Feargus Urquhart was freaking out.
He and his team at Obsidian Entertainment were about to take one of the biggest steps in the companyâs historyâlaunching a Kickstarter for a brand new video gameâbut something was wrong. The button to start up their crowdfunding page had turned grey. Nobody could click it. And the Kickstarter was supposed to launch in just thirty minutes.
Fortunately, Urquhart had contact information for Cindy Au, Kickstarterâs community director, who he had chatted up extensively to prepare for their game-changing project. Au said it was a hiccup in the system, and sure enough, after just a few minutes it was fixed. The button re-appeared.
They clicked it. Waited a few seconds. Then hit refresh. Theyâd already made $2,000.
Fans have always oscillated between loving and hating Obsidian. They were warming to the game company again.
âDragonPlay Sounded Lameâ
You might think of Obsidian Entertainment as a mistreated genius, a talented group of game-makers responsible for unappreciated gems like Alpha Protocol and Neverwinter Nights 2. Or maybe you donât have much faith in their development skills after the buggy Fallout: New Vegas and the unfinished Star Wars: Knights of the Old Republic II. Either way, their story is fascinating.
The story of Obsidianâa story of heartbreaking failures and record-shattering successesâbegins with a company called Interplay, a game developer and publisher best known for games like Wasteland and Descent. Interplayâs execs were looking to expand their role-playing game division, and in 1996, they found a young game developer named Feargus Urquhart (pronounced âFUR-gus URK-heartâ) to take the steering wheel.
âI was put in charge of it when I was 26,â Urquhart told me as we sat in his office in sunny Irvine, California earlier this month. Urquhart, Obsidianâs CEO and one of five co-founders, spent an afternoon chatting with me about his companyâs culture and historyâwhich began with that small division at Interplay.
âThey wanted to call it DragonPlay, and I just thought DragonPlay sounded lame,â Urquhart said, laughing. âThey were looking for something-Play I guess. The joke was always that the adult version of Interplay would beâŠâ
He paused for a few seconds, waiting for me to get it. I didnât.
âForeplay!â
Clearly that wouldnât work. So they called it Black Isleâafter a Scottish landmark of the same nameâand under Urquhartâs leadership, the studio cranked out a number of isometric RPGs that people grew to love. Black Isleâs resumĂ© included heavy-hitters like Icewind Dale, Planescape: Torment, and Fallout 2. The company also helped publish the BioWare-developed Baldurâs Gate and its sequel, generally considered two of the best role-playing games ever made.
But by 2000, their parent company Interplay was in trouble. Cash trouble.
âWe did fine,â Urquhart said. âOur product made lots of money, and internally, the BioWare stuff made even more money. It was great, Black Isle. We were doing well.â
But Interplay wasnât. âWhether it was probably some transitional stuff or some bets that just didnât pay off,â Urquhart said, Black Isleâs parent company was in a bad place. And as a result of their financial hardships, Interplay lost the license to Dungeons & Dragonsâa license that had been used for almost every Black Isle game so far.
This made things difficult for Urquhartâs team. Theyâd already sunk a great deal of time into Baldurâs Gate III: The Black Houndâthe details of which are well-documentedâand now they couldnât do a thing with the D&D-packed code and ideas theyâd created.
âIt was unfortunate because we loved working on D&D games,â Urquhart said. âWeâd been working on Baldurâs Gate III for about a year, a year and a half, and so that happened⊠That kinda pushed us out the door.â
(Baldurâs Gate III would be revisited again several years later, but again, it never got off the ground.)
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âWe were like you know what, weâre still in our early 30s,â he said. âIf thereâs a time to start a company before we get to be old and 40, then this is the time to do it.â
He recruited a bunch of fellow developers: Chris Avellone, Chris Jones, Chris Parker, and Darren Monahan, all of whom became co-founders of the new company. A company called Obsidian Entertainment.
