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We’re Legal!

June 19th, 2009

Since the release of The Nameless Mod, we’ve all been hard at work on our next project. We’re also slowly transitioning from being an informal mod team to a much more professionally-minded independent game studio. A big step in that journey was completed yesterday when we officially incorporated OTP as an actual company. We’ve been working together for seven years now, but I’ll tell you it was a nice feeling to see the name “Off Topic Productions” on a batch of government documents. Keep watching this blog for future developments, hopefully we’ll have some bigger announcements to make in the months to come.

Business ,

  1. MCGONN
    printf( __('%1$s at %2$s', 'inove'), get_comment_time(__('F jS, Y', 'inove')), get_comment_time(__('H:i', 'inove')) ); ?> | #1

    That means you’re going to charge for your games now? { šŸ™

  2. printf( __('%1$s at %2$s', 'inove'), get_comment_time(__('F jS, Y', 'inove')), get_comment_time(__('H:i', 'inove')) ); ?> | #2

    It means we’re moving from game modifications to actual commercial game development, yes šŸ™‚

  3. printf( __('%1$s at %2$s', 'inove'), get_comment_time(__('F jS, Y', 'inove')), get_comment_time(__('H:i', 'inove')) ); ?> | #3

    Grats guys! This is definitely a big step up from doing coding “on the side” (aka not “officially/commercially”). I look forward to hearing about your next projects.

    I was thinking though, as with any starting company, how do you guys plan on dealing with costs (for anything really, such as commission work like voice acting or scripting help to salaries if you ever plan on giving those)? And would games be released digitally for starters rather than published, let’s say, in a store (thinking cost-wise, since everything costs something)?

  4. Oliwer
    printf( __('%1$s at %2$s', 'inove'), get_comment_time(__('F jS, Y', 'inove')), get_comment_time(__('H:i', 'inove')) ); ?> | #4

    This is great! If you can make games as fun to play as TNM, I’m ready to pay.

  5. printf( __('%1$s at %2$s', 'inove'), get_comment_time(__('F jS, Y', 'inove')), get_comment_time(__('H:i', 'inove')) ); ?> | #5

    Oliwer :
    This is great! If you can make games as fun to play as TNM, Iā€™m ready to pay.

    That depends what it was you liked about TNM of course, but we’ll give it an honest shot.

  6. printf( __('%1$s at %2$s', 'inove'), get_comment_time(__('F jS, Y', 'inove')), get_comment_time(__('H:i', 'inove')) ); ?> | #6

    This is why Jonas isn’t in PR :p

  7. printf( __('%1$s at %2$s', 'inove'), get_comment_time(__('F jS, Y', 'inove')), get_comment_time(__('H:i', 'inove')) ); ?> | #7

    @Jonas
    For me that’d definitely be the replayability factor of TNM. I’m not too prone to playing games that really can only be played once and that’s it (aka, linear games, though some games like the Half-Life series have persuaded me otherwise for a wee bit).

    That’s just me though. I can’t see why developers choose to spend 2 years on a game that will only be played for 10-15 hours and only played once. What’s the point (like many action games… Prototype I’m looking at you!).

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