My Authors
Read all threads
Okay, I just had a VERY interesting DM conversation.

With permission from the developer (who will remain anonymous), I'm sharing it.

1/
A little context:
For 2 years, I ran a column for PC Gamer magazine called 'Inside Development'.

Every month, I'd talk to a bunch of developers about an invisible part of game dev, and write it up to give an insight into the awful, beautiful miracle that is game development.

2/
...Strangely enough, people still recognize me for doing that column!

However, I also, occasionally, still get *developers* in my mentions, desperate to tell their story.

3/
They know I don't run the column any more. Even if I was, they wouldn't want me to print what they were saying.

See, I came across this a lot when I DID run the column. Game development is such a weird, inconsistently secretive medium, it gets hard to hold all of it in.

4/
There are a thousand hypocrisies, and tidbits of gossip, and miracles, that our players will never know about. That our players never CAN know about.

...It's lonely.

And so, with discretion, and an eye towards the protection of all involved - we talk.

5/
The story I've been getting pieces of over the past week is *wild* - and in a departure, the developer associated with it wanted their tale shared publicly.

I've done some light investigation to check the veracity of the story, and how safe sharing it might be.

6/
From what I've found, I believe this developer. I also believe that I can share what they've told me without hurting anyone involved.

So, with all disclaimers and context established - here we go.

This is how a cancelled Tomb Raider mobile game basically predicted 2020.

7/
As you may know from publicly-available information, the Tomb Raider series has had a pretty consistent identity crisis over the past couple decades.

An approach is established and departed from. Segments of the audience get antsy. Reboots swarm the field.
You get it.

8/
What you might NOT know, is that this identity crisis is also caused by an overwhelming wave of *success*.

You see, for as much of an icon as she is, the most popular, recognizable versions of Lara Croft today?

They're on your cell phone.

9/
Check the top grossing/most downloaded apps on your mobile store of choice. You'll see at least one Tomb Raider game on there.

So, how do you advocate for a bold reinvention of Lara Croft, when a classic interpretation is making your parent company millions RIGHT NOW?

10/
The answer is: you don't.

...Unless the parent company does it for you.

11/
(Sorry for the brief interruption - gotta grab water. One sec!)
Square Enix corporate was aware of the growing rift between the Lara Croft of the mainstream, and people's memories, and the microtransaction outfits they kept buying... and the version offered to modern players starting in the 2013 reboot.

A rift that needed closing.

12/
A new game was proposed - a *narrative* one, for smartphones.

A game to bridge the gap between the most recent interpretations of Lara Croft, and the version of the character most embedded in popular culture.

13/
Feelers were put out to notable mobile studios on the radar of Square Enix corporate. Pitches were solicited. The development cycle wouldn't occur in-house - but it would be prioritized, and protected.

They were serious about this thing.

14/
You have heard of the vast majority of the studios contacted.

However, the developer I spoke to was part of the team for the winning pitch - a fresh outfit of veteran developers based in Europe, that has since become defunct.
This game was supposed to be their big break.

15/
The pitch name was simply known as Tomb Texts. It was based off of principles established by the Lifeline games.

A confident, compelling, and eminently human Lara Croft would enter an ancient tomb, and players would guide and assist her via dialogue choices.

16/
Sometimes, players would even be required to research real-world topics and knowledge to give Lara the information she needed to succeed!

You saw how Lifeline made a bunch of money?
Square Enix sure did.
And their response to the pitch was a big ol' YES.

17/
So, the "Tomb Texts" pitch was accepted!

Development began with the best of intentions.

18/
Thing is, even though the core design was apparently simple, the development process was not.

It was a team of veterans. They had experience and pedigree that got them through the door with Square Enix in the first place.

However, their creative director was... eccentric.

19/
The creative director was spiritual. Not religious, or particularly consistent--just Spiritual. He approached each project as a vision quest waiting to happen, and this one was no different.

As the team span up their engine prototype for the first milestone, he disappeared.

20/
One week became two weeks. Two weeks became four.

At one terrifying point (you cannot make this shit up), the concept artist received a carrier pigeon.

HOW DO YOU GET A CARRIER PIGEON IN THE TWO THOUSANDS

HOW

21/
The developer I spoke to was on the engineering team. Their direct responsibility was to implement story content provided by the narrative team, which at the project's start, consisted of...

The creative director.

Four weeks became six.

22/
Finally, on the eve of the studio's first proper meeting with Square Enix corporate after the initial signing, the creative director reappeared.

Did I say the eve?

I meant the morning.

Like, that *exact* morning.

23/
At the set time for their meeting, the studio creative director swept into the room, gave an EXACT recounting of the development process that he HAD NOT BEEN PRESENT FOR, and swept back out.

