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IndigoGaming
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A Sad but Necessary Update About the RPG Project

I 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 

A Sad but Necessary Update About the RPG Project

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.

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.

Indigo Gaming

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.


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