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Elixir Studios Closes Its Doors

Another development studio has closed up shop, with British company Elixir laying off staff and closing down development. Elixir has published two titles, the political sim Republic and the mad scientist strategy title Evil Genius. The cancellation of an upcoming project forced the company to make a hard decision. From the article: "I'm very proud of what all the staff at Elixir have achieved and the games we produced...We gave it everything we had but ultimately it wasn't quite enough. It seems that today's games industry no longer has room for small independent developers wanting to work on innovative and original ideas. Perhaps there is no longer any need for them."

38 comments

  1. Evil Genius by Nos. · · Score: 1

    It was a neat concept and was fun, but I found it becoming fairly monotonus after awhile. I'm sorry they're going out of business, I would have liked to have seen more games from this company. I might have to look for a copy of Republic and give it a try.

    1. Re:Evil Genius by DingerX · · Score: 2, Interesting
      yeah, "well received" is a bit of an overstatement. Cool idea -- really cool idea -- but the execution was a little wanting. The end product felt like half the game was shelved when time/budget overruns pressed in. Unfortunately, that was the fun half.

      As for
      "It seems that today's games industry no longer has room for small independent developers wanting to work on innovative and original ideas. Perhaps there is no longer any need for them."

      Maybe it's not enough that the ideas be innovative and original; maybe they've got to be good too. That's why big companies go for predictable mediocrity, and small indie companies (whatever the field) work on innovative and original ideas: most innovative and original ideas are not good ideas; and those that are rarely get implemented well.

      Anyway, sorry to see them go.
    2. Re:Evil Genius by c0d3h4x0r · · Score: 1

      most innovative and original ideas are not good ideas; and those that are rarely get implemented well.

      That's a real quoteworthy gem you crafted there. In fact, I'm going to print it out and stick it up in my office.

      Oddly, it relates to a special I saw on TV last night about Disney World and the "imagineers" who work there. One of them was asked if Disney kept a record of all their good ideas, and he responded something like, "No, we only keep and build the really GREAT ideas". Similar in concept to your quote.

      --
      Moderator hint: a comment is neither "Flamebait" nor "Troll" if it is true.
    3. Re:Evil Genius by Pluvius · · Score: 1

      Well, the description you just gave for Evil Genius would work really well for Republic as well.

      Rob

    4. Re:Evil Genius by MatW · · Score: 1

      Never played any of their games but I've heard alot about them. Oh well another independent developer gets crushed beneath the corporate hoof.

      --
      http://www.iWebmasters.com -your offshore staff leasing services!
  2. Evil Genious sucked by arkham6 · · Score: 2, Insightful

    Well, it did. Sorry. The concept was good, but the execution fell flat. Building your lair and hiring goons was cool and all, but that seemed to be the end of it. To get anything done you just placed goons on a map of the world and waited while tehy did their evil things. After a while, it became very boring and pointless.

    Am I sorry to see Elixar go? Yes and no. They did not really make good games, but who knows, maybe they would have came out with something.

    1. Re:Evil Genious sucked by Reignking · · Score: 1

      I echo those statements; I thought the idea was great, kind of an Austin Powers meets Dungeon Keeper game. Then, I read the (awful) reviews, and decided against buying the game.

      --
      One man's Funny is another man's Offtopic.
    2. Re:Evil Genious sucked by SuiteSisterMary · · Score: 1

      I realized, after I seriously started the game, that there was one glaring, blinding flaw with the concept:

      THE EVIL GENIUS ALWAYS FUCKING LOSES.

      Take, for example, base defense. A super-agent comes in, so you activate your red alert. Your minions, including your highly trained mercenaries, run for the armories, grab weapons, and proceed to run, single file, up a hallway, and get mowed down in echelon. Forty armed soldiers? Bah, they'll still all get mowed down.

      Now, yes, this is EXACTLY how it works in the movies, but it's not FUN.