Walls of Fart Clouds
Obsidianâs studio, located on the second floor of a modern building in downtown Irvine, is sleek and swanky, full of board games, couches, and high-definition television sets. Individual offices are plastered with funny pictures and game sketches. Itâs impossible not to stop and stare at some of the ridiculous animation and attack drawings from South Park: The Stick of Truth, the RPG that Obsidian will release this coming spring. Not a lot of offices would let their employees hang up sketches of vibrating dildo swords and fart clouds. Here, itâs work.
The office is sectioned off by game, so itâs currently broken up into three divisions: One for South Park, one for their Kickstartered game Project: Eternity, and one for an unannounced game thatâs still in the very early stages of production.
As we walk through the halls, Urquhart shows me some of their coolest artifacts: a soda machine that distributes beverages via scary robotic claw; a customized Obsidian arcade machine thatâs currently broken; Shattered Steel lunchboxes and Baldurâs Gate flasks. We pass Josh Sawyer, a tall, heavily-tattooed game designer who led development on RPGs like Icewind Dale II and Neverwinter Nights 2
âThis is Josh Sawyerâs office,â Urquhart tells me. He points to a set of hanging dolls above the designerâs desk. âAnd those are his Teletubbies.â
âTheyâre not Teletubbies!â Sawyer yells. âTheyâre Pikmin!â
Urquhart laughs. Heâs a jovial, infectiously energetic man, and I get the impression he spends a lot of time bouncing from office to office, shmoozing and goofing around with his employees. He chuckles and jokes as we pass fellow Obsidianites in the halls. He almost seems too nice to be in charge of a video game studio.
Spreading Their Wings
The first thing Urquhart did, once Obsidian Entertainment turned from idea to registered company, was reach out to game publishers to see who might want to give some cash to the newly-formed independent studio. Before they could start making games, Obsidian needed money.
They talked to EA. âI forgot what we talked to EA about,â Urquhart said.
They talked to Ubisoft. âWe almost did a Might & Magic game,â Urquhart said. It didnât happen: Ubisoft instead contracted a company called Arkane Studios (best known for this yearâs hit Dishonored) to make Dark Messiah of Might & Magicâprobably, Urquhart said, because both Ubisoft and Arkane are French.
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Then they got a call from Simon Jeffrey, who was then president of LucasArts. He wanted to talk about making a video game.
âWe actually talked to him about doing sort of an action-RPG Star Wars game, which I always thought would be cool to doâlike a little party-based action-RPG, with first-person lightsabers and R2D2. Itâd be fun. I still think itâd be cool to do,â Urquhart said.
âHe said, âWell I think thatâs a cool idea, but what do you think about doing Knights of the Old Republic II?'â
It seemed like the perfect fit. The first KOTOR, developed by BioWare, had done well for LucasArtsâwell enough that they wanted a sequel by Christmas 2004. BioWare wanted to work on new games, and Obsidianâs developers were familiar with the KOTOR technology, so in late 2003, the deal was struck. Obsidian would have 15 months to get the game out for a 2004 holiday release.
Turned out 15 months wasnât quite long enough.
Knights of the Unfinished Republic
This July, almost eight years after Knights of the Old Republic II was released, modders finished their quest to complete the game. Everything that had been left out, they put back in.
Although KOTOR II was released in December 2004, it was never quite finished. Deadline restrictions forced Obsidian to remove a great deal of contentâplanets, scenes, and plot points were all left on the cutting room floor. Crafty modders would later find and restore this content, as Obsidian left it in the gameâs source code, but back in 2004, it was all just scrapped.
So why was it all cut?
GAMES RELEASED BY OBSIDIAN
2004: Star Wars: Knights of the Republic II
2006: Neverwinter Nights 2
2007: Neverwinter Nights 2: Mask of the Betrayer
2008: Neverwinter Nights 2: Storm of Zehir
2010: Alpha Protocol
2010: Fallout: New Vegas
2011: Dungeon Siege III
2013? South Park: The Stick of Truth
2014? Project: Eternity
âWhat happened wasâand as a lot of these things happen, no one means anything nefarious, no one means anything badly or anything like thatâwhat happened was we were on the track to get done for Christmas, and the game was looking really good,â Urquhart told me. âI think there was some surprise within LucasArts that we were doing as good a job as we were. I think there were some parts of LucasArts that were worried that âOh, this new developer and theyâre gonna fuck it up like all new developers fuck everything up.â
âAnd so in early 2004 they took a look and they were like, âWow!â Their QA was playing it, and they were like, âThis has a lot of potential: letâs move it out, letâs give it time.â So they moved it out to the next year.â
Urquhart was perfectly fine with that decision, and he changed the projectâs schedule to reflect that new 2005 release date. But he forgot the cardinal rule of dealing with executives: make sure everythingâs in writing.
