The Girl in the Fireplace

So much has been going on lately, it’s hard to keep up.  I feel like the gaming world is teetering on the edge of something brilliant lately, between Double Fine’s Kickstarter campaign and Mojang’s Humble Bundle.  Game developers are communicating ever more directly with their consumers, discovering what users want and then delivering it in spectacular fashion.

I hope that Perceptive Pumpkin can do the same, once we start getting our games out there.  Getting feedback and actually listening to it is one of the best ways to improve your product – we’ve both learned that lesson from many years working as developers for larger companies.

We each have our own ideas about what’s “fun” in a game – he likes Dwarf Fortress and Civilization, I like Bioshock and World of Warcraft.  He can play Rock Band and Mario games for weeks, I’ll spend endless hours on hidden object and tile matching “time wasters”.  Yet we both love games like Skyrim, Fallout 3, and Minecraft.  So we discuss and develop, tweak and test, then hand the game over to a younger cousin or older aunt, and discover a whole different side to a game we thought we knew inside and out.  Some developers might find that annoying, or frustrating – I think it’s amazing.


Objects in Space

Starting a gaming company while simultaneously starting a new blog about said company is a bit like fighting an epic boss battle while trying to listen to your spouse explain the video game publishing article he read this morning – you end up with a pile of loot and new insight into financial freedom! Just kidding. It’s actually very tricky to keep everything straight in your head, and sometimes you just don’t think you’re doing either thing properly.

I’ve never blogged before, and being a typical introverted geek- and gamer-girl, I’ve never particularly wanted to. But I think we have a lot of great game ideas, and the best path to success means sharing those games and the process of creating them with the world. (that’s you) So I’ll fumble along on here, knowing nobody is reading, hoping somebody is, as we make progress with our first game and hopefully make it to a release date someday.

My plan is to design an interesting, professional site, and post interesting and professional things onto it, until we run out of ideas. So I’ll get to work on that design thing, and start posting tidbits about our first game as it progresses.