FEATURE

The Death and Birth of an RPG Developer

Kris Graft's picture

By Kris Graft

January 25, 2009

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"Iron Lore was not able to get THQ to agree to Titan Quest II after completing Immortal Throne."

From the outside, Iron Lore Entertainment appeared to do everything right. The studio had the talent, the ideas and the ability to execute; qualities that culminated in the 2006 release of the PC role-playing game Titan Quest, a piece that earned Iron Lore a Game Developers Choice Award for best new studio.

But by February 19, 2008, Iron Lore was finished. The studio made a vague statement on its website saying that it was "unable to secure funding for its next project" and would disband.

Days after the closure, Iron Lore's lead designer Arthur Bruno and art director Eric Campanella quietly (virtually silently) formed Cambridge, Mass.-based Crate Entertainment and bought the rights to that "next project," dubbed Black Legion.

We spoke with Bruno about the events that led up to the demise of Iron Lore and the future of Crate and Black Legion, a game that has yet to find a publisher.

Can you fill in some of the gaps between the closure of Iron Lore to the eventual founding of Crate Entertainment? Did you know soon after the closure that you wanted to start your own company?

 
We formed Crate in February of 2008 soon after [Iron Lore Entertainment] closed.  The owners of Iron Lore were very upfront about the situation for months in advance. They were also professional and thoughtful enough to set an end-date that allowed employees to collect an additional two weeks of pay while doors remained open and people could come into the office and get help finding new jobs. 

The closing of Iron Lore was a very sad event in my life but it also presented some unique opportunities. For the last seven years I’ve been a key member of the Iron Lore team, helping to grow the company from the time we were eight guys in a windowless basement prior to signing Titan Quest, to the point where we had shipped three titles with a team of nearly 40. I didn’t think I would feel satisfied just filling a position at a large, already established company. So, instead of dwelling on what had been lost with Iron Lore’s closing, a couple of colleagues and I decided we would dare to seize the opportunities before us and set our sights on the future.

What actually happened at Iron Lore that led to the closure? It's been reported that money ran out during the development of a console version of Black Legion, but what other factors were at hand?

The most direct factor was just the economics of running an independent game studio, which is a risky endeavor by nature. The biggest struggle for independent studios is surviving the gap between projects. 

When a game is completed, advances on royalties that developers take to fund development end but it can be several months, if ever, before the developer collects any royalties. Most games don’t hit store shelves for a few months after development ends, then, depending on how the development deal was structured, the publisher may have to earn back the cost of development and marketing before the developer receives any royalty payments. With the average full-scale console or PC title now costing around $14 million to develop plus additional marketing expenses, a game may sell a million copies without the developer earning any royalties.  With typical team sizes for an independent studio now being 30-90-plus people, you’re talking about hundreds of thousands of dollars per month to keep the team paid and the studio open.  At that rate just a couple months can force a smaller studio out of business. The obvious solution is to try and line up a second project that the team can transition to as the first project ends.



Now here is the kicker – in order to land that second project, you may need to invest a significant amount of money and man-power in creating pitch materials. Trying to put together a proposal for a second project on a tight budget while your team is stretched to the limit working on the current project is like trying to squeeze blood from a rock. You have to come up with something impressive though because you’re competing against larger, well-established independent studios and also large internal publisher studios. Now imagine that you’re also a PC developer that is trying to break into the console market because many publishers just aren’t that interested in PC-only development anymore.

You can see where this is going.

Iron Lore was not able to get THQ to agree to Titan Quest II after completing Immortal Throne, the expansion for Titan Quest.  Fortunately, THQ did give us Dawn of War: Soul Storm and that kept the company alive for another year. 

So, one major problem was that the team was stretched to the limit trying to meet the tight deadline for Dawn of War: Soul Storm. With very little extra capital or manpower available to invest in working up a pitch for our next project, it was slow going; too slow as it turned out.  With a very small group of people working long hours we managed to put together a fantastic combat demo running on Xbox 360 and some strong supporting materials but by the time it was completed we would only have a few months to shop it around to publishers and try to land a deal. The Dawn of War project ended and, with a 30-plus person team, the company was rapidly burning through its remaining capital. Iron Lore was unable to pick up another contract project and tragically was forced to shut down when it seemed only months away from closing a deal on Black Legion.

Unfortunately, signing a deal on a big-budget, original property is not a fast process.

keithburgun's picture

"From the outside, Iron Lore Entertainment appeared to do everything right."

Um, sorry, but making new graphics for Diablo 2 is not doing your job. They should have hired a game designer.

2ju4u's picture

Heh, I got TQ a couple weeks ago on Steam and I think it has a lot of advancements over D2 like buying back skill points, moving items between characters through a caravan, way better class / skill system, and a bunch of other cool stuff. Overall I'd say I probably still liked D2 better because of the darker atmosphere but complaining that TQ is a reskin of D2 is like saying the Call of Duty series or Gears of War are Doom clones or that Starcraft is a Command & Conquer clone... Most shooters and rts have as much in common as any ARPG on the market does to D2. They call it belonging to the same "genre". It just happens that in the ARPG genre one game is king and everything else ends up getting compared to it.

