I love it when the gaming industry has another storm. For the past few years it’s been Jack Tompson this and that. Everyone is sick of that crap now.
The latest in the ring is between GameCock Head Mike Wilson and John Romero.
John was the first to say something.
So, over on Kotaku they have a news item about Gamecock’s release schedule. Once again, just like with Godgames, Wilson is taking all the credit away from the indie devs and pasting his asinine logo everywhere.
I got a chuckle out of reading the reader’s comments on the article. People are now starting to get a clue about how Mr. Wilson operates. Hey everyone, he hasn’t changed in over 10 years – these are the kinds of jackass stunts he pulled at Ion Storm with Daikatana. Remember the bitch ad? Yeah. He also ran ads (“image ads”) that just had pictures of Ion Storm founders, himself and our COO. That was just the beginning of his madness.
It got much worse at Godgames where he pretty much just partied all the time and after the whole thing got reined in by Take 2 he went underground for a while, waiting for his next victim/investor so he could go hogwild all over again. And thus was born Gamecock.
Then came the blow from Mike.
Dear John, I’m writing this letter from Moscow, having just read your lovely post about me, which a good friend forwarded me and implored me to reply to. I really never thought I would relive the joy that was Ion Storm, circa 1997, or that the memories of those times still troubled you so 11 years later. Then again, I would guess you live in the memories of your twenties as much as you can, given the reality of your thirties. Glad to know I’m still in your thoughts.
I enjoyed your comments very much, but several of my friends (especially those that were around for those heady time to witness the truth of it up close) did not find it quite so funny, and thought that I should take the time to set a few things straight as publicly as the flame you chose to randomly launch my way.
While I am not at all interested in reliving those days, I will also not allow you to rewrite the history of it all, more to your liking and to my public detriment, and I will in no way take the rap for what you did (or didn’t do)with your dream company. So here are just a few reminders to jog your memory.
While my job title (which you gave me) was CEO of your company, I was one of two “junior partners” in a partnership of 6. I made about 1/3 of what the ‘big boy partners’ (as you liked to call yourselves back then) did and owned less than five percent of your company. I wasn’t awarded a 250k signing bonus like you were for signing up to your own startup and I didn’t have a personal assistant like you, nor occupy one of the 4 corners of power in the original Ion Storm building. And unlike you, I didn’t get to file a federal trademark for my own personal catch phrase,” Suck it Down.” I remind you of these things only to remind you that there was absolutely nothing done by me or Ion Storm, including the advertisements which bore your name and which you happily posed for, that didn’t require your full approval and grand signature.
And while I did think that famous Bitch ad was pretty funny, I’ll remind you that you signed that one too, and I’m fairly certain I wasn’t holding your hand or using a Jedi mind trick on you when you did it. I’ll also remind you that the whole reason for running the teaser ad was that we felt we should be starting to advertise the game since it you said was shipping so soon, for Christmas in 1997. Even though we had nothing but a logo and that signature promise to use for an ad 6 months before you promised Eidos and your partners that Daikatana would be ready to redefine shooters on shelves worldwide.
Our former employee also reminded me that I fought on a daily basis to try to save that company from the poison which you had invited into it (and watched spread like a cancer while you kept your head in the sand), only to find myself ushered out the door, since it was such a buzz kill to hear my incessant complaints about the way things were being run, which were really those of the 80 or so young fresh faced developers we hired in the 10 months I was there. But hey, it was clear that I was the problem there, as you guys really took off the year after I left. Or, more accurately, nearly every one of those 80 hires did.
I do owe you a thank you for that little shove to get me started on Gathering of Developers, a company that I was an actual partner of, and which Take Two ‘reigned in’ buy buying for 30 million dollars, two years after we opened an office, which resulted in no less than eight million unit selling PC games and over 350 million dollars in revenue for TTWO (my investors) during roughly the same amount of time that it took you and the remaining ‘big boy partners’ to shit away Eidos’ (your investors) 30 million and deliver one of the biggest heaps of dung ever put onto a CD Rom, just before being foreclosed on. Thank god for Warren Spector, who was also made a ‘junior partner’, and later delivered Eidos Storm’s only salvation in the form of Deus Ex.
And please don’t be too concerned for the independent developers I work with… just like with GodGames, and like the deal I struck for you with Eidos, Gamecock owns their IP and is branded above the publisher on everything, and has a great royalty rate. Royalty rates are what you make if you actually make a game that is good and sells. Remember Quake one?
I’m also grateful for your concern over my incessant partying, which has somehow led me to be married to the same beautiful woman for 17 years now, while raising two incredible daughters together. You should maybe try the partying, since your unparalleled work ethic and strong character has (just in the time I’ve known you) left only a bloody trail of ex-wives, fatherless kids, and ill advised breast implants strewn across this fair nation, even before you flew all the way to Romania for your latest wife. If she’s not still around, let me know, and I’ll see if I can pick another one up for you here in Russia.
Its been great catching up, but I’m off to dinner now with Harry Miller, my best friend and business partner for the past decade (ever had one of those, John?), and our very happy new investor, followed by some crazy partying to keep it real, just for you.
You take care now, and remember just because id, Eidos, and then Midway fired you doesn’t mean you’re not still awesome!
Suck it down,
Your pal Mike
First I like to say this. Dikatania fucking rocks. You guys have no taste. (I’m talking to the general public here) Second you guys shouldn’t make judgments about these guys afairs. Third now to the parties involved. Stop bitch fighting through Kotaku you look like bloody kids.
To those people who now bitch about GameCock’s game line up etc. They are a publishing company that is why they don’t have ‘games coming out from them’. Second they have published good games Dementium: The Ward for example. The team who made that seem to be happy with what they get from GameCock.
Trent Petronaitis
For those who keep up with my latest ideas and projects. You will know that I have started making games at Another Code Labs instead of covering video games. But one thing I hate is I will never be able to help my friend whos doing the game itself – because of one simple thing. I find game makers to hard to wrap around my head.
Be they be ones which you code a bit to make a game, or ones which are advertised as ‘super great no code – make games instently’. I just can’t make anything with them.
Last time I talked about a Game Maker I, said a few things about how spriting should be managed. I said it should be a 3D sprite maker which works like say Google Earth. In Google Earth you rotate around the Earth etc. What if the Earth was your sprite instead? You could easily manage what you want to create and tell how it to move etc. (making moving areas) Then a simple save will save all the files to your project and make a sprite sheet out of it.
What I’m I talking about this time? Well today I came up with a new idea for this ‘ultra game maker idea’. Making worlds. When you make a world in a normal game maker it takes ages to ‘suit’ it to what you want. My idea is simple. Lets use an island for an example as its easy to understand what I mean. You want to create an island, first you draw the island. This island then can be given properties such as ‘Size’ for example small will have the island if you take up the whole screen take only a few seconds to cross. ‘Large’ will be an adventure.
Want water? No problem, just select the area you want water then select the options such as ‘colour’ when normal through to colour durring sun set etc. Make wave paterns etc, then go around the edge of the island and create ‘clifs and beaches’ which determin how rough the sea is.
What if you want moutains on your island? Well select the area your moutain will be and drag up. This would create a moutain which you can then customize to make it ‘very steap so characters can’t climb’ through to if it has snow or not.
Well thats the latest update to my game maker idea. Hope you enjoyed it.
Trent Petronaitis



Look at this shit, its fucked I say. WTF is that bottom rung for? Myst worked fine on the PC and all it had was a mouse, so why does the DS version need some shitty rung across it? Then we have the retared Myst screen for if you don’t have a map or puzzle on the top screen as well as the map.