24/
This mess of a man was known for logging out of Slack every time the producer logged him back in; preferring to receive printed-out logs of urgent needs as opposed to 'relying on the ephemeral digital'.

No one knew how he knew what he knew.
(Say that three times fast.)

25/
According to the developer I spoke to, it was never explained where the creative director went to, why he had gone there, or... yeah.
How the hell he knew what had happened in his absence.

What mattered is that he was back.

It was time to get to work.

26/
Given the disappearance, the rest of the studio collectively moved to ensure that there was a second member of the narrative team.

The hiring process for a writer began (as it often does) mid-development.

27/
I'm going off on tangents here, but to make a long story short (because I couldn't not ask about this), the interview process involved the signing of an NDA, and a standard set of conversations with studio staff.

However

Sometimes

The creative director would walk in

28/
If the creative director walked into your interview

It would be different

29/
...Without fail, this absurd, terrifying mess of a boss would walk in, look at the table, walk TO the interview table (still not acknowledging the presence of any humans in the room), BEND AT THE WAIST

TURN HIS HEAD

AND LOCK EYES WITH THE INTERVIEWEES FOR 10 SOLID SECONDS

30/
One day, the creative director walked in, did his ritual, smiled, and shook hands with the writer in question.

She was hired within the week.

31/
(P.S. Hypnospace Outlaw is about to be played for Summer Games Done Quick! Excuse me if I'm a little distracted during.)
twitch.tv/gamesdonequick
To recap, at this point, Tomb Texts had:

1) A license
2) A locked design
3) A budget
4) A writer
5) A mess of a creative director
6) An emerging, cross-platform mobile engine

So, the question is... what were they making?

32/
The first major draft of the story followed Lara Croft as she entered the titular tomb, and claimed a mythical artifact with the assistance of the player.

She'd accomplish her goal relatively early in the experience. Surprisingly so.

33/
(If you're wondering why I'm not talking about the artifact, it's because the draft itself wasn't too clear, either. Also: more than a little problematic.

Just, a cultural appropriation slurry set forward by an Extremely White Dude, spiraling down endlessly.)

34/
...After the artifact was collected, the tomb would begun to TURN AGAINST ITSELF, initiating a quest of a different kind--one for survival.

Lara would have to escape the site with her life and sanity intact, the player functioning as her only lifeline to the outside world.

35/
The point after Lara claims the artifact is where a really clever touch was introduced.

Within the app's interface, a new 'tab' slid into view--a connection to a fictional news service/social media outlet.
And the service began to detail a world sliding into oblivion.

36/
It becomes clear very quickly that the sudden string of disasters are directly related to Lara taking the artifact.

37/
Strangely enough (this seems increasingly significant in hindsight), despite complaints on a corporate level, it was never planned to give Lara a method to reverse her actions.

She made the decision, and took the artifact.
That was it.

You can't make the world better.

38/
As Lara messages you to find a way forward in her own dire situation, you have options for how much to reveal to her about the changing world.

You're her lifeline, remember?

For better and worse.

39/
Especially given that she can't change what's happened, and that she can't change what's HAPPENING, is it cruel to tell Lara Croft what pain her actions have caused?

...Or is it more cruel to help her escape the tomb, and let her find the world suddenly, irrevocably worse?

40/
For a game intended to bridge the gap between the pain of Lara's journey in the recent trilogy, and her seemingly unstoppable characterization in mainstream culture, the storyline is dark.

Like, REALLY dark.

And we haven't even talked about the range of endings!

41/
Lara Croft can DIE
Lara Croft can GO INSANE
Lara Croft can become so BLINDED BY GRIEF that she MURDERS the VISION OF A CHILD she meets within the tomb's ELDRITCH TUNNELS and is driven to COMMIT SUICIDE

Like, holy CRAP, MAN

42/
You can trace later rifts to these early decisions.

Square Enix wasn't told the full *scope* of the game's narrative tonalities, and said (rightfully so), what in the actual F*CK.

Meanwhile, the creative director continued to obfuscate development, and pushed harder.

43/
The role of Lara was a particular battleground.

Again, Square Enix wanted a bridge. Someone with a deep sense of strength, confidence, and ability, who was still human.

The creative director insisted that Lara represented society.

44/
In the creative director's words, Lara wasn't just an empathetic avatar, she LITERALLY represented society.

The power of society. The tangible reactions of society to a changing world - the changing world that he came back with an outline for after his mysterious journey.

45/
The outline was considered locked. No matter what, this game structure was set in stone - so *make it work*.

At this point, the lead producer stepped in, and played the sane counterpoint to the creative director's increasing fervor.

46/
The creative director refused to let the writer work until a core segment of the script was complete. A template.

However, a month before the first playable milestone--a system-complete runthrough of a rough section of the total game--not a single word had been written.

