Stomped has posted
a
Q&A with Monolith's Jason Hall, talking to him about their recent announcement
regarding their plans to start up a separate company to handle their LithTech
engine. Here's an excerpt where Jason explains the reasoning behind this decision:
There
are many reasons for forming a subsidiary. Without giving a lecture on "Managing
and growing a successful business" I will just say that our reasons primarily
have to do with following a carefully planned business strategy, increasing
team focus, multi-platform and new technology projects, etc. The engine licensing
business to us is just that, a real business. In order to service our customers
in the best possible way it is important for us to be very organized and keep
everything as scaleable as possible.
The industry is maturing and the historically mixed message of "game company
selling an engine" also needed to be clarified. There are many advantages
to this type of approach. Most of these advantages will amount to strong support,
more rapid technological advancement, solid partnerships and extensive and comprehensive
tools. There are still many unannounced things with regard to LithTech Inc.,
but rest assured you will hear about them soon, and get even a better vision
of how exciting what we are doing is. LithTech is a strong technology with a
solid strategy and plan behind it. Our licensees (the vast majority of which
are unannounced) are going to benefit immensely from their decision to build
their game team's competency in the LithTech technology. Few things are worse
than paying for extremely expensive people to learn a system that is going nowhere.
That is just a ton of wasted money. With LithTech, not only can we show you
that the technology is growing and moving towards the future, we can prove it.