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"When we first started, Team17 had no internal development, we worked out of a small office above an amusement arcade, and was built to be a games publisher for the Amiga platform, working closely with the talent we knew via 17Bit and using Microbyte's chain of stores for distribution. Fortunately we were insanely popular almost immediately, with 90 percent of our games hitting number one and, at one point, we had over 50 percent market share of all games sales on the Amiga.There's still nothing like inflicting cartoon pain and misery on someone sat next to you!
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More on science and tech: read Motherboard
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"Another key decision we made was that we'd split our internal development studio, so that 50 percent of it would be working on our own IP like Worms and Flockers, and the other half would be made available to our external partners to either help them with their games or develop other platform versions of the games they were working on."In terms of what we look for in games that we might publish, as simple as it sounds, the main things are a great original idea and a burning desire to see it come to life. One of the great things about the indie development explosion over the past few years has been this incredible burst of creativity, as can be seen in some of our recently-released and upcoming titles such as The Escapists, Beyond Eyes, and Sheltered.""Trading on pure nostalgia is the surest way of dying a slow death"
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