Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,044
Tags: Feargus Urquhart
<a href=http://www.gamespot.com>GameSpot</a> spoke with Bill Roper of <a href=http://www.flagshipstudios.com>Flagship Studios</a>, Feargus Urquhart of <a href=http://www.obsidianent.com>Obsidian</a>, Michael Scandizzo of <a href=http://www.castawayentertainment.com>Castaway Entertianment</a>, and Brian Fargo of <a href=http://www.inxile-entertainment.com>InXile Entertainment</a>, asking some <a href=http://www.gamespot.com/all/news/news_6089358.html>questions</a> on independence
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<blockquote>Feargus Urquhart: The biggest challenges for any developer all revolve around funding. The toughest thing to do is to secure funding or get signed by a publisher to a deal that gives you the time and money you need to make a product successfully and that is in line with the longer-range plans for your company. The hardest thing for any developer to do is to turn down a contract while facing an empty bank account. That's something that you have to do sometimes, since, while some contracts will feed you for a while, you might end up in an even worse financial situation at the end of that contract.</blockquote>
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Very interesting article...well, actually it's not. What's the point of asking people who haven't released their first independant games these questions? Ask <a href=http://www.troikagames.com>Troika Games</a> instead.
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Spotted at: <A HREF="http://www.rpgdot.com">RPG Dot</A>
<a href=http://www.gamespot.com>GameSpot</a> spoke with Bill Roper of <a href=http://www.flagshipstudios.com>Flagship Studios</a>, Feargus Urquhart of <a href=http://www.obsidianent.com>Obsidian</a>, Michael Scandizzo of <a href=http://www.castawayentertainment.com>Castaway Entertianment</a>, and Brian Fargo of <a href=http://www.inxile-entertainment.com>InXile Entertainment</a>, asking some <a href=http://www.gamespot.com/all/news/news_6089358.html>questions</a> on independence
<br>
<br>
<blockquote>Feargus Urquhart: The biggest challenges for any developer all revolve around funding. The toughest thing to do is to secure funding or get signed by a publisher to a deal that gives you the time and money you need to make a product successfully and that is in line with the longer-range plans for your company. The hardest thing for any developer to do is to turn down a contract while facing an empty bank account. That's something that you have to do sometimes, since, while some contracts will feed you for a while, you might end up in an even worse financial situation at the end of that contract.</blockquote>
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Very interesting article...well, actually it's not. What's the point of asking people who haven't released their first independant games these questions? Ask <a href=http://www.troikagames.com>Troika Games</a> instead.
<br>
<br>
Spotted at: <A HREF="http://www.rpgdot.com">RPG Dot</A>