A Sad but Necessary Update About the RPG Project
🕑 Added 2020-09-02 23:40:36 +0000 UTCI was hoping to release a spectacular new trailer for the RPG project I was working on for the last 18 months, but alas, I quietly departed the project in early July.
The reasons are too many to list, and that would only raise more questions, so I spent a few hours and hashed out a mini-documentary article, explaining the whole situation from start to finish. It ended up being about 7,000 words long, so I guess I had a lot to say.
I posted it discreetly on Medium. I don't think it will get shared there, but I hope it can bring some closure to people who still think I'm attached to the project. I wish Ted, Julian, VJ and the others the best in their efforts, but it was just time to move on.
I hope you find this an interesting read, or at least satisfies a morbid curiosity. I try to leave private names out of the picture, but I don't hold many punches - this was a bit of a nightmare toward the end.
"How I Almost Made the Game of My Dreams" on Medium
Comments
From an outsider's perspective, OnceLost seemed to have great ideas and great people, which in turn produce great excitement, and that's a great thing :) But those are only a few of the numerous ingredients to a successful game development project nowadays. I think it was really cool that you guys tried it, and maybe after some time and perspective, there could be another attempt.
Indigo Gaming
I didn't know you worked at UbiSoft. I admire a lot of their games, but from what I've read, they seem to just throw tons of man-hours at a game and hope to execute it. But at least they had the talent, motivation and resources to do so and occasionally make some great games. That was a frustrating issue that often came up, where ideas and discussions would happen, but these 20-30+ year game dev veterans never executed on a plan of action to actually execute anything playable.
I worked at Ubisoft on an a couple of open-world games and I saw how even huge teams can struggle with producing quality gameplay on that level of complexity. It was really fun to watch the OnceLost Q&A's but it seemed like the whole project was always somewhere in the distant future, and things weren't really ramping up as I would have hoped.