âOn our side we didnât make sure that we had the contract changed,â Urquhart said. âAnd then post-E3 I think financially something happenedâI donât know what it was. And we got the call and they said it has to be done for Christmas⊠Again, I donât think this is anything nefarious, it just happened. Some of the onus is on us: we didnât get the contract changed. So we had to make this decision: get in trouble or get it done.â
As a new developer, they wanted to make sure their publisher was happy so they could all work together again, Urquhart said. So Obsidian sucked it up. They went through the game and cut out what they could, including a ton of scenes, some quests, and even an entire areaâthe droid planet M4-78. They also didnât have enough time to do proper bug testing, although Urquhart thinks people have been rather harsh on Knights of the Old Republic II over the years.
âWhen I talk about KOTOR II through the sands of time, some people are like, âWell, I heard that KOTOR II crashed every six seconds,â Urquhart said. âNo, it didnât crash every six seconds. Itâs perfectly playable. For a vast majority of it, itâs practically bug free.
âMy favorite e-mail that I ever got from someone was like, âI just wanna tell you how angry I am about the ending of KOTOR II. After my third playthrough, I just feelâŠ'â
Urquhart laughed. âIâm like⊠if you played through three times, it couldnât have been that bad!â
The Snow White Spin-Off That Wasnât
In late 2004, as they were finishing up on KOTOR II, Obsidian got a call from the folks at Atari, the company that had snatched the Dungeons & Dragons license after Interplay lost it. Atari had released Neverwinter Nights in 2002. Now they wanted to do a sequel. Urquhart was happy to oblige.
By 2005, Obsidian was stable and doing well. Despite their issues with KOTOR II, the company had grown to some 50-something employees, and Urquhart was talking with multiple publishers about making all sorts of games.
One of those publishers was Disney, who enlisted Obsidian to design a video game prequel to Snow White and the Seven Dwarves. Tentatively called Dwarves, it would be a third-person action game for Xbox 360 and PS3 that focused on Snow Whiteâs seven companions. There would be a whole new story, and at the end, youâd banish the antagonist to Snow Whiteâs iconic magical mirror.
âIt was a lot of fun,â Urquhart said. âWe feel we turned in a really cool prototype. We worked on it for about a year. Itâs one of the games here that the team just loved working on. And unfortunatelyâwhich, it happens in this industryâyou have changes of focus at a publisher.â
âWhen somebody offers you something as an independent studio, you take it. You take it, because itâs feast or famine. Thatâs what weâve found.â
Those changes of focus were caused by a CEO change, which led to a total shift of direction. Suddenly Disney was no longer interested in doing a Snow White prequel. Snow White was untouchable, they said. The game was cancelled.
It was a heartbreaking experience that Obsidianâjust like many other video game developersâwould grow quite familiar with over the coming years. Games are always ephemeral. Publishers are constantly changing their minds about where to throw their money, and gaming trends tend to ebb and flow on a monthly basis. So independent developers like Obsidian have to stay scrappy. They have to juggle as many balls as possible, knowing that most of them will hit the ground.
âWe put a lot of challenges in front of us,â Urquhart said. âItâs this interesting thing, I think, as an independent studio. And Iâll give anybody this advice that I can. When somebody offers you something as an independent studio, you take it. You take it, because itâs feast or famine. Thatâs what weâve found.â
Over the next few months, Obsidian found themselves with something of a feast. While they were wrapping up work on Neverwinter Nights 2 in late 2005, Urquhart got a call from Segaâs people, who were looking for a brand new original RPG. Problem was, Obsidian was all tied up. They had nobody available to work on a new game.
