This Is the Moment
We at Motiga have been working hard, making sure everything is perfect. When you work with a studio full of perfectionists, they will find a way to sound all sorts of alarms because someone saw a misplaced pixel in the announce trailer or the angle of a character was 2 degrees off in the screenshot and now it’s just unusable.
With a team like that, releasing anything to the public unless it’s “perfect” requires a cocktail mixture of threats, coddling and a large amount of begging. Reminding them that this is a pre-alpha build doesn’t make it any easier.
Setting the Bar
From the very beginning, our goal was not just to make an awesome free-to-play online game. We wanted to make the best online game, period.
Creating great games starts with great people. We have a studio full of not only experienced veterans in the industry, but also people who still have the passion for making something truly great. We set our bar very high—only to find that we needed to raise it even higher. Not because of any external pressure or market demand, but because of the team itself. This is what happens when you have an entire studio full of people dedicated to the craft of gamemaking at its highest caliber.
We at Motiga believe that gamers deserve great games. We are passionate about delivering experiences that you’ll remember and treasure; the kind of game experiences you talk with your friends about long after the game ends. Time is a precious commodity for the gamers, and every minute spent in our game should be fun and rewarding.
A Gigantic Effort
Gigantic is a labor of love and a source of pride for every Motigan. Every detail in the game is the result of an incredible amount of collaboration among members of our team. Everything we release today—from the trailer to the screenshots to the logo of the game—has been lovingly crafted by the Motiga team.
It’s hard to pull something like this off if you don’t love the game as much as we do. Even the name of the game was the result of a collaborative effort. We toiled over possible names for months because we wanted to make sure that the name did justice to the game we were making. The name we chose was a late entry from one of our artists.
Gigantic may be an unusual name in the age of three-word game names, but the emotions it evoked, especially when we paired the logo with the game art, were right on target. We fell in love with it.
It Takes a Community to Raise a Game
Today, we announce Gigantic to the world and start the sharing the game we love. It’s exciting and terrifying at the same time. We don’t know what the world will think of our baby.
Our announcement today isn’t just to show you what we’ve been working on. It’s also an invitation to you, the gamers, to take this journey with us. We still have ways to go before Gigantic is a finished game. We have alpha testing coming up soon, and at some point, the team will feel good enough to change the label to “beta.” At some point, they will even let me take the beta label off.
We invite you to take this journey with us. While we have some of the best people in the industry—people who are passionate about making Gigantic great—we can’t take this journey by ourselves. In order to make a living, breathing online game, we need your feedback. We already have few friends outside the company who have been journeying with us. Now we’re ready for more gamers to help us shape Gigantic into something great.
So, I would like to extend an invitation for you to sign up for the alpha test and join the ever-growing Motiga community. I look forward to seeing you on the other side of the battleground.
For more info on why Chris is so excited, check out GoGigantic.com and sign up for alpha testing!