47/
It was at this point that the creative director again disappeared.

48/
Not a single line of dialogue or player choice had been checked-in, up to this point.

However, the outline DID have a detailed set of instructions for *every* disaster caused by Lara Croft's hubris.

STARTING WITH A GLOBAL PANDEMIC

49/
CREATIVE DIRECTOR BOY KNEW HIS HISTORY, BECAUSE HE LISTENED TO A LOT OF PODCASTS, AT FULL VOLUME, IN THAT OPEN-PLAN OFFICE

SO

THE VIRUS WAS CALLED

YOU GUESSED IT

SARS-2

50/
In the ACTUAL outline of the game, left behind after his first disappearance:

- PANDEMIC
- 25% OF FICTIONAL AUSTRALIA WAS CONSUMED BY FICTIONAL FOREST FIRES
- MURDER BEES LANDED ON AMERICAN SHORES, ALONG WITH RACE-RELATED POLICE BRUTALITY RIOTS
- KOBE BRYANT DIED

51/
(He wrote that the race-related riots would be due to the murder of a Korean-American man by police - not a black man - but there's other problems with his apparent fixations there that we aren't going to get into.)

52/
From presidential impeachment trials, to AN ACTUAL PANDEMIC NAMED SARS-2, to the release of UFO footage, this man, barring some exceptions, brought back a damn blueprint of 20-fucking-20, nearly four years ago.

Then, he disappeared a month before first-playable.

Again.

53/
Left with a bible of apocalyptic happenings and NONE of the assets needed for production, the team threw words and code and art at the problem for a solid month.

The writer in particular slept in the office, most nights.

54/
Finally, it was time to present the milestone.

Remembering last time, the team going into the project evaluation meeting lingered at the door. For as long as they politely could, they held it open, and watched an empty hallway.

Nothing.

55/
SE loved what they saw. They loved the writing, and the evolving design, and the softening of plot points that had appeared egregious.

Crunch isn't a solution--but the team walked out of the meeting alive, with their game and license intact.

56/
The developer I spoke to was particularly proud of his system transitions getting noticed.

Inspired by Monument Valley, the kaleidoscopic evolution of the game's backgrounds, and the unexpected presentation of both art and text, was years ahead of anything else out there.

57/
The creative director still nowhere in sight, the team decided to move forward - with, or without him.

They had an approved timeline, design, and approach from their licenseholder. An enthusiastic reception to their first playable!

They'd stay their own course.

58/
One week passed.

59/
Two weeks passed.

60/
From what the developer told me, the real last straw for the entire situation is when a remote login attempted to delete their entire source control repository.

61/
For those who aren't familiar with what source control is - it's the 'point of truth' for a project. The backup for the backups.

If it isn't in source control, somewhere, it doesn't get saved, and it isn't in the game.
Or... it shouldn't be in the game, at least.

62/
Someone trying to destroy source control is the equivalent of someone trying to destroy a project entire. There are failsafes, and backups - but, this is a biggie.

If that's gone, and the backups are gone, you basically have to start all over again.

Game over.

63/
The uh, last-last straw is probably when the creative director DID come back.

In the middle of the night.
To the office.
With a can of gasoline.

64/
This only became known to the rest of the studio after the arrest, but the creative director had already been messaging the lead producer, and the other business partners, for three days.

65/
He did not reveal where he was, or where he had gone.

The messages were long, angry things.

66/
He claimed the rest of the team didn't understand Lara, or Tomb Raider, or the world he had described, and that they could NOT release this game.

Like, he was furious about the new writing, but he was particularly insistent on changing the game structure.

67/
...a game structure that had been locked 'in stone' since the beginning of the project.

In those three days, he apparently wrote over 40 pages of script and documentation for new visions of the game. Appeals to wipe the slate clean, and start fresh.

68/
There was a version of Tomb Texts proposed where touching the artifact transported Lara Croft to space.

Another version insisted that she be transported to a 'dimension-bending bouncy house', for a uh, Flappy Bird clone.

Smashing into pipes selected dialogue options.

69/
In the bouncy house version, every time the player jumped, Lara's breasts would also jiggle.

He insisted this would, and I quote, "broaden" the game's appeal.

70/
it sure has been three hours, huh

71/
Needless to say, all of these game 'versions' were rejected.

The project leads believed not telling the team about the situation would protect them from lingering psychic damage, among other things.

72/
...However, learning via text that your creative director has been arrested for attempted arson (OF YOUR OFFICE) probably isn't a great way to start morning stand-ups, either.

73/
The developer I spoke to was one of the folks who found out about the creative director's messages *after* the arrest.

The team understood why the information was kept from them, but was also understandably *perturbed* that the situation occurred in the first place.

74/
It was decided that at least part of the milestone budget would be spent on security measures.

