Jaesun
Fabulous Ex-Moderator
I hated when I found out those were real-time POP-A-MOLE. I've played a few hours of Ravenloft, and it was.........OK. But it did NOT age wisely.
To Gold Box enthusiasts: where do you position the Ravenloft series and the other 1st person DreamForge games published by SSI with regard to the Gold Box games?
Haha fuck! Totally forgot about the Ravenloft games. Played the shit out of them, they were great.To Gold Box enthusiasts: where do you position the Ravenloft series and the other 1st person DreamForge games published by SSI with regard to the Gold Box games?
I've played a few hours of Ravenloft, and it was.........OK. But it did NOT age wisely.
Joel Billings - http://www.rpgcodex.net/forums/index.php?threads/matt-chat-181-joel-billings-ssi-interview.79844/Is there a good interview or something that lays out what happened in the bad years at SSI and points fingers at who fucked up?
Matt Barton has an interview with Joel [forgot last name], the founder and president of SSI.
IIRC much of the problems was due to the transition to new engines after the Gold Box games and things taking much longer than planned. I think the first Dark Sun game was delayed a whole year, for example. They should have milked the GB engine a bit more, I think.
While Panzer General was in development, SSI started on another TSR-licensed RPG called Dark Sun. By now, the Gold Box series had already seen 12 titles and was beginning to show signs of age. Eager to step things up with a second generation of RPG titles, SSI felt that the harsh desert world of Athas had all the promise to be another big seller. The development team got to work creating an entirely new engine with new gameplay mechanics and improved graphics. However, it wasn’t too long before the project started causing big trouble for the company.
“The Dark Sun project killed us,” admits Joel. “We thought we could do it in one year, like we had done with Pool Of Radiance in 1987-88, but we were wrong. When DS took two years instead of one, things began to get very tough in late 1992 and early 1993, leading us to lay off around 20-25 people in early 1993. Dark Sun finally came out in September 1993, but the delay had scared us enough to realise that big projects would now require $1 million or more, and we didn’t have the resources to risk another failure.” Joel continues, “My uncle was the guarantor on our bank loans, so it wasn’t fair to risk things. We needed to either raise money and thus lose family control (at that point EA owned 20 per cent, my extended family owned 55 per cent, and employees and ex-employees owned the rest), or sell the company and become part of a bigger company that could invest in those expensive projects.”
Joel eventually opted for the latter, and just before Panzer General was released, SSI was sold to Mindscape. It was early 1994, and SSI had just taken its first steps into the world of corporate reshuffles. Just as gaming legends, Origin, Sierra and Broderbund before it, SSI would soon be swallowed up by the corporate giants that were devouring the very industry it had helped to create. Fast-forward to 1998, and Mindscape had been sold to The Learning Company, by which time Joel had long retired as president. In turn, The Learning Company was acquired by Mattell in 1999. Still working as vice president in charge of games for Mindscape, Joel eventually left the company in January 2000, and was followed soon after by Chuck. When it was revealed that The Learning Company was, in fact, not making any money at all, Mattell’s new CEO decided to get rid of the games division entirely. “Ubisoft was handed the entire gaming portfolio, either for free, or it may have been paid to take TLC off their books,” recalls Louis Saekow. “Mattell’s books were making huge losses from gaming, but this had nothing to do with SSI. In fact, SSI was always sitting with revenues around 15 or 18 million dollars, which was really good for a wargame company, but wasn’t the sexy numbers that Ubisoft was after. Ubisoft ran its focus more towards videogames and big-seller games, and that’s why Joel started 2by3 – because he wanted to keep supporting his love of wargames.”
One of the greatest lessons that we can take from the SSI story is that when the driving force behind games development is a management team focused more on sales and marketing than actually having a passion for gaming, things will inevitably fall apart.
I quite very much like the Ravenloft games (sans the RT combat) and still find them beautiful and very playable. If only someone could hack the games to be TB.
I'd write something snarky but I want to believe, this sounds so promising.Introducing TSI – Tactical Simulations Interactive
New independent video games studio formed by SSI alumni, aiming to bring back the “Gold Box” RPG experience for a new generation.I
No need to speculate. Mr. Billings released all financials (as well as a bunch of other SSI material) to a museum, so you can become a member and go and view them at any time.They'll make 2-3 good games and then go overkill with their engine until they die after the 6th spam passing as a game. History repeats itself. Let's see what they do.
