Defining Moments - Game Dev Story

Jul
30

Defining Moments - Game Dev Story

Published: 30 July 2024    Posted In: Retrospective    Written By:   
Developer:    Publisher:    Genre:   
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M12 Y10, GoTY Speech Address Notes, if win:

It’s been a really long, arduous year. I’m really happy and grateful for the support of everyone, and…huh, wow. I haven’t had to really think about this as hard as I thought until I got the award.

[Insert Dramatic Pause, make it look like you’re about to cry]

But…it’s been phenomenal. I’ve had a lot of support and help from you guys, and there’s been nothing more exciting and invigorating and fulfilling than getting my hands on this award for our work.

It’s been ten years since I started out Praxis in the small, musty garage of an office. Back then, it was just me, my administrative assistant, three coders, and a college artist. Together, we formed Praxis games, with a focus on storytelling, world building, and realism.

Praxis is the engagement, enactment, and the practicing of ideas. That’s what we wanted to achieved - taking and implementing the heart of Praxis and ensuring that we do the best we can do, with what we’ve got.

[Dramatic pause; clear your throat so it looks totes legit]

When we first started, we sort of had to appeal to the PC gamers before moving on to consoles. We started off with some small fantasy action games, did a little bit with ninjas, and did some contracting work here and there. But it’s with the first Chaos Song that we were able to really push the envelope for what gaming was at the time, and we treated our PC audience well. In return, they treated us well.

Chaos Song wasn’t the first game in the vaunted Hall of Fame, but it was our game - the game that encapsulated all of Praxis. But we didn’t stop there: hardly content with our success, we pushed to drive the medium further with greater engagement and greater storytelling. For that ideal, we released Idol Manager, the world’s first ultra-realistic idol management system.

I know, I know that Simulation and Music games didn’t click - that’s what all the critics say, but it was smash hit. It brought us more fame than we’d ever believe possible, and it wasn’t long before Idol Manager paid for our next big office.

And while our old team is no longer with us, having gone on to greater pastures, I’d like to thank our current team on all of their work, and I’m sure that Idol Manager 2 was an enjoyable game for everyone - after all, being the recipient for Game of The Year is no small feat, and I’m sure that some may disagree. Some may think that Intendro, Microx, or Sonny deserve the crown. They’ve fought hard as well.

And I’d like to thank them regardless, since it’s without them as a shining beacon of quality and competition that Praxis wouldn’t be here today.


M12 Y11, GoTY Address Speech Notes, if win:

It’s been a really long, arduous year. I’m really happy and grateful for the support of everyone, and…huh, wow. I haven’t had to really think about this as hard as I thought until I got the award.

[Insert Dramatic Pause, make it look like you’re about to cry]

Funny enough, I thought we clinched it with Idol Manager 2 last year. But the market is a fickle thing, and I’m glad for Intendro. However, thanks to a lot of perseverance and our brand new Napoleon Romance simulator, Napolin, we’ve been able to get it this time. Regardless, I’d like to thank the last year’s winner, Donkey King, for showing us the bar and pushing us to raise it.

It’s been eleven years since I started out Praxis in the small, musty garage of an office. Back then, it was just me, my administrative assistant, three coders, and a college artist. Together, we formed Praxis games, with a focus on storytelling, world building, and realism. We’ve expanded upon that the previous year, having moved to an 8 person office with enough room for everyone.

Praxis is the engagement, enactment, and the practicing of ideas. That’s what we wanted to achieved - taking and implementing the heart of Praxis and ensuring that we do the best we can do, with what we’ve got.

[Dramatic pause here]

We started off with some small fantasy action games, did a little bit with ninjas, and did some contracting work here and there. But it’s with the first Chaos Song that we were able to really push the envelope for what gaming was at the time, and we treated our PC audience well. In return, they treated us well. Thanks guys.

Chaos Song wasn’t the first game in the vaunted Hall of Fame, but it was our game - the game that encapsulated all of Praxis. But we didn’t stop there: hardly content with our success, we pushed to drive the medium further with greater engagement and greater storytelling. For that ideal, we released Idol Manager, the world’s first ultra-realistic idol management system.

And Idol Manager gave us the tools we needed to perfect Napolin, our innovative, realistic, finely crafted Napoleon Romance simulator, with over eighteen possible endings for a truly immersive experience. I wish out old team was here to see it, but I’m sure that without the challenge from Intendro, MicroX, and Sonny, we’d have never succeeded.

And I’d like to thank them regardless, since it’s without them as a shining beacon of quality and competition that Praxis wouldn’t be here today.


M12 Y12 GoTY Address Speech Notes, if win:

When my administrative assistant told me that we’d never win the Game of the Year award after releasing five Horror Sports games in a row, I told them they were crazy; we needed something shocking. After all, that’s what last year’s winner did, right? Who expected Hack Man?

So that’s the position and that’s the route that we took. By crafting and crafting and crafting, we hoped that we were able to perfect our games, make them better, and make them work. We wanted some experimental, but polished. So we took all of our resources, developed a brand new console, got a brand new market share, got everything put together and ready for work.

We hired new hardware engineers, hired more producers and directors and everything in between, and we got everything working and running. We were fierce and ready to succeed. We wanted to be at the cutting edge.

And I think we did it. We got 10-out-of-10s across the board - and there wasn’t a single lick of imperfection, I think. We did it guys! We accomplished our goals, made our dreams come true, hired the right Kairobots, and we finally did it!

I’d like to thank everyone for all of their efforts: Mister X, for all of your hard coding; Donny Jepp, for all of your hard work on assets, and Marla Sharpovich for being the team lead. I couldn’t have done it without you guys!

Congratulations Praxis, and thanks game industry, we did it!

[Bask]


Post-M12 Y13 GoTY Address Speech Notes:

I hate you all. I hate this industry. I hate everything. I’m just happy I finally got the Game of the Year award, after spending all of that money. After all of that moon writing. Goddamn it.

I can’t believe a romance card game won. None of this makes sense.

Go to hell. Praxis did it - we ain’t doing it again. I’m gonna go back to my Napoleon Romance simulator.

Joe Yang

Joe Yang

Coordinating Editor
Unnecessarily wordy human being, MA graduate, and former Buddhist monk. Moonlight scholar with an interest in ludic components and narrative interplay. Co-ordinator and email jockey at Project Cognizance.
Joe Yang

@yaochongyang

Flowery and pretentious writer. Terrible webcomic artist. @ContinuePlayMag editor. Bastion of mediocrity.
@Kev_Cam of course - 5 days ago
Avatar of Joe Yang

About Joe Yang

Unnecessarily wordy human being, MA graduate, and former Buddhist monk. Moonlight scholar with an interest in ludic components and narrative interplay. Co-ordinator and email jockey at Project Cognizance.

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