this is the problem with success and stupid people. The desire to 'grow' whether it be greed or ego gets in the way of stability.
I would completely agree that their first games were far superior to the products that came out later. That alone is pretty telling these days, and when you take a harder look at some of how the games performed, perhaps this ending isn't such a surprise after all.
Last year or so I learned the bussiness stretegy of "if it works, run it into the ground", meaning to use and finally over-use something that generates cash so much until the product cannot be used anymore.
In the article wherein I read it, it appeared as if this was a common and even acceppted bussiness stregety in the U.S. … i think that was one letter written by a reader to the local newspaper.
I think this might have been the cadse here as well : Someone at the top tried to generate as much cash as possible - and his is the result. Maybe that management person even got away from that with - cynically put - thick purses full of money.
Edit : The term "toxic management" says to me that my impression might be right.
To me, TellTale Games was like a light, a spark in the dark. It was the only big U.S. company still producing Adventure Games. everything else went Indoie or just died out. TellTale was my lat hope.
And now, since that's firm gone, PC platform gaming will even more monopolize on action games. It's already a fully degenerated platform dominated by a few big companies and a few, big genres - but apart from that, there's only Indie and Homebrew, cynically put. There is not much hope anymore.
I'm just glad I had bought their games I liked. Unfortunately, none of their recent games were matching my taste, but maybe I'm not the "usual buyer", too.
Edit : I just found this gem :
“I remember hearing one of my bosses say, ‘I love that we can just shout at each other and curse at each other in a meeting. It’s totally great,’” says one former employee.
Source :
https://www.theverge.com/2018/3/20/...s-developer-layoffs-toxic-video-game-industry
Yes, some kinds of people do like that. However, it's not the kind of people I'd like to work with.
Edit : I found a link towards this "article" in the above mentioned article :
http://www.oldmanmurray.com/features/77.html
Also not uninteresting liked in above, too) :
https://kotaku.com/crunch-time-why-game-developers-work-such-insane-hours-1704744577
Short, a prominent critic of game development crunch, says she believes unpaid overtime is the result of poor planning and bad management, not an inevitable part of game-making. One of the issues, she says, is that the people on top of the food chain view crunch as something standard and inevitable rather than a toxic, avoidable practice.
It can be a self-sustaining cycle, Short argues. Say a designer is able to create a sizable level after working 16 hours a day for three straight weeks. From then on, project managers will equate a level of that size with three weeks of work, and for future schedules they’ll plan accordingly, allotting three weeks of time to tasks that should require six. The designers will again have to crunch to finish those future levels, and the cycle will go on and on.
There is also one example of how crunch time is evoked :
One day, you get a call from the publisher financing your game: turns out your hero didn’t test well with focus groups, so they want you to completely redo all of his design, art, and voice acting. Also, they need you to hit the same release date—can’t change that fiscal quarter guidance! What do you do?
You could:
1) Tell the publisher you need more time or more money (for extra staff) to do this, at risk of pissing them off and getting your project cancelled.
2) Tell the publisher you need to cut other features to do this, at risk of pissing them off and getting your project cancelled.
3) Tell the publisher you can’t do it, at risk of pissing them off and getting your project cancelled.
4) Crunch.
So, it's money - and the psychology behind that. People who are dealing with money appear to have a certain way of thinking that's incompatible with … any forms of art, or producing games, I think.
Edit : Tales of layoffs, also liked above :
https://kotaku.com/video-game-layoff-stories-1593420342