â[Sega was] like, âWhy donât you come up with a concept and weâll negotiate a contract and when youâre available itâll all be done?'â Urquhart said. âAnd we were like, âUmmm weâre fine doing that⊠you donât feel itâs a waste of time?â And theyâre like, âYeah.'â
So they came up with a concept: spy RPG. They came up with a name: Alpha Protocol. And they came up with a main character: Michael Thorton, a superspy as suave as James Bond, as savvy as Jason Bourne, and as badass as Jack Bauer.
â[Sega] loved it,â Urquhart said. âThey said, âHey, this is different. Itâs not dragons, itâs not phasers.â You donât see a lot of spy RPGs. Sometimes we go: maybe thereâs a reason for that!â
And indeed, Urquhart admits that Alpha Protocol had some serious issues. The gameâs four-year development process was long and arduous, and the team sometimes felt like they didnât have a clear direction: was it a shooter? An RPG? A stealth game? All three?
âWe meanderedâI think thatâs the best way to say it,â Urquhart said. âWe meandered for quite a while on that project. It took us a long time to get to the point where we were where we needed to be.â
They didnât have any sort of game specification document, Urquhart said, which is now something they require for all of their games: a listed, documented set of guidelines for exactly how a game will be designed and developed. They also didnât determine exactly who they were making the game forâaction players? RPG fans? shooter addicts?âwhich Urquhart said was a serious detriment.
âWe started getting into these arguments which were completely not helpful,â he said. âIs it 70% RPG or 30% action, or is it 46% action and 50%⊠These things were not helpful. What we needed to say is: in a mission, Michael can do these things, you know, and this is the toolkit. He can unlock things, he can hack things, he can throw bombs, he can interact this way, he can interact that way.â
Part of the problem was Segaâs indecision, Urquhart said. âA great example is there was a whole segment of the game, which was really cool, and it probably cost $500,000 to make. It was a long sequence, lots of mocap and all this kind of stuff. And at the time Sega felt it just didnât fit the game⊠and so $500,000 cut. And you know, I understand: they pay us to make the game. Itâs totally their right to do that. It can just derail.â
When it came out in June 2010 (after several well-publicized delays), Alpha Protocol was slammed by critics. Reviewers thought it was buggy, messy, and directionless. The game didnât meet Segaâs sales expectations, and plans for a sequel were shelved
REINVENTING THE WHEEL
You might be wondering what happened to the Wheel of Time game that Obsidian announced several years ago. Itâs still in the works: theyâre just waiting for license holder Red Eagle Games to find funding. âWe have a treatment, we have a presentation for it,â Urquhart told me. âMy hope is that theyâll go and raise the funds.â
âItâs so weird to have this game where I can read a review and the poor game is whimpering in the corner and the press guy is just beating it,â Urquhart said. âAnd Iâwe get e-mails. Just the other day, someone wrote a nice, very long e-mail about how theyâre playing through Alpha Protocol for the third or fourth time and they just love it⊠That is weird, to have a game in your career where it got reviewed poorly, but then it gets on all these lists. Itâs on these âBest games youâve never playedâ lists or âPoorly-rated games you really should playâ lists. And I always wonder: should I feel good about that?â
Sega has no interest in making a sequel right nowâdevelopment was costly and challenging, Urquhart points outâbut anything could change, particularly as word of mouth for Alpha Protocol continues to spread. âIt sold okay,â Urquhart said. âWe donât know if they made money or lost money, but we do knowâand thatâs the interesting thingâit keeps selling.â
âNow, knowing everything we know now, we would love to do Alpha Protocol 2, and everybody here would love to work on it,â he said. â[Because] we now know what it is and how to do it⊠Iâm hoping maybe in even a couple of years, [Sega] will get to kind of a point where everybody has kind of moved on, and the baggage is swept away. People are still positive about the brand. We get asked [about a sequel] all the time, still. Itâs become a cult classic.â
Alien Encounters
In 2006, as Neverwinter Nights 2 was finished and Alpha Protocol was just getting started, Obsidian was approached by three publishers at around the same time. One wanted to work with them on an âoriginal fantasy RPG,â Urquhart said. The other was EA, whose executives likely wanted a piece of the open-world RPG pie that had been recently popularized by The Elder Scrolls IV: Oblivion. They asked Obsidian to make what Urquhart today describes as âa big Skyrim-type Ultima game.â
The third was Sega, who wanted to work on another game with Urquhart and his team: a role-playing game based on Aliens. Thatâs the one they went with, although you wouldnât know it from store shelves: the Aliens RPG was cancelled in 2009. (Some very cool concept art from the game is still floating around on the Internet, though.)
