Dec 24, 2004
The Twelve Days of Crunch Time
A poem by Gilbert and Kauzlaric
On the twelfth day of crunch time,
My project gave to me…

Twelve cents in royalties,

Eleven kiss-ass previews,

Ten nerdy testers,

Nine patent lawsuits,

Eight unplanned for features,

Seven frames a second,

Six angry spouses,

Five focus groups!

Four unstable hacks,

Three days without sleep,

Two surly artists,
Oct 18, 2004
Note: I wrote this in 2004. In the days before Steam and Kickstarter, but most of it is still applicable, but a lot has also changed.
Someone recently submitted a question asking what it would take to build a classic 2D point-n-click adventure today and would it be a viable business? The internet is filled with classic adventure fan sites centered around the LucasArts and Sierra games and a common thread is always how much people would like to see new ones being made, and why isn’t it being done.