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Pyrogon was founded in 2000 by game
industry veteran Brian Hook to pursue a single vision -- have fun
making games. In early 2001 he was joined by Rosie Cosgrove, then
art director at Sony On-line Entertainment/Verant Interactive, and
together they've charted a vision for game development that is
risky but, hopefully, also rewarding.
Game development today is an expensive, tiring, unprofitable, and
unoriginal affair. It seems that every new game is a multi-million
dollar, multi-year, over-hyped rehash of an existing game. System
requirements, complexity and cost spiral out of control, while
attracting fewer and fewer players.
We believe in making games that are inexpensive, easy to learn,
and appealing to more than just the hardcore player. By targeting
key underserved markets such as older systems with modest
hardware, casual gamers that are turned off by the excessive
difficulty of modern games, or even hardcore players of a niche
genre, we can appeal to players that have been traditionally
ignored by the big publishers and developers.
We don't make a specific kind of game. In fact, we enjoy pursuing
many diverse projects. Our first three projects include a small,
casual market puzzle game, an action oriented 3D space fighter
arcade game, and an on-line multiplayer space adventure RPG. The
important thing is that whatever we're working on needs to be fun
to develop -- we left our day jobs to avoid the senseless grind,
not just give it a different name.
Our games will compete on experience, not sheer size of content
and complexity -- we'll leave that up to the 60 person teams with
4 year development schedules. In fact, if given the choice, we'll
take the catharsis of shipping several small products a year over
the hellish nightmare of crunching for four years to make
something huge that'll land in the bargain bin four weeks after
release.
Feel free to
post on our forums if you have questions, comments, or
suggestions.
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