GSUK Podcast -- Questions for Introversion Software
Moderators: jelco, bert_the_turtle
GSUK Podcast -- Questions for Introversion Software
Hey guys,
Tomorrow, we'll be joined on the GameSpot UK Podcast by Mark Morris and Chris Delay from Introversion Software. The guys have just put the finishing touches to Multiwinia, so if you have any questions about the game or UK indie development in general, then post here and we'll ask them on tomorrow's show!
Thanks in advance,
Guy
Tomorrow, we'll be joined on the GameSpot UK Podcast by Mark Morris and Chris Delay from Introversion Software. The guys have just put the finishing touches to Multiwinia, so if you have any questions about the game or UK indie development in general, then post here and we'll ask them on tomorrow's show!
Thanks in advance,
Guy
Re: GSUK Podcast -- Questions for Introversion Software
guycocker wrote:Tomorrow, we'll be joined on the GameSpot UK Podcast by Mark Morris and Chris Delay from Introversion Software.
I'm assuming Introversion can't afford anywhere near as much advertising cash as Eidos ..... so feel free to ask all those those difficult and embarrassing questions
- The GoldFish
- level5
- Posts: 3961
- Joined: Fri Mar 01, 2002 9:01 pm
- Location: Bowl / South UK
- Contact:
Here's 4 questions off of the top of my head, any or all may be innappropriate.
1) Multiwinia is the first game you (IV) have created with the blog, where you expose your inner thoughts and feelings about whatever it is you happen to be working on. Would you say that the blog helped or hindered you develop the game and "get the game out of the door", or did it have no impact at all - would you encourage other developers to be more open about development with a blog?
2) From the outside world's perspective, Multiwinia and Defcon's gestation times appear to have been fairly similar, almost despite the additional staff that IV have taken on. What can we expect to see in the future which will really show off the additional skills and manpower you've taken on?
3) Introversion are often held up as an example of a successful indipendant games company. As time has gone on, do you feel like you have something special that other companies don't have, or, do you think anyone could set up a successful indipendant and enjoy the same accolades?
4) After the completion of your 4th game, you must have learnt a lot of lessons about games development. Presumably you've answered questions about what your previous games have taught you, so, what has Multiwinia taught you that you'll bring through to subversion, or chronometer? Do you think you still make mistakes? If so, any examples? (:P)
1) Multiwinia is the first game you (IV) have created with the blog, where you expose your inner thoughts and feelings about whatever it is you happen to be working on. Would you say that the blog helped or hindered you develop the game and "get the game out of the door", or did it have no impact at all - would you encourage other developers to be more open about development with a blog?
2) From the outside world's perspective, Multiwinia and Defcon's gestation times appear to have been fairly similar, almost despite the additional staff that IV have taken on. What can we expect to see in the future which will really show off the additional skills and manpower you've taken on?
3) Introversion are often held up as an example of a successful indipendant games company. As time has gone on, do you feel like you have something special that other companies don't have, or, do you think anyone could set up a successful indipendant and enjoy the same accolades?
4) After the completion of your 4th game, you must have learnt a lot of lessons about games development. Presumably you've answered questions about what your previous games have taught you, so, what has Multiwinia taught you that you'll bring through to subversion, or chronometer? Do you think you still make mistakes? If so, any examples? (:P)
Couple of sequential question sets here
1) Has the hiring of new talent since Darwinia helped significantly with the design and development of the newer games? You've said before that with Darwinia you took a long time to work out what the game would actually be; do the new team members get to provide input on the projects, and does it help to focus your direction better, or is there a lot of conflict?
2) You've also said that you're trying to get to a point where you are working on two games at once. Have you managed this yet, with Subversion and Chronometer? If so, does this exclude or prevent you from working on other game concepts you may have? Do you have some kind of ideas repository to keep everything in and dip into from time to time?
1) Has the hiring of new talent since Darwinia helped significantly with the design and development of the newer games? You've said before that with Darwinia you took a long time to work out what the game would actually be; do the new team members get to provide input on the projects, and does it help to focus your direction better, or is there a lot of conflict?
2) You've also said that you're trying to get to a point where you are working on two games at once. Have you managed this yet, with Subversion and Chronometer? If so, does this exclude or prevent you from working on other game concepts you may have? Do you have some kind of ideas repository to keep everything in and dip into from time to time?
LLamaBoy wrote:Do you have some kind of ideas repository to keep everything in and dip into from time to time?
Chris mentioned such a repository in the Chronometer blog entry. He calls it the Bespokery.
Some people talk because they have something to say. Others talk because they have to say something.
Who is online
Users browsing this forum: No registered users and 12 guests