      --
      Vintage computer games and RPG books available. Email me if you're interested.
    3. Re:Evil Genious sucked by Anonymous Coward · · Score: 0

      Bahh, that's just becase the minions are... well... slow. You (the Genius) need plenty of cameras, a guard station fully manned at all times, and you need to tag someone as "enemy" (i.e. Kill, Capture or Confuse) early - gives the minions time to prepare. A large "lobby" area where your minions' numbers can be brought to bear is also a useful trick. I use my barracks for that. Always plenty of loafing guards handy there.

      A boatload of cash doesn't hurt... and careful placement of disguised sentry guns is always a good thing. (Use shacks to limit visibility, so the first thing an agent sees of your guns is the muzzle flash. 10-20 sentry guns can go a long way towards ruining even the best Super Agent's day.)

      Tedius? Sometimes. Confusing? Sometimes. Fun? Sometimes. Personally, I enjoied the "little things" they included. Like the torture scenes where your minions do bad Michael Jackson impressions. Or the different ways you defeat super agents. The ending movies are pretty funny too - especially for the ID Eliminator.

      But maybe that's just me.

  3. Independent Developers by Defiant00 · · Score: 3, Insightful

    "It seems that today's games industry no longer has room for small independent developers wanting to work on innovative and original ideas. Perhaps there is no longer any need for them." It is quite sad how little chance small independent developers really have in today's game industry, however I don't think many would agree with saying that there's no need for them. Actually, having seen Evil Genius in Wal-Mart, it makes me wonder what the definition of a small independent developer is these days. Now what I'd consider small independent developers would be those responsible for games like Gish, Alien Hominid, or Darwinia. And, from what I heard Evil Genius was a great idea that suffered from some serious issues later on, such as trying to keep track of what your minions were doing around the world. I guess when you start working out a publishing deal even small independent developers can easily get pushed into completing and selling something that isn't necessarily 'done' in their eyes.

    1. Re:Independent Developers by Defiant00 · · Score: 1

      Gah, forgot to put the html tags in...fear the run-on sentence I suppose.

    2. Re:Independent Developers by PoPRawkZ · · Score: 1

      I am still wondering how Evil Genius is original or innovative. At least Dungeon Keeper offered multiplayer.

      --
      peace,
      -Grokent
    3. Re:Independent Developers by TrickFred · · Score: 1

      I agree, Darwinia is an amazing game, essentially written by one guy on a laptop in his bedroom, and marketed by him and 2 other guys... out of their bedrooms.

      Think Tron, Centipede, Space Invaders, and Cannon Fodder all rolled into one RTS-style game with a unique mouse gesture interface.

      http://www.darwinia.co.uk/

  4. Well... by soniCron88 · · Score: 2, Interesting

    You get what you give. They sure did come up with some very unique concepts, however, they weren't very fun to play. As much as I hate (read: hate, hate, hate, hate, hate) the Sims, it is an incredibly original concept. I remember watching the trailer that came on a couple other Maxis products years before the Sims was released, and I thought, "Jeeze, this is gonna be crappy. Gimme more SimCity" Boy was I wrong. (Again, I don't like it, but I understand it's level of innovation).

    Point is, there is plenty of room in the world for unique and original games (*koff*Katamari*koff*), however, you also need to make them fun. This is the element that was sorely lacking from the two games I played from Elixir. The presentation was fantastic, but it seems to take more than a 95% failure rate for companies to realize that is the least important factor if gameplay is neglected.

    It is a game, after all. If it doesn't feel like you're playing a game, then you're probably not playing it.

    1. Re:Well... by Anonymous Coward · · Score: 0

      He didn't say you can't make innovative games. He said you can't have independent studios that make independent games.

      Katamari, that overused example, is made by NAMCO. One of the biggest game makers in Japan.

      He's right in some ways. You need a steady stream of fluff to absorb the loss of a failed experiment. NAMCO makes plenty of fluff, so they can fail over and over until they make a Katamari. How many have they made in recent years again?

      Now, how many small studios can put 5 uninspring, mainstream games for every 1 cool, new game they make? None! They can barely put out a game every other year as it is.

      Why is it getting worse now? As systems get more powerful it costs much more to fully utilize all that potential. Each game costs much more money and man-hours, increasing the risk of an innovative game accordingly.

