As we reach the holiday season its always a good chance to look back on the year and take stock of our successes - and failures - and see what can be learned and put in practice next time around the Sun.
2023 for me was certainly a roller coaster of highs and lows, one I’ve been fortunate enough to share with wonderful friends and colleagues who went above and beyond.
On the high side - with the amazing group at Airship Syndicate, and DE’s EP team, we took Wayfinder through a TGA announcement, four beta tests, PAX, Summer Game Fest, Gamescom and launched the game into Early Access in August. I always believe that ANYONE who releases a game into the World has achieved an incredible success against many odds. Developing games is not easy. Developing live service games is even harder. Watching the team push that button on August 15th and the game go live across the globe was the result of over four years incredibly hard work. The response from our players, even after we tested their patience, was fantastic. People love the World of Evenor. If you’ve not played it, well Eventide has fallen . . there's no better time than now!!
I also spent a great deal of 2023 working with other developers on new and exciting ideas, giving feedback, hearing pitches, and encouraging them however I could. A huge part of my job has always been “not signing projects” (it happens more than signing them), but the core part of that process is helping guide developers to a place where somebody will. More of that in 2024.
I traveled an awful lot. I gave my first talk in a long while at Reboot Develop in Dubrovnik, giving a brief history of 35 years in games, what can be learned, how we can move our medium forward. I spent time in Finland, Sweden, England, Canada, Germany and took the most amazing trip to Shenzhen and the Li River as part of Tencent’s Global Leadership Offsite.
On the low side - well it was a year of contraction in the industry and that touched most of us in some way, directly or indirectly. I could wax lyrical about the many reasons for it, but honesty there isn’t an easy way of discussing such a broad issue here. The struggles Wayfinder had at launch personally hit very hard. Launching live service games is never easy. Things can and will go wrong. I’m immensely proud of the entire team at Airship and DE EP for the insane amount of work to right the ship and move onward. There’s a power in unity. No matter how high the stress, to see that group working together to find solutions at a rapid rate was inspiring. But there were some dark moments right there.
As for 2024. Well I go into it with a new vigor, a new vision and a new determination to do great things. To drive talented teams and individuals to new heights, to use my experience and knowledge to create new worlds, new challenges and bring more entertainment to people across the globe. I’ll let on more about that in the New Year, there’s a blue moon rising.
Happy Holidays one and all.
Chief Executive Officer @ g
1moHonestly, sometimes it feels so hard. So many easier choices to make in life. But I feel so proud to work with the people I work with, who are all trying their best to beat the odds and do something truly special