Oh yeah - and skill balance is a lot better 2 in TQ. Even after 11 patches the class and skill balance in d2 is pretty bad. All the classes are fun and I've enjoyed playing them but some are just all around better than others and each character has a lot of totally worthless skill trees. It also just sucks how a lot of early skills become obsolete - like with a sorceress you end up saving most of your skill points till after level 30. TQ definitely improved on d2 in certain areas and I hope d3 designers borrow some of those ideas.

Nessy's picture

I'm very excited to see the guys from Iron Lore land on their feet, pending finding a publisher for Black Legion. TQ filled my Diablo withdrawal when it came out.

There was some valiant effort there in Soulstorm, but for me, the series ended with Dark Crusade.

vherub's picture

With Iron Lore closed, who collects royalties on TQ? Only THQ?

4thVariety's picture

When was the last time one of those left-click slashers was really a success? All that really changes over time is that some arbitrary numbers slowly grow. The core experience of combat and the amount of skill and strategy the game asks from the player is the same from beginning to end. With most writing having little more quality than 12 year old fanfic, what incentive is there to play the game? There is always a war, you are always the hero and, yes, the world always needs saving from the dark forces of Randomtrom invading Whereveristan.

SwiftRanger's picture

I think both Dungeon Siege and Sacred surpassed the 1.5 million sales cap and then we're not mentioning the modest success of many other clones (like Divine Divinity) or a behemoth like the Diablo series which just keeps on selling. Those left-click hack & slash games can be a success because instead of a more interesting action/story they just provide loads of items, levels, monsters and skills. It's sheer quantity (and rarely quality) that keeps the player going, looking for the ultimate build. That's the incentive, which isn't that different from MMORPG's but hack & slash games usually have better, more direct combat and no monthly fees. :)

Why Iron Lore didn't receive more recognition and money for Titan Quest is a good question; the game had a lot of hype and virtually no competition at the time but it did ran slowly (not only on gimped pirated versions btw) at random times for no logical reason and it felt more like a product than a game. Cutting out blood effects for marketing/sales reasons in a hack & slash game is also asking for trouble if you ask me. Immortal Throne and modding made it a worthwhile experience (and made a lot of reviewers dig the game again, although that feeling was remarkably more reinforced when Iron Lore was shut down... some folks clearly felt a bit guilty for the 6/10 or 7/10 score they gave to the original) but as I said there are enough reasons to see why TQ didn't made such a splash to keep Iron Lore alive in the long run.

Following up with Soulstorm clearly wasn't a great gift either, a third(!) addon which includes two new races (lots of work)? Madness. Too bad THQ didn't believe in a TQ2, as Diablo III (looking a lot like a more refined TQ visually) shows now there is always a lot of room to improve the hack & slash genre.

4thVariety's picture

Dungeon Siege and Sacred were quite some time ago. Sure, they were popular, but Space Siege tanked, "Legend - Hand of God" flopped, Sacred 2 only did ok so far, Too Human got into a lot of bad publicity, sequels to Titan Quest were never financed.

It seems that the hack and slay is into some kind of a downward slope. The main gameplay was completing a story once, then grind the same areas over and over in pursuit of loot. People who are into grinding now have the MMOs, the story aspects can't compete with other genres and the gameplay is too simple for the acolytes of Dual Shock controllers. It remains to be seen, if playing Diablo 3 really is a new experience, or simply an old experience rehashed with added polish and the blessing of a big name. I am personally done with left clicking stuff and pressing the "health potion" button from time to time.

2ju4u's picture

I played EQ and then WoW for about a year but I got burnt out. Everything in MMOs just takes too damn long. I like being able to just fire up a game and do something in 30mins between classes - in an MMO it takes 30mins just to get into a decent group.

I hadn't heard about TQ until after they announced D3 and I got excited about playing that kind of game again cause everything else that has come out like it hasn't been very good and I don't want to get sucked into another MMO. So I piicked up TQ and its pretty decent except for performance in some spots. The guy from this interview post this on the TQ forum though...

"Some of our biggest improvements will be a rotatable camera that lets you get closer to the action, visual character customization, action-style melee combat mechanics with satisfying enemy-death animations, shooter-like aiming with ranged weapons, a deeper more interactive world and competitive multiplayer."

So who knows - if u don't like point-click combat, maybe you'll like this game. Personally I don't mind it but maybe it doesn't work so well on console without a mouse. I don't own a 360 or ps3 though, so I guess ill have to see if it comes out on PC... or if it even comes out at all

carg0's picture

i saw the picture and, for a brief moment, thought Silicon Knights was going under. things have certainly been quiet over there, haven't they.