Fear Not The Long Road
Author: [BMS] Adam-Bomb,
published 4 years ago,
[img]https://clan.cloudflare.steamstatic.com/images//8672783/8d947cc6989c70ac7986d69886cc821e8e644766.jpg[/img]
In March 2006, two of my college classmates got onto the [i]Black Mesa[/i] mod team. I applied as an artist, and they more or less vouched for me. The team “hired” me without even completing an art test. From there I became the art lead, a partner in the new “Crowbar Collective LLC”, project lead, and eventually owner of the company.
As I write this, I am realizing that we plan to FINISH [i]Black Mesa[/i] exactly 14 years to the month from when I first joined the team. 14 [i]years [/i]working on a single project, with a dedicated team, that had a vision, and saw it through.
There are probably a fair number of people who if you asked them “Do you want to own a video game company?”, would say “Yes! Absolutely. Whatever it takes!”, but it is easy to commit to something when it is guaranteed. If instead in 2006 someone said to me “This will be difficult. You will consider quitting multiple times, and it is going to take you at least 14 years to complete.” I am not sure I would have signed up for that.
Who would have blamed me if I didn’t? For the majority of its development, [i]Black Mesa[/i] was a volunteer project. Even after we got the green light to sell the game, we still did not make any money until late June of 2015.
I have heard “you should never work for free”, and I really couldn’t disagree with that more. I did multiple free side projects in college that either eventually paid off, or got me connections I otherwise would not have had. I learned communication and leadership skills in my volunteer fire department. I got my first game industry job [i]because [/i]of my free work on [i]Black Mesa[/i], and then after a round of layoffs, my job BECAME [i]Black Mesa[/i]. The thing that was supposed to be a portfolio piece to launch my career, became my career, and I would not have been in that position if I didn’t [i]commit [/i]to the work as a volunteer.
The key to doing work for free is it has to be important to you AND it has to be important to other people. For Black Mesa, the quality of the source material, and the excitement of the community when we would post even the smallest amount of media is what kept us going.
The fact is, all roads are long roads. If you fear that, you’ll shy away from choosing the one that excites you most, and has the biggest reward. Not everyone is going to have reliable friends to pull them onto projects, not everyone is going to have the opportunity to own a video game company, but if there is something you want to accomplish there’s nothing left to do, but to do it. You can not win the game if you don’t play.
Through luck, hard work, and maybe a bit of ignorance we didn’t shy away from our goal of bringing this game to completion. We are [b][i]proud [/i][/b]of what we built. We think this upcoming 1.0 release is the best, most polished, and most fun version of the game yet. The anticipation and excitement around our project is beyond flattering.
[i]Black Mesa[/i] is a video game, it is [i]our [/i]video game, and it has its strengths, and its flaws. As Leonardo da Vinci said, “Art is never finished, only abandoned” and [b]while we plan to fully support this game after 1.0[/b] with bug fixes and more, it will never be a perfect game.
This is not to downplay, or make excuses, but as the person who drafts most of these media posts, I think it is important to break away from the marketing and the “hype”. Before [i]Astroneer [/i]launched, they made [url=https://blog.astroneer.space/system-era/expectations/#more-125]a blog post[/url] about managing expectations for their game, and it really resonated with me, and inspired me to someday write a post like this one. We are super excited to have[i] Black Mesa[/i] be “complete”, but acknowledge it is not perfect and won’t ever be perfect.
I hope that everyone has something that inspires them as much as [i]Half-Life[/i] inspired us. I hope that everyone embraces the setbacks and challenges that come, and I hope no one fears the long road in front of them.
Black Mesa 1.0 will launch Thursday March 5th on Steam.
Thank you,
-Adam Engels
-The Black Mesa team
https://store.steampowered.com/app/362890/Black_Mesa/