What follows is the start of a discussion on the philosophy that guides the team’s work. A possible name change (and corresponding logo, marketing efforts, etc.) for the team should aim to represent or be inspired by that philosophy.
anyhow... main things distinct about our approach - open source - continuation of neglected gameplay styles combined with modern fixes to serious flaws in old genres - "valve time/blizzard time" - taking the time to do our games right, rather than just aggressively shipping and dumping them - really open to moddability and user-made content I actually don't think we want to peg pixel art as one of our things, since we might well have games under our aegis that aren't pixel art at all. Cube trains, for example. I myself am quite likely to do some non-pixel-art games at some point. - simple mechanics with emergent gameplay, rather than a complex "wall-of-stats-and-ui". We seem to be philosophically opposed to doing a "romance of the three kingdoms" or "FFTactics", because if we did do such a title, we'd streamline it so the game could play quickly and with the least amount of meta. One other thing I think we shouldn't subscribe to is I think we should not peg ourselves as a group that's committed to story-driven games. Sometimes we'll do a game that has a strong story ? but just as often sometimes we'll do a game that has no story whatsoever - and for myself at least, I emphatically think some games should *not* have a story bolted on. Indeed, by including Cube Trains, that's already false Yeah. Citadel as well. It should be stated that a strong distinction should be made between "story", and "flavor". Flavor - like MTG, or Dota, or Street fighter or mortal kombat et al, has - is fine. An actual, laborious "storyline" with cutscenes and all that bullshit, though, is a bad idea. (in certain forms of game) fwiw, I think what DDR is doing with the campaign in Citadel seems to be "just right". * marcavis nods But I think we really want to avoid "making it a promise to our fans" that we always put a strong, driving story in every game we make, like bioware or something. ... - Another item is we're really not profit-driven as a group; we're doing games "for the art" (art of game-making, not visual-art).