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FiringSquad - All News

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Tuesday - February 08, 2011
Wednesday - June 13, 2007
Thursday - March 01, 2007

Tuesday - February 08, 2011

FiringSquad - Consolitis Editorial

by Dhruin, 23:16

Ubbax sends in this article at FiringSquad - which is not specifically RPG-related - on the subject of "consolitis".  I don't agree with all the points but it never hurts to have discussion.  A snip from later in the article:

Because the big companies are so focused on catering to the lowest common denominator and trying to emulate past successes, creativity has taken a nose-dive. Making money should be a side effect of game development, not the reason for doing it in the first place. While production values and advertising budgets for AAA games have skyrocketed in recent years, innovation and overall quality have come way down. Unfortunately, deficiencies in the latter are often covered up by overcompensating with the former, which is especially effective in the eyes of a consumer that cares more about outward appearances and celebrity endorsements than actual substance. The sweet irony of it all is that a genuinely good game with virtually zero budget and publicity can be as financially successful as, if not more so than, a AAA title. Corporations have corrupted the industry with their greedy habit of minimalizing risk, and if they don’t change their ways, they will come crashing down in the wake of the indie game revolution.

Wednesday - June 13, 2007

FiringSquad - Colony Studios Interview

by Inauro, 23:03

FiringSquad talks to Colony Studios about the company's founding and future plans.

FiringSquad: First, how did the idea for Colony Studios come about?

Mike Wallis: Originally, back in September of 2005, my two co-founders and I were talking with Universal about licensing the Battlestar Galactica IP in order to make into an MMO. As the negotiations progressed, we found a few interested investors as well as a potential technology partner. Unfortunately, things began to slowly unravel as our technology partner first bowed out, then Universal wanted far too much for the license, which scared off our investors. However, as we had already done plenty of the initial work, such as creating the business plan, doing the pro-formas, and writing the high concept game design, we decided to move forward, in late 2006, with what we had. We pitched to an angel investment group in Reno and they liked what they saw, so we secured our first funds, which allowed us to bring on the rest of the core staff.

Source: FiringSquad

Thursday - March 01, 2007

FiringSquad - Micro Forte's Citizen Zero Canceled

by Dhruin, 20:38

FiringSquad has news that Australian studio Micro Forte has canceled Citizen Zero to concentrate on the Bigworld middleware and to work on a new Spy-themed game.

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