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The answer to the title is in the image (passion), but I'd like to spell it out if you don't mind. Passion is more than just really wanting something, it's staying up extremely late at night to work on the game you love, and working on it near feverishly. Passion is being a perfectionist about every detail and never rushing to get something done. Passion is doing the impossible while being as cautious and prepared as possible.
I am passionate. I spread the word about my game anywhere I'm welcomed. I respond to every question I get about Paper Soul Theater, whether from my co workers or from anyone else. I write down suggestions, I run our Twitter, and I spend time to get to know each of my co workers.
Everyone else here is passionate. When I asked our multi-talented artist how to be paid, that artist said, "Pay me nothing," and later added, "I want to make PST because I want to take part in reducing costs, I want to share ideas and to become a better developer along the way. I think this is an incredible and noble approach for a Paper Mario-inspired game, considering Nintendo and Intelligent Systems no longer make Paper Mario like they used to."
Our main programmer, who is fast at what he does, told me he first came here partially because he wanted to get learning from the experience. While he isn't passionate about Paper Mario like most of us are, don't think for a second he is apathetic about this game. Remember my first paragraph? I based that on how he acts. He works really hard, he apologies when he can't work on PST for long periods of time, and he does the impossible.
Our lead writer not only has been with me the longest, he has saved the game a few times! Back when Paper Soul Theater was just another idea, he asked to work on the game. He was able to see what the game could be; he believed in my idea where most people would say "HA! That game will never be finished; it'll end up like the rest: cancelled before it even gets off the ground."
That writer is a gentleman, a person with an open-mind, and very creative. He has always calls me "boss" (even though a producer is more like everyone's friend who happens to be the leader). The thing is, Nick isn't afraid to speak his mind to save this game from my errors; if I write something stupid in a blog post or in a tweet, Nick is the first to make sure I correct it. To speak up so strongly takes a healthy amount of passion, and it's that passion shared by us all that lets me sleep at night.
But you know what doesn't go good with passion? Money. Believe it or not, no one making this game is doing it for the money; we don't need it to pay the bills and that is a blessing. We at Otyugra Games are free from money, and you better believe the need for money shackles the world down. Big companies can't make whatever they want because they fear the mighty dollar.
The need for profit has caused large companies to put aside their passions. For example, many (if not most) people who work at Nintendo are passionate about what they do. However, the executives there rightfully worry about making a profit.
Paper Mario Sticker Star out sold each of the games before it. Never mind the fact game sequel sales build over time due to brand recognition, or the fact three times as many 3DSs have been bought than GameCubes (source), Nintendo know that numbers don't lie and had no interest in taking chances:
Mr Tanabe: "However, for Sticker Star, Mr Miyamoto asked us to [use] only characters already found in the [main] Mario world rather than any of our own. So instead of focusing our attention on the story or characters we focused instead on paper." (source)
That's more than passion: it's paranoid fear of financial failure. So that we're clear: The kind of passion that drives me is what made The Thousand-Year Door a great game, and I want to continue that. If others don't feel the same way and don't buy the game, than that's fine by me.
Listen, we aren't Nintendo: we don't have the money, size, experience, and fan base that they have. Don't let that fool you, because passion is all we need.
The answer to the title is in the image (passion), but I'd like to spell it out if you don't mind. Passion is more than just really wanting something, it's staying up extremely late at night to work on the game you love, and working on it near feverishly. Passion is being a perfectionist about every detail and never rushing to get something done. Passion is doing the impossible while being as cautious and prepared as possible.
I am passionate. I spread the word about my game anywhere I'm welcomed. I respond to every question I get about Paper Soul Theater, whether from my co workers or from anyone else. I write down suggestions, I run our Twitter, and I spend time to get to know each of my co workers.
Everyone else here is passionate. When I asked our multi-talented artist how to be paid, that artist said, "Pay me nothing," and later added, "I want to make PST because I want to take part in reducing costs, I want to share ideas and to become a better developer along the way. I think this is an incredible and noble approach for a Paper Mario-inspired game, considering Nintendo and Intelligent Systems no longer make Paper Mario like they used to."
Our main programmer, who is fast at what he does, told me he first came here partially because he wanted to get learning from the experience. While he isn't passionate about Paper Mario like most of us are, don't think for a second he is apathetic about this game. Remember my first paragraph? I based that on how he acts. He works really hard, he apologies when he can't work on PST for long periods of time, and he does the impossible.
Our lead writer not only has been with me the longest, he has saved the game a few times! Back when Paper Soul Theater was just another idea, he asked to work on the game. He was able to see what the game could be; he believed in my idea where most people would say "HA! That game will never be finished; it'll end up like the rest: cancelled before it even gets off the ground."
That writer is a gentleman, a person with an open-mind, and very creative. He has always calls me "boss" (even though a producer is more like everyone's friend who happens to be the leader). The thing is, Nick isn't afraid to speak his mind to save this game from my errors; if I write something stupid in a blog post or in a tweet, Nick is the first to make sure I correct it. To speak up so strongly takes a healthy amount of passion, and it's that passion shared by us all that lets me sleep at night.
But you know what doesn't go good with passion? Money. Believe it or not, no one making this game is doing it for the money; we don't need it to pay the bills and that is a blessing. We at Otyugra Games are free from money, and you better believe the need for money shackles the world down. Big companies can't make whatever they want because they fear the mighty dollar.
The need for profit has caused large companies to put aside their passions. For example, many (if not most) people who work at Nintendo are passionate about what they do. However, the executives there rightfully worry about making a profit.
Paper Mario Sticker Star out sold each of the games before it. Never mind the fact game sequel sales build over time due to brand recognition, or the fact three times as many 3DSs have been bought than GameCubes (source), Nintendo know that numbers don't lie and had no interest in taking chances:
Mr Tanabe: "However, for Sticker Star, Mr Miyamoto asked us to [use] only characters already found in the [main] Mario world rather than any of our own. So instead of focusing our attention on the story or characters we focused instead on paper." (source)
That's more than passion: it's paranoid fear of financial failure. So that we're clear: The kind of passion that drives me is what made The Thousand-Year Door a great game, and I want to continue that. If others don't feel the same way and don't buy the game, than that's fine by me.
Listen, we aren't Nintendo: we don't have the money, size, experience, and fan base that they have. Don't let that fool you, because passion is all we need.