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âThe saddest thing was, as we were turning over everything to them, our producer [at Sega] called Darren [Monahan], one of the other owners here, and he said, âMy god you guys did a lot of work,'â Urquhart said.
âAnd we were like, well yeah.â
Viva New Vegas
Just as Aliens was cancelledâand right after theyâd finished both expansion packs to Neverwinter Nights 2âUrquhart got a call from Todd Vaughn, vice president of development at Bethesda. The folks there had just released Fallout 3, and their internal team was moving on to Skyrim. They had something else in mind for Obsidian.
âWeâve talked to the Bethesda guys more than once about doing games,â Urquhart said. âThey called me once about Star Trek, and I was probably being a little bit too much, too arrogant of a developer⊠This wouldâve been like 2007âway before the moviesâand it was like, Star Trek wasnât in a good place. I donât know what I said, but I now know it probably sounded arrogant.â
THE TWO CEOS
When Obsidian and Square Enix partnered up for Dungeon Siege III, Feargus Urquhart sat down to meet with Square president Yoichi Wada. Urquhart said the experience was fantastic. âItâs interesting talking to the guy who runs all of Square. Me and him were talking about the same challenges we have. You know, about offices and people and open floor plans and all this other kinda stuff. So I think heâs a great guy.â
This time, Bethesda wanted Obsidian to work on a franchise that Urquhart, Chris Taylor, and the rest of their team knew quite well: Fallout
âThey came to us and said, âWe think itâd be cool if you did something on the West Coast,'â Urquhart said. âWe were like, âSure!'â
So Urquhart sat down one night with the other four owners and started to brainstorm. They decided that the game a heavy focus on factions, as per fan request. They immediately decided to set the game in Las Vegas. They even plotted out a rudimentary intro: âWhat could be more Vegas than starting off the game with you getting shot in the head and buried in the desert?â
Bethesda loved the treatment and immediately greenlit New Vegas, which Obsidian released in October 2010. It was well-receivedâand according to many critics and fans, better than Fallout 3âbut it was also full of bugs. For some people the game was near-unplayable thanks to constant glitches and crashes. Many of the gameâs issues have since been patched, but for fans paying $60, New Vegas was unforgivable.
âThe timeline was compressed,â Urquhart said. âIt was a timeline we agreed toâI think we bit off a little more than we could chew, and then it was a little hard to recover⊠We learned some lessons about trying to make too big a game. We also learned some lessons about managing QA.â
They tried to apply those lessons to their next game, Dungeon Siege III, which had its own issues, but by most accounts was relatively bug-free. And after New Vegas, Urquhart decided it was time to shed their reputation.
âWe as a company got into a big room and we said, âWe are not gonna make buggy games anymore,'â Urquhart said.
So they designed an entirely new bug-tracking systemâa computerized program that automatically sends crash reports to their engineers. Their last bug-recording system, Urquhart said, involved pens and paper.
âI think thatâs what people are gonna see from us from now onâtheyâre not gonna see buggy products,â he said. âI dunno what the exact count is, but weâre a ways away from being done on South Park and weâve already fixed 10,000 bugs.â
âSo would you want to make a (bug-free) sequel to New Vegas?â I asked.
âWe would love to work on Fallout again,â Urquhart said. âHell, we would love to work in the Elder Scrolls universe. Nothing is going on at this point in time, but we talk about it all the time⊠Iâd love to do a Fallout: New Vegas 2. I think a Fallout: New Vegas 2 would kick ass.
