Elixir Studios Closes Its Doors 38
Another development studio has closed up shop, with British company Elixir laying off staff and closing down development. Elixir has published two titles, the political sim Republic and the mad scientist strategy title Evil Genius. The cancellation of an upcoming project forced the company to make a hard decision. From the article: "I'm very proud of what all the staff at Elixir have achieved and the games we produced...We gave it everything we had but ultimately it wasn't quite enough. It seems that today's games industry no longer has room for small independent developers wanting to work on innovative and original ideas. Perhaps there is no longer any need for them."
Evil Genius (Score:1)
Re:Evil Genius (Score:3, Interesting)
As for
Maybe it's not enough that the ideas be innovative and original
Re:Evil Genius (Score:2)
That's a real quoteworthy gem you crafted there. In fact, I'm going to print it out and stick it up in my office.
Oddly, it relates to a special I saw on TV last night about Disney World and the "imagineers" who work there. One of them was asked if Disney kept a record of all their good ideas, and he responded something like, "No, we only keep and build the really GREAT ideas". Similar in concept to yo
Re:Evil Genius (Score:2)
Rob
Re:Evil Genius (Score:1)
Evil Genious sucked (Score:3, Insightful)
Am I sorry to see Elixar go? Yes and no. They did not really make good games, but who knows, maybe they would have came out with something.
Re:Evil Genious sucked (Score:1)
Re:Evil Genious sucked (Score:2)
I realized, after I seriously started the game, that there was one glaring, blinding flaw with the concept:
THE EVIL GENIUS ALWAYS FUCKING LOSES.
Take, for example, base defense. A super-agent comes in, so you activate your red alert. Your minions, including your highly trained mercenaries, run for the armories, grab weapons, and proceed to run, single file, up a hallway, and get mowed down in echelon. Forty armed soldiers? Bah, they'll still all get mowed down.
Now, yes, this is EXACTLY how it works
Black and White (Score:1)
It was definately the "where do
Independent Developers (Score:3, Insightful)
Re:Independent Developers (Score:1)
Re:Independent Developers (Score:1)
Re:Independent Developers (Score:1)
Think Tron, Centipede, Space Invaders, and Cannon Fodder all rolled into one RTS-style game with a unique mouse gesture interface.
http://www.darwinia.co.uk/ [darwinia.co.uk]
Re:Darwinia (Score:1)
There's a poll in the Darwinia forums now, and about 88% last I looked preferred the gestures to a possible hotkey system [for this game].
If you can't get the A
Re:Darwinia (Score:1)
Re:Darwinia (Score:2)
Actually, the real trick is to upgrade the Darwinians as much as possible, and get them to do the fighting.
They're a bit like the classical Lemmings, only somewhat brighter and armed with lasers and grenades. Excellent!
Well... (Score:3, Interesting)
Point is, there is plenty of room in the world for unique and original games (*koff*Katamari*koff*), however, you also need to make them fun. This is the element that was sorely lacking from the two games I played from Elixir. The presentation was fantastic, but it seems to take more than a 95% failure rate for companies to realize that is the least important factor if gameplay is neglected.
It is a game, after all. If it doesn't feel like you're playing a game, then you're probably not playing it.
Dead games can live on (Score:4, Insightful)
Dear Elixir,
Please open source your games so that your fans may continue to enjoy them, or modify and adapt them. The benefits will surely outway the remaining royalities/profits from keeping these games as commercial ventures.
#1001... (Score:2)
Re:Dead games can live on (Score:4, Funny)
Yes, the benefits of open sourcing of our game library will sure help us at the unemployment office! Definitely the warm feeling in our hearts will outweigh the need for a job, etc.
Sincerely,
Elixir
Evil Genius (Score:3, Interesting)
Ultimately I gave up and uninstalled it.
As for the comment regarding the lack of need for smaller indepedant game developers.. well I call bullshit on that. Just because 1 company fails at producing games that people will buy and enjoy does not mean that all companies will fall into the same boat. Those that can come out with games that are actually FUN TO PLAY (gasp!) should do well.
Until they are eaten up by some bigger player who will then make sequel after sequel spewing out the same regurgitated crap with "All new features!"
I don't understand... (Score:2)
Re:I don't understand... (Score:2)
Simple equation going on here: They didn't make enough money from their other games to support the costs of developing a third game, so they had to shut house. You think just because they are not some publisher's lapdogs that they can ignore financial reality?
Re:I don't understand... (Score:2)
On the side, my statement is that companies that are 'lapdogs' seem to think they are independant simply because their publisher, who is allowing them to exist, does not own them. There is a big debate about what the
Re:RIP Elixir (Score:2)
Online distribution? (Score:1)
Having played EG, and Republic, whilst not perfect games they were solid, however it was clear these games were never intended for mass market consumption, and were clearly aimed at a niche. Niche though appears to be a dirty word amongst the largely fatcat publishing industry today.
I dont like Valves steam personally (mostly due to its over integration), however it does work,
Why did they fail? (Score:3, Interesting)
It sucked. It was boring, monotonus, and after the 2nd level, not at all entertaining. It felt like work. Strike that. It was harder than work, with less reward.
I didn't even realive the same studio had made E.G. until this article. And yet as I look back, I can see alot of similarities between the games. Too much information, a Not-At-All intuitive interface, and a lackluster AI in games where the interface is something you spend 95% of your time in and the AI basically has to play the game for you.
Elixer failed not because they had publisher problems, or because they had a canceled game. They failed because they were a large group of creative, intelligent people with practically no outside testing. They internalized everything, thought their ideas were good, and sent them out. No one to say "This is too hard" or "this is too slow". I think I'd rather the company dissolve and the talent migrate to other studios than they release another game I get excited about, only to see the execution fail.