    2. Re:Well... by Anonymous Coward · · Score: 0

      As much as I hate the Sims, it is an incredibly original concept.

      Uh... no, it's just Little Computer People reheated after fifteen years on ice.

    3. Re:Well... by Anonymous Coward · · Score: 0

      Uh, no...it uses the mouse for input, and so many other games have used that before.

      PS. LCP was a shit game (if you even wanna call it that).

    4. Re:Well... by Anonymous Coward · · Score: 0

      He didn't say you can't make innovative games.

      FTA: It seems that today's games industry no longer has room for small independent developers wanting to work on innovative and original ideas.

      Katamari, that overused example, is made by NAMCO. One of the biggest game makers in Japan.

      If one guy in the world had nine eyes, and people referred to him as the nine-eyed-guy, would that make it "overused"? Retard. And it has nothing to do with them being big. It's called not working on and releasing a crappy product. Talking about the indie game industry (and the whole industry at that) being a massive failure, and very difficult is like saying it's hard to build a sand castle two feet from the surf. It's not because building a sand castle is hard, it's because it's a fucking horrible idea to do it so close to the water. 9 out of 10 small businesses fail. 8.9 out of 10 small businesses are run by morons with idiotic ideas/products.

      As systems get more powerful it costs much more to fully utilize all that potential. Each game costs much more money and man-hours, increasing the risk of an innovative game accordingly.

      Provided you're interested in utilizing all that potential. I know independent filmmakers don't try to use top of the line production, like 2.5 hours of 3D animation, because they simply can't do it, so they make do with what they can. And they're in a far more niche market than indie games. The market is flooded by idiots who play games, and therefore think they can make them. Or worse, guys who don't play games, and think they can make them.

      It's very simple: the less you spend, the less you have to earn.

  5. Dead games can live on by newrisejohn · · Score: 4, Insightful

    Dear Elixir,

    Please open source your games so that your fans may continue to enjoy them, or modify and adapt them. The benefits will surely outway the remaining royalities/profits from keeping these games as commercial ventures.

    1. Re:Dead games can live on by British · · Score: 3, Funny

      Dear newrisejohn,

      Yes, the benefits of open sourcing of our game library will sure help us at the unemployment office! Definitely the warm feeling in our hearts will outweigh the need for a job, etc.

      Sincerely,
      Elixir

    2. Re:Dead games can live on by Anonymous Coward · · Score: 0

      Do you really think they're reading /.? Do you really think this is the best means of contacting them? Do you think its that easy?

  6. Evil Genius by BoRictor · · Score: 3, Interesting

    I downloaded the demo version when it first came out. I think it was fun for about 2 minutes until I had to micro-manage everything. While it was a very cool concept and definitely had potential the execution unfortunately just wasn't there.

    Ultimately I gave up and uninstalled it.

    As for the comment regarding the lack of need for smaller indepedant game developers.. well I call bullshit on that. Just because 1 company fails at producing games that people will buy and enjoy does not mean that all companies will fall into the same boat. Those that can come out with games that are actually FUN TO PLAY (gasp!) should do well.

    Until they are eaten up by some bigger player who will then make sequel after sequel spewing out the same regurgitated crap with "All new features!"

  7. No longer a need...? by Anonymous Coward · · Score: 0

    This is exactly wrong! We need more independent game developers, and less EA/UBI powerhouses. It's the small time developers that push out to the edge of reason and technology, looking for new angles on old hats. Seriously, if a rag-tag small time developer in a town like mine (Mesquite TX) can create a virtual industry shattering revolution, then any small time developer with the right drive and motivation can do it too. EA is not looking to innovate, and why should they, they found a model that works and will exploit it until it runs dry. The industry will stagnate and we'll just get more of the same for years and years if people start to buy into the BS that independent developers are "things of the past," when there is no future without them!

    Corporations don't make breakthroughs, the exploit them. It's the 2 nuts in their garage working in the fringe that do that.

