Postcard from Nova York

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    It's just been nonstop, screwball comedy hijinx day and night here in the secret laboratory, if by "nonstop etc." you mean working constantly for months at a stretch on something so huge that even months of work don't make a dent in it.

    It's my own fault, of course; last year I carried out a plan that was meant to give me lots of time to spend on a project of my own – after many years of day jobs in which I spent my time and mojo on Other People's Dreams, or possibly, on Other People's Schemes, or - most likely -on both.

    So I shuffled through the stacks of stuff in the Idea Closet and what fell on me there was one of my very favorite ideas – a comic book project called "Empire State Patrol". shop.webomator.com/EmpireState… It's intended for print, if a publisher likes that idea – but failing that I'm also doing some things with it that would work well online. Honestly, though, print is still the place to be, although it'll still get its own web site with previews and production updates and even a trailer, when it's ready.

    So anyway, I knew it was huge when I started but knowing that the project was huge was more or less like knowing that the ocean is wide. I mean, you get it, you realize that it's a long way to the other side, but you still don't see it on that personal level that you attain when somebody throws you in and tells you to swim across the damn thing . There are good days and there are bad days, but, you know, you just have to keep swimming.

    There's an irony here that I do appreciate. One of the things that led me out of the games business was that projects were now so huge that:

1.) very little innovation happens, due to the enormous amounts of time and money that are involved;

2.) People With Money end up making all of the decisions, including the ones pertaining to #1; and

3.) you just never see a small, committed group of people turning out something interesting any more. The cost and the time required make that almost impossible.


    So what did I do? I started working on something that I have to admit is every bit as large as a game project, but which I'm doing by myself.

   This is probably why I'm not widely recognized as a deep thinker.

    I think it's going to be neat, though!

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ahmednayyer's avatar
Even a small time artist like me can acknowledge the points 1 - 2 and 3.

I really appreciate your efforts.

- Ahmed Nayyer