Saw this line in one of the recent blog posts:
A commercial team has a clear incentive to get as many fans as possible, and make them as happy as possible: revenue.
Often I think that's where the commercial teams do it wrong.
They're out to release something as soon as possible to try and make as much money as possible and that's it. it's just a job to them, they don't really care if the game sucks, as long as it sells more than it cost them to make it. They're not the ones who'll be playing it after all.
Once you bring money into the equation of creativity, it becomes something mechanical, something you do because it's a way of making a living. Even if you start out with good ideas and high hopes, they quickly become constricted by tight deadlines, buried under requests from managers and publishers to tone things down a bit because the budget won't stretch to it, or they won't be able to do it in time for the unrealistically close release date.
There are exceptions of course, occasional gems among the dirt, but fewer and fewer as time goes by.
But 4LS set out to create something huge just because...
"Doing something they can't do just because they can" as Rin would put it.
Just because they could. Just for the sake of creating something. No money involved, just an idea, and enough people who wanted to make it happen.
And it worked. The response to this (as well as the emotional impact the story had on the players) has eclipsed just about anything that a commercial studio could have done.
And hopefully it's inspired more people to make something of their own ideas too. (I have a couple in mind myself, but need to get a proper computer instead of this heap of junk first, lol)
Thanks for everything guys.
If you're ever in Scotland, let me know and I'll buy you a beer - As Akira would probably say here.
