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Interview With Aaron Hall A Go-Go

Naked_Lunch

Erudite
Joined
Jan 29, 2005
Messages
5,360
Location
Norway, 1967
<strong>[ Community -> Interview ]</strong>

<p>Yesiree, the time has come. After almost a month of waiting, Mr. Hall of <a title="LOL" target="_self" href="http://www.malfador.com/">Space Empires</a> fame has answered our tough and hard-hitting questions (All 8 of them). Enjoy!</p><blockquote><p><span class="q"><p><strong>
3. Do you work on your games full-time? If so, do you feel
"restricted" by it, that you need to keep giving what the fans expect
in order to make a living? Does working full-time to you seem to stifle
creativity and innovation by being so dependant upon your game selling?</strong>

</p></span><!--
D(["mb","\n\n<p><font size\u003d\"2\" face\u003d\"Courier New\"><span style\u003d\"font-size:10.0pt\">[Aaron] – Yes, I do work on our games full-time now. It is\nrestricting in the sense that you have to make enough money to keep the\nbusiness going. So, I’d say yes, it does stifle a bit of creativity. You have\nto make games that support your business model, and unfortunately, sequels are\nalways a good bet. </span></font></p>",1]
);
D(["mb","<span class\u003dq>\n\n<p><font size\u003d\"3\" face\u003d\"Times New Roman\"><span style\u003d\"font-size:12.0pt\"><br>\n4. <span>How hard is it finding an audience nowadays and\npromoting indie strategy games? Has it gotten easier or harder in the past few\nyears/decades/however long you\'ve been in business?</span><br>\n<br>\n</span></font></p></span>",1]
);
D(["mb","\n\n<p><font size\u003d\"2\" face\u003d\"Courier New\"><span style\u003d\"font-size:10.0pt\">[Aaron] – Its actually gotten easier in some ways. Most of the\nbig publishers are stuck in the sequel model as well, so there is room to\ncreate new titles. But we’ve been lucky in the space strategy genre; most\nof the big publishers are staying away from it. And pure strategy games are not\na big seller like they used to be, so there’s less competition. </span></font></p>",1]
);

//-->

</p><p>[Aaron] &ndash; Yes, I do work on our games full-time now. It is
restricting in the sense that you have to make enough money to keep the
business going. So, I&rsquo;d say yes, it does stifle a bit of creativity. You have
to make games that support your business model, and unfortunately, sequels are
always a good bet.</p></blockquote><p>You can read the rest of this <a title="kikea o" target="_self" href="http://www.tacticularcancer.com/content.php?id=3">here</a>. </p><p> </p>
 

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