"(and they sure as hell sold a lot of them)"
Define 'a lot'. Also, pay attention how sales continually feel. Maybe POR1 was a success but was aprt 200 a success/ Highly doubtful. Or else they would have stayed in business.
Take your shilling and fanboyism elsewhere. The company failed. FAILED. This is FACT.
Define 'a lot'. Also, pay attention how sales continually feel. Maybe POR1 was a success but was aprt 200 a success/ Highly doubtful. Or else they would have stayed in business.
Late SSI wasn't good creatively.Take your shilling and fanboyism elsewhere. The company failed. FAILED. This is FACT.
Much as I hate to step into a flamewar, the fact that these guys' company failed financially doesn't mean they can't make good games. The arts are full of people who were really good creatively but crappy businessmen.
Joel Billings - http://www.rpgcodex.net/forums/index.php?threads/matt-chat-181-joel-billings-ssi-interview.79844/Is there a good interview or something that lays out what happened in the bad years at SSI and points fingers at who fucked up?
Matt Barton has an interview with Joel [forgot last name], the founder and president of SSI.
IIRC much of the problems was due to the transition to new engines after the Gold Box games and things taking much longer than planned. I think the first Dark Sun game was delayed a whole year, for example. They should have milked the GB engine a bit more, I think.
Also
http://www.nowgamer.com/features/894703/company_profile_ssi_part_1.html
http://www.nowgamer.com/features/894711/company_profile_ssi_part_2.html
While Panzer General was in development, SSI started on another TSR-licensed RPG called Dark Sun. By now, the Gold Box series had already seen 12 titles and was beginning to show signs of age. Eager to step things up with a second generation of RPG titles, SSI felt that the harsh desert world of Athas had all the promise to be another big seller. The development team got to work creating an entirely new engine with new gameplay mechanics and improved graphics. However, it wasn’t too long before the project started causing big trouble for the company.
“The Dark Sun project killed us,” admits Joel. “We thought we could do it in one year, like we had done with Pool Of Radiance in 1987-88, but we were wrong. When DS took two years instead of one, things began to get very tough in late 1992 and early 1993, leading us to lay off around 20-25 people in early 1993. Dark Sun finally came out in September 1993, but the delay had scared us enough to realise that big projects would now require $1 million or more, and we didn’t have the resources to risk another failure.” Joel continues, “My uncle was the guarantor on our bank loans, so it wasn’t fair to risk things. We needed to either raise money and thus lose family control (at that point EA owned 20 per cent, my extended family owned 55 per cent, and employees and ex-employees owned the rest), or sell the company and become part of a bigger company that could invest in those expensive projects.”
Joel eventually opted for the latter, and just before Panzer General was released, SSI was sold to Mindscape. It was early 1994, and SSI had just taken its first steps into the world of corporate reshuffles. Just as gaming legends, Origin, Sierra and Broderbund before it, SSI would soon be swallowed up by the corporate giants that were devouring the very industry it had helped to create. Fast-forward to 1998, and Mindscape had been sold to The Learning Company, by which time Joel had long retired as president. In turn, The Learning Company was acquired by Mattell in 1999. Still working as vice president in charge of games for Mindscape, Joel eventually left the company in January 2000, and was followed soon after by Chuck. When it was revealed that The Learning Company was, in fact, not making any money at all, Mattell’s new CEO decided to get rid of the games division entirely. “Ubisoft was handed the entire gaming portfolio, either for free, or it may have been paid to take TLC off their books,” recalls Louis Saekow. “Mattell’s books were making huge losses from gaming, but this had nothing to do with SSI. In fact, SSI was always sitting with revenues around 15 or 18 million dollars, which was really good for a wargame company, but wasn’t the sexy numbers that Ubisoft was after. Ubisoft ran its focus more towards videogames and big-seller games, and that’s why Joel started 2by3 – because he wanted to keep supporting his love of wargames.”
One of the greatest lessons that we can take from the SSI story is that when the driving force behind games development is a management team focused more on sales and marketing than actually having a passion for gaming, things will inevitably fall apart.