Team Fortress 2 in my opinion is one of the most fascinating games ever made. Valve managed to transcend both the retail market and the game’s original design and transformed it into something all its own. It’s also known as the first non MMO retail game to not only last for over seven years, but the first to go F2P with microtransactions. Many companies have tried emulating this success (Very recently Overkill Software with Payday 2,) but no one else has managed to do it as well as Valve and what I wanted to talk about today.
Today’s post is going to be a bit indulgent so please bear with me. This week I made a big upgrade to my setup by replacing my old monitor with a HD one and a new desk to fit it all in. As I shuffled things around, I had to pack up a number of CDs and DVD cases of games that I no longer have the space for at my desk, but haven’t looked at in years. The move to digital away from physical has been a godsend, but it has me thinking once again about the struggle to get awareness of video game preservation.
I’ve wanted to talk more about Planetary Annihilation for awhile. Planetary Annihilation was the second big name success on Kickstarter following Doublefine with Broken Age and the Kickstarter seemed to be perfect for me: A Macro oriented Real Time Strategy game with one of the largest scales seen. The Kickstarter hit every one of its goals and had every indicator of being a success, but things didn’t happen that way. I barely played the game and it was released to a lot of poor to bad reviews.
For this post, I want to explore this further and why one of my most anticipated games failed so badly in the market.
This week on the Perceptive Podcast, I sat down with one half of FlippFly: Forest San Filippo, to discuss his studio and upcoming projects.