That’s right, I’m now working at Loot Drop, John Romero and Brenda Brathwaite’s new company. I’m diving in at the deep end into facebook gaming, flash, actionscript and switching from Windows to Mac. It’s quite a change for me, but it’s stimulating and exciting.
Actual Entertainment will be a side-business for me from now on. Gubble is still selling, and Fatjumper development will have to take a bit longer.
I’m particularly pleased to see that John Romero saw to it that Ravenwood Fair actually had developer credits. Apparently the entire facebook game industry is not doing developer credits. Which is very sad indeed. Zynga, WTF! Even John had to put the credits into an easter egg king of thing, where you have to type “credits” to see them.
My opinion, which is entirely my own and not necessarily that of my new employer, is that developer credits should be present in all forms of gaming, social, console, pc, handheld, even board games. Furthermore, they should be easily and clearly accessible by the public, not hidden somewhere. A third point, is that credits should persist across ports to other platforms, languages and territories. And lastly, the employment status of the developers shouldn’t disqualify them from getting credit. I’ve been personally bit by companies who didn’t give me credit in these situations, so I hope that current and future generations of developers will stand up and protest loudly when they are denied credit.
Whereas Mobygames and IMBD try to build game credits databases, these databases are sometimes incomplete or inaccurate, especially when it comes to games which have no built-in credits. It’s great that these attempts have been made, and I wish that a database of the same quality and completeness as IMDB for movies will someday exist for games.
Oh well, enough ranting for one day. Can you tell that I’ve had a long day of coding and fighting my computer?