Also: that each of the company founders would keep a local backup of the game at each of their homes, in case of the worst.

75/
There were also concerns about the project's future, considering... well, everything.

76/
Fortunately, or unfortunately, the arrest and continued legal machinations of a former creative director didn't kill the Tomb Texts project.

It would be a simple corporate strategy meeting.

77/
The viability of premium mobile games is already debated in game development circles enough. This studio just happened to catch the edge of a downturn in faith.

78/
The team had another successful milestone review after the arrest of their creative director (another miracle).

But, as they worked towards Alpha, the powers that be decided a mobile game that wasn't free-to-play didn't have the reach or capacity to hit the project's goals.

79/
Tomb Texts was quietly shuttered. The studio went down soon afterward.

Some of the folks involved left video games behind, but I'm pleased to say the majority, from what I've been told, are still working in the industry and thriving.

80/
For obvious reasons, the survivors of *gestures at this entire fricking thing* can't really list this on their resumes.

81/
I had a thousand follow-up questions and interruptions (happy to share what additional details I've been told that I can over DM, with mutuals), but my big one coming away from this was... what set the creative director off?

82/
IF we take it for fact that he went on a drug-fueled quest that left him with a blueprint of 2020, and IF we take for granted that he wanted to avoid this blueprint coming to light due to info. revealed in a second quest, what would make him try to BURN DOWN the office?

83/
Surprisingly, my developer friend had an answer.

84/
The developer I was speaking to got drunk with the lead producer one night, and based on the information from THAT talk, he thinks we actually have a pretty good idea of what caused the creative director to finally take matters into his own hands.

85/
After three days of constant messages, the creative director went silent.

Checking log-ins to the source control repository after everything, the producer discovered that the director had guessed the password of a sick employee, and logged in while they were away.

86/
The director apparently spent hours browsing through the game's assets and added content - and stopped on a single, particular dialogue file.

One of the endings shared in the studio's successful milestone review.

87/
(For those asking why the director did this under an employee's account - any employee's account - it's because his log-in privileges were revoked. All employee passwords were also changed after the first intrusion... except for the person who was out sick.)

88/
Y'ALL WANNA ASK MORE CONTINUITY AND LOGIC QUESTIONS

I HAVE THE DM BACKLOG RIGHT HERE

WE CAN KEEP THIS GOING UNTIL THE WEE HOURS, BUDDY

...But I digress.

89/
The dialogue file was an alteration of one (!!) of the 'Lara Croft goes insane' plotlines.

Its purpose was to show that some of the egregious elements of the original outline were being handled with some sensitivity and nuance in the director's, uh, absence.

90/
In the file, after the player triggers a series of somewhat-hidden actions, they're actually given an option to provide Lara with direct access to the external newsfeed.

She sits in the dark, browsing through news of the carnage and sadness, and just...

Never stops.

91/
The name of the file that set off the director?
Where Lara Croft--the director's metaphor for society--endlessly engages in obsessive behavior as 2020 plays out across her screen?

The thing he COULDN'T let come to light?

In hindsight, it's disturbingly funny.

92/
The name of the file - like a horrifying number of other material connected to the creative director's outline - mirrors the real-life behavior we now struggle to fight, as the world burns down around us.

It's...

...

...

Tombscrolling.

93/93
Goodnight, everyone.

I love you all, and I am so, so sorry.

I am not going to plug An Airport for Aliens Currently Run by Dogs as I retreat to bed, because honestly, I am terrified of your fury.
(For the sake of those I won't be able to respond to for sleep reasons:

- The only bit that's true is that I was a columnist for PC Gamer
- This was 100% fictional and improvised in real-time
- No, I didn't schedule these tweets
- Yes, I have done this before, for my sins)
Missing some Tweet in this thread? You can try to force a refresh.

Keep Current with Xalavier Nelson Jr. @ Werewolf Bar Mitzvah

Profile picture

Stay in touch and get notified when new unrolls are available from this author!

Read all threads

This Thread may be Removed Anytime!

Twitter may remove this content at anytime, convert it as a PDF, save and print for later use!

Try unrolling a thread yourself!

how to unroll video

1) Follow Thread Reader App on Twitter so you can easily mention us!

2) Go to a Twitter thread (series of Tweets by the same owner) and mention us with a keyword "unroll" @threadreaderapp unroll

You can practice here first or read more on our help page!

Follow Us on Twitter!

Did Thread Reader help you today?

Support us! We are indie developers!


This site is made by just two indie developers on a laptop doing marketing, support and development! Read more about the story.

Become a Premium Member ($3.00/month or $30.00/year) and get exclusive features!

Become Premium

Too expensive? Make a small donation by buying us coffee ($5) or help with server cost ($10)

Donate via Paypal Become our Patreon

Thank you for your support!