Apparently incited by the comments Gabe Newell made in his messageboard posting
mentioned yesterday (story
), Rogue Entertainment's Bobby "Xcalibur"
Pavlock sent along a message that, while confirming that the company is once
again in jeopardy following the decision that they would not be the ones making
Counter-Strike Condition Zero (story
), refutes some of the
statement's in Gabe's post.
Dunno if anyone really cares, but I thought
I'd atleast let you guys know what really happened with the whole Rogue/Valve
And now for the REAL story... (nice spin though Gabe!)
We busted our asses developing Alice in 10 months for EA, amidst a slew of EA
f**k-ups which constantly had us falling behind schedule. Throughout the entire
development cycle, EA was whispering sweet nothings into our ears, calling us
their "Golden Child" and constantly reiterating how they wanted to
"develop a long-term relationship" with Rogue (sound familiar to any
other developers?). So we endure 5 months of 7 days a week crunch time to make
sure Alice hit shelves by X-mas, which it did. Contrary to what some people may
think. Alice has sold in the neighborhood of 400k units worldwide. Not amazing
numbers, but certainly respectable, and well more than enough to make EA a cool
few million dollars.
After Alice, we start designing the PS2 port of Alice, for which the contract
had been signed back in May 2000 (7 months before PC Alice even shipped). 3 days
before January payroll, we receive a call from EA informing us that the Alice
PS2 port has been cancelled and effective immediately Rogue would receive no
more funding. Rogue tried to explain to them that the employees were expecting
paychecks in 3 days, to which EA responded "Sorry, not our problem."
Apparently EA lost their ass by sinking all their eggs in the PS2 basket, and
when the PS2 debacle went down, EA scrambled to make up lost money to appease
their stockholdlers. This was done by slashing projects across the board, and
what easier target than a PS2 title that had just started development.
Needless to say, this unexpected turn of events put Rogue in a bad spot. After a
couple months of talking with several publishers about prospective projects,
VALVE CALLED US, wanting us to do a Single Player version of CS. We were all
excited about this project as we are all big CS fans. The contract was signed,
and we started busting our humps to try to have a playable demo version ready
for E3. About a month after we started on the project, Jim Molinets informed us
that he had decided to leave the company to take a Senior Producer role at Sony
HQ in San Diego. It was an offer noone in their right minds would refuse. So we
thought, no big deal really. Jim was the Producer on the title, but we knew full
well the team could develop this title just fine without Jim being there. When
we inform Valve of Jim's unexpected decision to leave, they panic. We try to
assure them that Jim's leaving would not really affect the project at all, as
most of his duties (sheduling milestones, design doc., etc) were already done
prior to his leaving. But, Valve felt that we had "betrayed" them.
They thought we knew the whole time that Jim was planning on leaving, which we
didn't, and that we purposely didn't tell them until the contract was secured.
So they yanked the project from us, once again leaving Rogue in an unexpected
financial hole. Rogue has not officially closed down yet, although throughout
this entire ordeal, several employees did decide to leave for greener pastures,
and are in fact in negotiations for another deal right now. Whether or not it
will pan out, only time will tell.
So there you have the REAL story. Dunno if anybody cares, but I sure as hell
wasn't gonna let Valve sit back and put a spin on the truth to make them seem
like the 'good guys'.
P.S. - you can post any/all of this message if you feel like it. I don't really