This one hits a little too close to home. Like Tim Cain, I am done with making other people rich off my IP. I enjoying making small games like Death By Scrolling and I’m going to keep making games and having fun.
You may like the games, you may not, but I’m making what I want. I’m not rich but I can pay for food and rent and make what I want.
People often ask about a Thimbleweed Park 2.
Thimbleweed Park cost around $1.1M to make. $600k came from Kickstarter backers and $500k came from private investors I found later. Kickstarter for digital games is all but dead. I could not raise the money to make Thimbleweed Park 2 on Kickstarter today. I couldn’t even raise the full amount back then.
I have spoken to publishers and they have been willing to fund Thimbleweed Park 2, but they get rich and I get very little and have to do most of the work.
I am done with that.
From now on I’m going to make the small games I want and have fun doing it.
I’ve been in the games industry for 40+ years. I think I’ve earned that.
P.S.
MicroProse is publishing Death by Scrolling, but unlike other publishers they offered an very fair deal. Also, unlike a game like Thimbleweed Park 2, there wasn’t a lot of upfront money and that probably helps.
Comments:
Keep doing your thing!
Good luck.
You made Humongous Entertainment and sold a gazillion copies of games (which now my children play).
Surely you're writing this on a mega yacht made of gold?
Oof... I'm really sorry to hear that.
I can't find the whole story online. I think I can piece the basics of it together: HE was bought out with GT shares, and those shares quickly lost value. But I hope you'll share what happened one day.
It took me many years to understand this—years wasted trying to force myself into predefined frameworks imposed by others.
You're just minding your own business, and at some point someone comes along. Someone you don't even particularly respect, to be honest.
And starts telling you they're "ahead" of you. And it hurts. So you start chasing them. You begin to believe that happiness is a finish line.
So you run, and you grind yourself into the ground, only to arrive exhausted at a place that turns out to be unsatisfying in one way or another.
Then you stop and think about it for a moment-not even that long, tbh-and you realize that happiness isn't a destination at all.
It's a balance. Something you have to nurture every day.
Life is the journey, not the goal. It's a pretty obvious idea when you think about it.
It's the time we choose to spend from an account whose total balance we don't even know.
Focusing solely on the objective-especially considering how long it takes to develop a game-means postponing happiness until tomorrow.
"What will I do when I've made millions?" But if the answer is, "I'm not very obsessed with money... I just want the peace of mind to pursue my passion, which is making videogames",
then it looks a short circuit to me.
Maybe it's better to turn down the volume on that background noise and remember why we do what we do.
Because the crazy thing is, you could have been working on it from the very beginning. Even on your own (which is a supercool thing about making videogames).
And when you do, you suddenly think... damn. You know what? Right now, I’m happy.
Also, what is the alternative? Monkey Island being insignificant, a financial flop, nobody playing the games. Then no rich investor would have profited, right? LucasFilm made you famous. You can now badge a sticker "a game by Ron Gilbert" on stuff. That is worth something. How many wage earners can do that on their future enterprises? Most of us are not even allowed to talk about what we achieved at work.
- HE had two founders, one of them was Ron.
- HE was super successful and sold millions of copies.
- HE was sold to another company for 76 million USD.
So the fact that Ron didn't get anything out of HE is quite outrageous and sad.
Small games may be a niche and you carry the entrepreneurial risk, but at least you are free in your decisions and get the harvest.
Also, in terms of gaming fun from the consumer's perspective, small games often do not need to hide from successful AAA titles.
As long as you can pay your bills, a lot of employed game designers may envy you.
In my opinion, TWP still would have become a great game even if you had not reached all of the goals on Kickstarter.
Just the essentials, strip it all back down.
No voices or fancy animation, just interesting locations, jokes, and fun puzzles.
Fast turnaround. Would allow for innovation and rapid implementation of ideas within a simple, no-fuss framework.
Oh no! :( I think everyone secretly assumed you were financially independent after Humongous. If you could bear the pain, I'm sure a lot of us would love to hear more about your post-LEC days. (Obviously the internet has heard the sad story of Shelley being convicted -- or part of it, at least.)
Life is full of ups and downs. I'm glad you're in a place where you can pursue the projects you want, though!
Perhaps sometime in the future, the situation will change and you'll have the chance to make a TWP2 in a way that makes it a happy experience and we will all be the better for it. But maybe not, and that's obviously ok.
If you are still interested in detective stories, take a look at the old movie Balkan Spy ( youtu.be/XQmkwZk_d_E?si=UpBN-u7my1i_qAvJ ). It has been declared cultural heritage of great importance in Serbia. You can watch it in two ways: as a tragic drama or as a hilarious comedy.
Kind regards and happy holidays.
P.S. The people who made this film also ended up empty-handed, even though the movie is one of the best in the region.
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