dojoteef
Self-Ejected
- Joined
- Oct 26, 2004
- Messages
- 970
That would be the same Irrational that had their first contracted game CANCELLED on them, leaving them out in the cold. That would be the same Irrational who's first published game SS2 despite being excellent was a poor seller. The same developer that was able to land games with more mass market appeal akin to landing a D&D licensced game and one based off of the Source engine using one of the more popular modern PnP RPG licenses that Troika landed.
Irrational now have the money to self fund, because they made smart business decisions that allowed them to gain the financial stablity they currently enjoy. It also seems Irrational understood the need to do the work that was needed in order to gain the financial independence to create the games they want.
I think they are a shining example of how an independent can find a place in the market. Going from Ken Levine's living room to a multi-studio establishment. Here is an excellent article that highlights the struggles they had to overcome in order to get to the position they are now in. Here a few choice highlights:
Don't go counting out the hard-working efforts of other companies like Irrational. They've had it just as hard as anything Troika had and they came out on top. I'm tired of hearing excuses. I'm sad to see Troika go, but obviously Tim, Leon, and Jason didn't do a good job of running the company.
EDIT: I'd like to mention that this is about as fair of a comparison between two real world companies as you are likely to get. They both started up around roughly the same time frame with a similar sort of approach. Both have had hardships. Only one came out on top.
Irrational now have the money to self fund, because they made smart business decisions that allowed them to gain the financial stablity they currently enjoy. It also seems Irrational understood the need to do the work that was needed in order to gain the financial independence to create the games they want.
I think they are a shining example of how an independent can find a place in the market. Going from Ken Levine's living room to a multi-studio establishment. Here is an excellent article that highlights the struggles they had to overcome in order to get to the position they are now in. Here a few choice highlights:
According to general manager Ken Levine, the studio began its life in his living room in 1997, when he and fellow employees Jonathan Chey and Rob Fermier of now-defunct Looking Glass Entertainment decided to leave their employer to form their own company
Irrational's start was bumpy, to say the least. The studio's first contract was to create a single-player component for Multitude, Inc.'s PC shooter FireTeam, whose multiplayer game was so good that the single-player game got canceled. This meant that Irrational was out of its first job.
Irrational wound up with a publisher for the project, which eventually became System Shock 2--the game that Irrational had wanted to work on since the beginning. Some might say that the game's development was a remarkable accomplishment, considering that it was completed within the span of just more than a year and took a single-player-only, hardware-rendered DOS-based engine and converted it into a 3D-accelerated game with working multiplayer.
Don't go counting out the hard-working efforts of other companies like Irrational. They've had it just as hard as anything Troika had and they came out on top. I'm tired of hearing excuses. I'm sad to see Troika go, but obviously Tim, Leon, and Jason didn't do a good job of running the company.
EDIT: I'd like to mention that this is about as fair of a comparison between two real world companies as you are likely to get. They both started up around roughly the same time frame with a similar sort of approach. Both have had hardships. Only one came out on top.