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Istvan's Update:
They Can't Take the Sky From Us

This last week, Jumpgate marked an anniversary again, the fourth for the Live servers. We released in Europe in July 2001, so Jumpgate is more than four years old now, no matter how you look at it. How time does fly.

jg_box.jpg (8228 bytes)We've outlasted some competitors, such as Earth and Beyond, mostly through sheer tenacity and simply being unwilling to shut down. As I've said in the past, being inadvertently self-published has been a blessing in disguise. If we still had a publisher, they'd probably have turned Jumpgate off by now. Of course, if we'd had a real publisher at the start, perhaps Jumpgate would have received reasonable marketing, and there would have been more resources available over the last four years to improve the game faster. No use crying over spilled milk.

I hope those of you with an interest in science-fiction and a love of movies will go see "Serenity", which as I write this, releases tonight in the USA. Since I was introduced to the show, I've drawn lots of inspiration from the Firefly TV series; not for game design, though the story takes place in a very well-made and interesting universe, but for the will and motivation to keep this project going. From some points of view, Jumpgate can seem like a difficult project to work on: The game receives little marketing, sees little outside attention, nor much growth. We're admittedly short on resources to keep things running. There is no big dev team to spread around the workload. There are still plenty of bugs, and more turn up all the time. Because the code is old, and I'm not the original author, it takes a lot of time to add the major new features we're all wanting.

It's a bit like flying a beat-up, outdated spacecraft, with all kinds of idiosyncracies, a need for updates and replacements, and occasional sputtering failures. Our trusty old ship doesn't get a second glance in most ports, and some people think it's a piece of junk, but there's a certain kind of traveller, with the right interests, some toughness, or a sense of nostalgia, willing to sign on for a voyage. The crew works harder than you might think, maybe harder than they should, to get the job done. We deal with system failures a little too often, and we're always finding out the plans have become a little more complicated than we intended. The ship doesn't go that fast, doesn't look that sexy, sometimes doesn't seem that reliable. Everyone always seems to have the advantage over us. But that's what makes us special.

At the end of the day, what matters is that we're still flying.

I'll be seeing the movie with my wife this weekend. I'm hoping it's as good as the series. If you enjoy it, I hope you'll tell your friends about it. And if you enjoy Jumpgate, I'm hoping you'll tell your friends about us, too.

If enough of us keep flying, they can't take the sky from us.

In case your interested, some "nostalgic" JG links . . .

http://archive.gamespy.com/previews/june01/jumpgate/
http://actionvault.ign.com/features/previews/jumpgate.shtml
http://www.avault.com/previews/preview_temp.asp?game=jgate




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