    People tend to forget that games aren't just the entertainment industry, but the science and technology industry too. This isn't some simple shop or system a single entity can tie down for their own, this is where art meets science, fun and creativity reigns supreme here.

    Well, at any rate, I wish the artist well in searching for new employment. The UK doesn't seem to be the best place to find a game dev job these days. But hey, EA is always hiring here in the states!

  8. I don't understand... by Taulin · · Score: 1

    I don't understand...they have to close down because their title was canceled? By whom? Their publisher? If that is the case, then that means all of their paychecks were coming from the publisher since they didn't have enough saved up from previous games. The term 'Independent Game developer' has been warped in this case. They were more like contractors. When I hear 'Independent', I picture it meaning you are 'Not Dependant' on other sources, like income from a publisher. 'Small' means your team is small enough that you can support them, and thought I read somewhere they had about 40 members.

    1. Re:I don't understand... by Goosey · · Score: 1
      They are an independent developer. They were closed down, because their current project was cancled.... by themselves!

      Simple equation going on here: They didn't make enough money from their other games to support the costs of developing a third game, so they had to shut house. You think just because they are not some publisher's lapdogs that they can ignore financial reality?

      --
      --- "End Of Line" - MCP
    2. Re:I don't understand... by Taulin · · Score: 1
      I failed to see anywhere in that article that the game was canceled by their own decision. Thus..(thus!) I asked..and I quote.."by whom". Seeing that you replied, and you tried to belittle me, you must know of another article that states why the title was canceled. I ask you provide a link.

      On the side, my statement is that companies that are 'lapdogs' seem to think they are independant simply because their publisher, who is allowing them to exist, does not own them. There is a big debate about what the difference is between a Publisher and a Distributor.

  9. RIP Elixir by Nairoz · · Score: 0

    I've got copies of both Evil Genius and Republic sitting on my shelf... I enjoyed playing both of them.

    Republic was clunky, but once you get past that, it's a good game. It was deep, and you did have to micromanage everything. It's an acquired taste, it seems.

    Evil Genius was a great game. Yes, there was a LOT of micromanagement in there, but I really enjoyed the little touches... at the end of the day, it made me laugh, which I guess is the whole point for something designed for entertainment. I haven't completed it, but I fully intend to someday - It just got swept away in all those other games that came out in autumn 2004, like Halo 2, Dawn of War, et al.

    Give them both another shot, Republic's on budget at the moment, and Evil Genius isn't that pricey.

    In fact, I want to play Evil Genius again now... that shrink-rayed Eiffel Tower is looking lonely in the corner of my Evil Office, next to the Evil Potted Plant...

    --
    Just another harmless drunk
    1. Re:RIP Elixir by superpulpsicle · · Score: 1

      Republic really targets a hardcore gamer group that isn't high in number. In so many ways it reminds me of a simulation version of "State of Emergency" except with alot less action.

  10. #1001... by Leadhyena · · Score: 1

    Dude, we heard you the first 1000 times. You know that trolls always lose the argument, right?

  11. Excuses Excuses by knight37 · · Score: 0, Flamebait

    Why is it that every developer that goes out of business is dying because of some quirk in the industry? Bleh. Lets call it like it is. Their games weren't fun enough to enough people, period. Innovative ideas are a dime a dozen. What's difficult is making those ideas into a appealing and FUN game.

    --
    Knight37 - Once a Gamer, Always a Gamer
  12. Black and White by talaphid · · Score: 1

    Both these games strike me as failing for similar reasons. Yes, they had a premise that they execute awesomely - and in both cases, literally beautifully, too. Evil Genius was, "Hey, let's make you feel like you're in a 60's movie as the villain!" I defy anyone with a reasonable experience (ie, could spot the experience, had a monitor plugged in, got the game to start up... eccet) to state in this objective, Evil Genius was anything other than a total and resounding success.

    It was definately the "where do we go from here?" bit that sort of made the actual "Do I pay for this?" experience fail. The problem wasn't the caliber of your idea. I don't think I saw a single advert for it, but every gamer I knew was talking about it. To borrow a snarkism, you had us, but you lost us. If nothing else, that should definately reasonate as a success for a studio other than the Big X (solve for number of major studios like Blizzard, EA...)