âI believe New Vegas is a great, likeâyou have Fallout, and then you have New Vegas. They feel like separate products. Same engine, same everything, but they feel totally different. âSister productâ is the best way to put it.â
Matt and Trey
In October of 2009, Urquhart got an interesting call. It was Greg Kampanis, a vice president of content at South Park Digital Studios, the interactive branch of South Park. He said that Matt Stone and Trey ParkerâSouth Parkâs co-creators, writers, directors, and voice actorsâwanted to make a video game, and they wanted to meet with Obsidian to talk about it.
âI said, âSure, I guess,'â Urquhart said, laughing. He agreed to set up a meeting, not sure exactly what to think.
âWhat was interesting was, [Kampanis] said, âPut something together about your company, but know that it isnât really for them, particularly for Trey, because he already knows all the stuff that you do.'â
So thatâs what they did: Urquhart put together a presentation of ideas, and when they all got together, he explained to Trey and Matt how Obsidian makes RPGs.
âI went through that very quickly, and [Treyâs] like, âI got it. I love this stuff. I donât like that and this, that, and the other thing,'â Urquhart said.
Towards the end of the meeting, Urquhart turned to the two South Park creators and said, âLook: letâs pretend we can do all the RPG stuff. We can handle that. If it doesnât look like the show, all of this is pointless.â
Trey and Matt agreed.
âThatâs our job,â Urquhart told them. âWe need to go and make something that looks like the show.â
So Urquhart got a team together and spent a week putting together a rudimentary prototype. They got the original South Park construction paper from the folks at South Park Digital Studios, and worked to turn it into a polygon-filled interactive experience.
âWe showed it to [South Park Digital Studios],â Urquhart said. âThey said, âThatâs totally on the right track, once you do a little bit more.'â
It wasnât much, but it was the start of a game. Obsidian wasnât getting paid at this point, but the prospect of a South Park RPG was hard to resist, so Urquhart agreed to keep plugging away at it. They built a prototype set in a house from the show. You played as a generic kid, and you could change your race or clothes by hitting the trigger buttons. If you walked into the living room, you could find Randy Marsh in his underwear, playing Guitar Hero. If you went to the kitchen, you could pick up a spatula, which would then transform into an axe that you could use to smash things.
âWe took it in to Matt and Trey,â Urquhart said. âAnd Trey just grabs the controller and heâs like, âThis feels awesome!â And Matt runs up to the screen and he goes âThatâs the construction paper!â And they were like, âLetâs do this.â And that was that.â
So they put together a contract and started working on the RPG. For a while, Obsidian worked directly for the South Park team with funding from their parent company, Viacom. But in late 2011, they decided to get a more experienced game publisher involved. A few companies showed interest. They ultimately went with THQ.
Not long afterwards, news came out that THQ was in dire straits. This was particularly tough for Obsidian, as they were reeling from the recent cancellation of a game theyâd codenamed North Carolina, which forced the company to lay off 30 people earlier this year. For a while, all they could do was wait.
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But the game is shaping up to be great. Diverging from the style of RPGs theyâd developed in the past, Obsidian decided to go with turn-based combat for South Parkânow called South Park: The Stick of Truthâand they spent a great deal of time working on creative attacks, spells, and summons that would fit the theme of the show. Trey and Matt wrote the entire script, which from what Iâve seen so far feels genuine and hilarious. And initial buzz for the game has been fantastic. Even if THQ tanks in the next few months, itâs easy to imagine a publisher bidding war over who gets the rights to Stick of Truth
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Next-Gen Cancellations
When I asked Urquhart about North Carolinaâthe cancelled project that led to significant layoffs at Obsidian earlier this yearâhe said he couldnât talk much about it. It was an original IPâa big, third-person, open-world game designed and created by Obsidian. They pitched it to several publishers in 2011, complete with a fancy book full of ideas and concept art. But Urquhart couldnât say much more than that.
