
Getting to know Alganon is like reading an interesting fable and following the main character on a wild journey. The game has been through several delays, numerous financial injections and even a change of leadership. Some people are surprised that after all these antics, our hero is still alive. Others believe in the future, not realizing that even the main character can sometimes give up.
Yet, the thread of the narrative continues and the ending is unknown even to its creators. Will Alganon mirror the tale of the legendary Phoenix and rise to glory from its own ashes, or will it fall forever into the depth of the unknown, where all Games-That-Almost-Made-It lie still? (feeling oddly poetic, sorry)
No one has a clue, really, but to help shine some light on things, I bring you an in-depth interview with Alganon‘s Derek Smart. As you can see for yourself, most answers were very blunt and no attempts to side-step uncomfortable questions were made, which makes for an interesting read. Props!
You reached out to us with an offer of an interview after a four part report on Alganon was published by Lore Hound. Would you like to comment on it?
Actually I never saw the interview until one of my staff brought it to my attention. Despite the fact that it was a well written piece, we felt that some of the information needed clarification because taken within the general context of the piece, those parts seemed out of place and bordering on conjecture.
What is the main focus of the Alganon team at the moment? Are you excited about meeting milestones?
We are focused on streamlining the game, implementing the few missing features which we felt the game needed as well as working hard to continue building the install base. When I took over the Alganon team earlier this year, milestones were pretty much non-existent and the development was, well, all over the place. Which explains the state in which the game was when it was first released in late 2009 in an unfinished form. It also explained all the previously missed dates, a lot of money wasted etc – all of which led to the decisions taken by the investors to halt the development of the game, thus effectively closing down the company due to lack of funding.
After a bit of team shuffling and my position and authority being firmly established, the first thing I did was work with the team to come up with specific and achievable milestones which would see the game to completion and beyond. Thus far, we have have been cranking out those milestones as planned and with very few missed deadlines.
I have a lot of experience in this area, having built up my company from the ground up – and one failed first game back in 1996 – to what it is today. Along the way I picked up a lot of skills and experience which have served me well. So, I run the QOL team and company pretty much the same way that I run mine. There simply is no room for foolishness.
(interview continues after the break)
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