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Cavedog Entertainment had a strong start, but as it continues the race for a share of hard-core computer gamers, recent setbacks have allowed the company to slip back into the pack and it is in danger of losing the fans it won early on. By - John "Warrior" Keefer III
But amid delayed titles, tepid response to its online ventures and less than stellar reviews to it latest release, Cavedog's future seems uncertain, despite any company statements to the contrary. Where did things start to go wrong? And why has Cavedog suddenly gotten the image that it has lost touch with fans after such a phenomenal early response? Or does Cavedog have another success up its sleeve?
Gilbert and Day were veterans in the interactive entertainment industry. Gilbert worked at LucasArts Entertainment for eight years and designed such games as Maniac Mansion and the Monkey Island series. Both games have won numerous awards and appeared in PC Game's "Top most influential games of all time" list. Day had worked at Electronic Arts and Accolade before joining LucasArts as a producer of entertainment software in 1990. She was named "Producer of the Year" at the annual Computer Game Developers Conference in 1988. Despite the Humongous success, Gilbert wanted to get into more sophisticated games. He created a new yet-unnamed gaming company with the idea of "exploring interactive gaming and creating new standards of fun." The company was formed as a division of Humongous, with access to the successful company's financial resources. A hit in the making The next step was hiring a staff. Gilbert's first hire in January 1996 was Chris Taylor, the brainchild behind the company's first game - and first mega-hit - and a man who would became synonymous with Cavedog in the early days after Total Annihilation's release. "I was looking for a change and called Shelley Day, the president of Humongous Entertainment," Taylor said. "Not too many people know this, but she was the producer on the first game I did called Hardball II years ago for Accolade. So I called her up and she introduced me to Ron. He invited me to move to Washington to join the company when I described the game I wanted to make. It was a really great time." The game he wanted to make was Total Annihilation, or "The Really Cool War Game" as he called it on the design documents.
Some of that "awesome team" included:
What little marketing there was, anyway. Cavedog had given so little thought to selling the game that no one had been designation to market it. And despite GT Interactive's support of the game, no marketing help was available there, either. However, it was the power of the World Wide Web that provided more marketing for Cavedog than any marketing team could have. It was decided to prerelease some animated screenshots and a unit viewer on the company's Web site. The screenshots added to the hype. By the time the game hit the shelves in September 1997, Cavedog already had a fan base for the game.
"Some of the weekly units directly addressed some of the problems people were having with the game balance," Taylor said. "For example, the Flakker was released to help fight off large air attacks that could not be defended against with only the Defender units." This response created a massive wave of fan adoration for Cavedog. Fans flocked to the message boards and got responses to problems from the resident DogMasters or DMs. Several of the subsequent patches were in response to problems fans were having with the game.
The buzz also created a wave of fans who created their own maps and units. That fanaticism grew even more with the release of two expansion packs in mid-1998, one of which contained a map editor. The game has stayed popular because of a few fans created their own map and unit editors and new AIs. Using these tools, literally thousands of fans have created their own maps and units.
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