blancato about Troika, the RPG development studio created by the three principles behind Fallout. The major take-away from the story: Releasing buggy products will kill your company, no matter how cool the concept behind your games.
The Rise and Fall of Troika: How Interplay's Golden Boys Struck Out On Their Own
Labels: Roleplaying Games
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You know, I got a different takeaway. Troika was always at the mercy of their publishers. They never had the same one twice, and they always got pushed to finish their games sooner. Something has to give, and it's almost always testing.
From the article:
"Right or wrong, we just needed more time to test and polish the games, and none of our three publishers were willing to give it to us. Each and every game was pulled out of our hands before we were through with it. In all fairness, I have to say that we were late and over budget, but that still does not justify giving the public an unfinished product."
Troika isn't entirely blameless. They were incredibly ambitious with their designs, or horribly understaffed, or both. For one of them, they mentioned being in crunch mode for four years! That's just crazy and inhumane.
From the article:
"Right or wrong, we just needed more time to test and polish the games, and none of our three publishers were willing to give it to us. Each and every game was pulled out of our hands before we were through with it. In all fairness, I have to say that we were late and over budget, but that still does not justify giving the public an unfinished product."
Troika isn't entirely blameless. They were incredibly ambitious with their designs, or horribly understaffed, or both. For one of them, they mentioned being in crunch mode for four years! That's just crazy and inhumane.
Yep, in fact, Leonard Boyarsky even states, "After the lessons we learned on Arcanum, I think a better way to go would have been to get independent financing for the bulk of the dev cycle for a game, and then bring it to publishers when it was more than half finished to help bring it to market."
If only it were that easy.
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If only it were that easy.
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