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the more i learn about palworld's development the more amazing it is that the game came out at all
apparently, the monster collecting was supposed to be a minor background mechanic, and they were only going to have around 20 pals. once the trailer dropped and people compared it to pokemon, they decided they needed to have more monsters like pokemon does, this lead to hiring animators, artists, etc, and created so much scope creep that it went from a planned 1 year of development to 3 years of development. it went so over-budget that the ceo stopped looking at their funds AT ALL and had a letter prepared to explain pocketpair's bankruptcy
what an emotional rollercoaster that must have been, 2 years stressing about the product going over budget, the acceptance of your bankruptcy, and then hitting the number one played game on steam among non-free games