  13. Online distribution? by Nim82 · · Score: 1

    Should this be seen as another reason to push for online distrubution (like steam), rather than the traditional publishing model?.

    Having played EG, and Republic, whilst not perfect games they were solid, however it was clear these games were never intended for mass market consumption, and were clearly aimed at a niche. Niche though appears to be a dirty word amongst the largely fatcat publishing industry today.

    I dont like Valves steam personally (mostly due to its over integration), however it does work, perhaps it would be in the interest of smaller niche developers to look into similar systems while they still are afloat?.

    On a different note, I had the pleasure to contact Elixir (with questions with respect to a university research project), and was shocked at how approachable and helpfull they were in responding, going above and beyond the expected level of response - providing me with a wealth of advice and documentation, in contrast ot others who failed to respond. Sad to see them go.

  14. Darwinia by Anonymous Coward · · Score: 0

    The "unique mouse gesture" interface has managed to piss me off again and again. In particular the game never wants to let me change my weapons for my squads. I've never been able to get the airstrike gesture to work, and the rocket gesture can be a real PITA when I really need it. On top of that I have to deal with the fact that some of the gestures are similar enough that the game gets confused. Why the hell was a gesture based system used at all? I have all these fancy keys on my keyboard that arn't doing anything, there wasn't a need to subject me to that torture.

    1. Re:Darwinia by TrickFred · · Score: 1

      The game isn't trying to be every other RTS on the market; the game would also have been much easier/too easy with hotkeys - far as I know, the developers intended the gesture system to add pressure in crunch situations by giving you the added challenge of drawing the gesture properly when you were most likely in too much of a hurry to do it right.

      There's a poll in the Darwinia forums now, and about 88% last I looked preferred the gestures to a possible hotkey system [for this game].

      If you can't get the AirStrike to work properly, try drawing it really big - you can go outside the confines of the 'circle' on the Task Manager screen, or draw it completely outside of the circle - if accurate enough, the game will still take it. I still think v4.0 Grenades are the best secondary in the game - AirStrike takes too long after the markers are launched - and I do have trouble drawing a correct Grenade gesture, BTW, but in that case I just draw up a new squad, since grenades are the default 2nd. weapon.

    2. Re:Darwinia by KDR_11k · · Score: 1

      The trick is not to draw what you're supposed to draw. For the Airstrike a triangle where you start on the bottom left, move to the top and draw it with the right corner very far out will work. For the rockets you only need the first two lines of the gesture.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    3. Re:Darwinia by Ford+Prefect · · Score: 1

      The trick is not to draw what you're supposed to draw.

      Actually, the real trick is to upgrade the Darwinians as much as possible, and get them to do the fighting.

      They're a bit like the classical Lemmings, only somewhat brighter and armed with lasers and grenades. Excellent!

      --
      Tedious Bloggy Stuff - hooray?
  15. Why did they fail? by TJ_Phazerhacki · · Score: 2, Interesting
    I own both Elixer games mentioned. I was PSYCHED for republic. I got it, put it on the laptop, and played for like 2 days straight. I actually restarted after I figured out the system. There was only one problem:

    It sucked. It was boring, monotonus, and after the 2nd level, not at all entertaining. It felt like work. Strike that. It was harder than work, with less reward.

    I didn't even realive the same studio had made E.G. until this article. And yet as I look back, I can see alot of similarities between the games. Too much information, a Not-At-All intuitive interface, and a lackluster AI in games where the interface is something you spend 95% of your time in and the AI basically has to play the game for you.

    Elixer failed not because they had publisher problems, or because they had a canceled game. They failed because they were a large group of creative, intelligent people with practically no outside testing. They internalized everything, thought their ideas were good, and sent them out. No one to say "This is too hard" or "this is too slow". I think I'd rather the company dissolve and the talent migrate to other studios than they release another game I get excited about, only to see the execution fail.

    --
    Physics is nothing like religion. If it was, we'd have an easier time trying to raise money!