The Video Game Industry Failed Monolith Productions
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The closure of Monolith Productions, an innovative video game developer, shows what’s wrong with an industry in which game publishers have the ultimate power to shut down projects and fire workers.

The closure of Monolith Productions, an innovative video game developer, shows what’s wrong with an industry in which game publishers have the ultimate power to shut down projects and fire workers.

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WB Interactive was always such a missed opportunity. Monolith shut down because the studio lost its best talent when they weren’t allowed to work on a new IP, where their creativity took them. Even back during the MOBA fad era (Remember that one? It was after MMOs and before hero shooters and battle royales.), during the development and promotional period for DC’s Infinite Crisis, I spoke to one of the developers from Turbine, asking what the pitch process was under WB. Even back then, this guy told me, “Well, it’s WB, so whatever your idea is, they’ll say, ‘Cool, now make it Batman,’ or ‘Cool, now make it Lord of the Rings.’”

If it doesn’t naturally fit with that IP, that’s all backwards. Even in the most capitalistic view I can take on it, the best way forward sounds a lot like keeping an eye on a budding new idea and steering it toward a direction where it can become a good movie or an HBO show, in the event that the game is successful. Because what was obviously always going to happen when WB tried to sell its Interactive component is that their video game division is worthless when their games are all tied to WB intellectual property. It would be like Disney buying Marvel Comics and Lucasfilm so that they could only make Mickey Mouse comics and Pirates of the Caribbean sequels.

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