With permission from the developer (who will remain anonymous), I'm sharing it.
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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.
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However, I also, occasionally, still get *developers* in my mentions, desperate to tell their story.
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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.
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...It's lonely.
And so, with discretion, and an eye towards the protection of all involved - we talk.
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I've done some light investigation to check the veracity of the story, and how safe sharing it might be.
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So, with all disclaimers and context established - here we go.
This is how a cancelled Tomb Raider mobile game basically predicted 2020.
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An approach is established and departed from. Segments of the audience get antsy. Reboots swarm the field.
You get it.
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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.
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So, how do you advocate for a bold reinvention of Lara Croft, when a classic interpretation is making your parent company millions RIGHT NOW?
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...Unless the parent company does it for you.
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A rift that needed closing.
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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.
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They were serious about this thing.
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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.
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A confident, compelling, and eminently human Lara Croft would enter an ancient tomb, and players would guide and assist her via dialogue choices.
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You saw how Lifeline made a bunch of money?
Square Enix sure did.
And their response to the pitch was a big ol' YES.
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Development began with the best of intentions.
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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.
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As the team span up their engine prototype for the first milestone, he disappeared.
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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
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The creative director.
Four weeks became six.
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Did I say the eve?
I meant the morning.
Like, that *exact* morning.
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No one knew how he knew what he knew.
(Say that three times fast.)
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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.
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The hiring process for a writer began (as it often does) mid-development.
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However
Sometimes
The creative director would walk in
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It would be different
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TURN HIS HEAD
AND LOCK EYES WITH THE INTERVIEWEES FOR 10 SOLID SECONDS
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She was hired within the week.
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twitch.tv/gamesdonequick
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?
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She'd accomplish her goal relatively early in the experience. Surprisingly so.
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Just, a cultural appropriation slurry set forward by an Extremely White Dude, spiraling down endlessly.)
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Lara would have to escape the site with her life and sanity intact, the player functioning as her only lifeline to the outside world.
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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.
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She made the decision, and took the artifact.
That was it.
You can't make the world better.
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You're her lifeline, remember?
For better and worse.
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...Or is it more cruel to help her escape the tomb, and let her find the world suddenly, irrevocably worse?
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Like, REALLY dark.
And we haven't even talked about the range of endings!
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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
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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.
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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.
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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.
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At this point, the lead producer stepped in, and played the sane counterpoint to the creative director's increasing fervor.
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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.
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However, the outline DID have a detailed set of instructions for *every* disaster caused by Lara Croft's hubris.
STARTING WITH A GLOBAL PANDEMIC
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SO
THE VIRUS WAS CALLED
YOU GUESSED IT
SARS-2
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- 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
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Then, he disappeared a month before first-playable.
Again.
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The writer in particular slept in the office, most nights.
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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.
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Crunch isn't a solution--but the team walked out of the meeting alive, with their game and license intact.
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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.
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They had an approved timeline, design, and approach from their licenseholder. An enthusiastic reception to their first playable!
They'd stay their own course.
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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.
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If that's gone, and the backups are gone, you basically have to start all over again.
Game over.
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In the middle of the night.
To the office.
With a can of gasoline.
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The messages were long, angry things.
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Like, he was furious about the new writing, but he was particularly insistent on changing the game structure.
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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.
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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.
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He insisted this would, and I quote, "broaden" the game's appeal.
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The project leads believed not telling the team about the situation would protect them from lingering psychic damage, among other things.
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The team understood why the information was kept from them, but was also understandably *perturbed* that the situation occurred in the first place.
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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.
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It would be a simple corporate strategy meeting.
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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.
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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.
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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.
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One of the endings shared in the studio's successful milestone review.
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I HAVE THE DM BACKLOG RIGHT HERE
WE CAN KEEP THIS GOING UNTIL THE WEE HOURS, BUDDY
...But I digress.
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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.
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She sits in the dark, browsing through news of the carnage and sadness, and just...
Never stops.
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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.
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It's...
...
...
Tombscrolling.
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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.
- 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)