âWe went down the road with a few publishers,â he said. âWe did get it signed up with a publisher, and unfortunately as happens sometimes, projects just donât go. Particularly when itâs been not that long, itâs hard to go into a lot of detail about it. Itâs too badâwe thought it was really cool.â
So the game was axed, and at the beginning of this year, Obsidian had to lay off a large team of people. (Earlier this year I reported that North Carolina was a first-party game for the next Xboxâcodenamed Durangoâand that it was published by Microsoft. Urquhart wouldnât comment on whether that was true.)
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Even today, as Obsidian seems to be in a comfortable position, they still have to stay scrappy to survive.
âAs soon as we get back from the holidays, Iâm on the road looking for the next thing,â Urquhart said. âWeâre generally always pitching. Products that are working right now for our publishers might not work, and probably people donât know a lot about this aspect, but in general, all agreements that any developer signs with a publisher have this line called âcancel for convenience.â We could get a call tomorrow saying, âYeah, we donât want to move forward with product X.'â
When that sort of thing happens, Obsidian will usually get a kill fee of some sort, but thatâs never enough to pay everyone for nine monthsâthe amount of time that it usually takes to put together a new deal, Urquhart said.
âItâs hard,â he said. âThat can be done with a 75-person team. Suddenly I have 75 people tomorrow that donât have work. What do we do and how do we handle it?â
In early 2012, things were rough for Obsidian and independent developers like them. But over the course of this year, something changed. Kickstarter might not be a revolution, but itâs changed the game for companies like Obsidian. And Urquhartâs team has been one of the yearâs most exciting success stories.
How To Make $4 Million In 30 Days
Itâs September 14, 2012. 10am Pacific. Obsidian is going crazy.
Theyâve just launched the Kickstarter for Project: Eternityâan original, isometric RPG that they hope to develop over the next year and a halfâand nobody at the office can focus on anything else. Fans are coming out in droves to support the project, donating money to help Obsidian develop a spiritual successor to the games they made back in the late 90s. Theyâre making thousands of dollars an hourâthe sort of success that nobody at the company had anticipated.
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At around 5pm, he realized that nobody was going to get much work done, so they all went out for drinks across the street. As they sat and checked their phones, they watched the Kickstarter continue to rake in money: something like $25,000 every half hour.
By the end of the day, theyâd earned $700,000.
âThe next morning I went to breakfast with my daughter,â Urquhart said. âSheâs nine. She wanted to know, cause my wife was all excited, she was like, âWhatâs going on, Mommy?â She said, âOh, Daddy did this thing,â and she plays the video. And my daughterâs like, âCan we give him money?'â
They hit a million while Urquhart was at breakfast. They met their goal of $1.2 million on day two. And after 30 daysâdays full of updates, interviews, and late nights spent in Kickstarter comments sectionsâObsidian earned close to $4 million.
But not everybody is a fan of Obsidian Entertainment. Some RPG fans disliked their treatment of series like Neverwinter Nights and Fallout, and some have grown disillusioned with the company after what they see as a trend of rushed, buggy software. In many ways Project: Eternityâs success is now an albatross. Between the South Park RPG and the Kickstartered phenomenon, expectations are at an all-time high for the group of developers from California.It almost feels like a fairy tale ending: after years of rushed projects, sudden cancellations, and brutal layoffs, Obsidian is suddenly in control of its own destiny. Theyâve got two promising games on the way, and even just a few months ago, major publishers were knocking on their door: Urquhart told me heâs been talking to Bethesda, Ubisoft, Warner Bros., and LucasArts.
Urquhart isnât worried about the pressure. Heâs optimistic about the next couple of years. âI really feel that 2013 and 2014 are gonna be great years for Obsidian,â he said. âFor gaming in general.â
Heâs even got a dream project: Knights of the Old Republic III. On next-gen consoles.
âI think doing something like that on [Orbis and Durango] and things like that might beâI would be disappointed as a gamer if that never got made,â Urquhart said. âI think a lot of gamers would be disappointed as well.â
But Obsidian has a lot of dream projects, and the 90-person studio canât get to all of them. For now, theyâve got a lot of work to do. South Park has to meet expectations; Project: Eternity has to meet even higher expectations; and the company has to convince the world that they can release bug-free, polished video games.
So their isnât over yet. Maybe itâs just begun.