Hatchlings Games

Web Gaming 2.0 Revolution

It’s just a sign of you building a company

Are you an entrepreneur having a tough time selling your idea or building your product, raising money or repaying your debts, dealing with work and family/relationship problems at the same time? I know, all these didn’t seem all that bad at the beginning. Your spoused warned you against the risks and stress of venturing on your own but you couldn’t halt your own enthusiasm at that time to go for your Big Idea. But its been two years and your startup has yet to make a single cent. With all the problems you still cannot “give up” for whatever reason. It might be that you are just an optimist or that you do not want to prove yourself wrong or just because you still truly believe.

There’s no light at the end of the tunnel

Thing is, you are not the only one who suffered to start a company. Every successful entrepreneur that has built great lasting enterprises have given blood, sweat and tears to make it come true. Starting a business is not a picnic. It is incredibly difficult and emotionally draining. I guess you sort of knew that before you started. But still when it hit you, you were still unprepared. Face it, you were not prepared; or else you wouldn’t be feeling so overwhelmed now. It is hard to face those brutal facts.

You probably already know how difficult it was for past entrepreneurs who have succeeded. You know that they all faced the brutal facts of their situation and never gave up. How much longer must you persist? Should you give up now? You can try, but I bet you won’t. And rightly so.

The fact is it will probably get worse before it gets better and you will not see a light at the end of the tunnel. The successful entrepreneurs did not see that when they were down either. But you should have expected this as well. You have to admit that you can’t see it. With Hatchlings Games, I do not know when we will make money. Two years ago I told Jarod and Zie Aun (and many of the others that were with us) that we will get millions within the year. Two years later and thousands of Ringgit (Malaysian currency) invested, we still don’t have any income. Quasr is the only game we managed to get to Alpha ( early stage). It took us a year to get from concept to Alpha. And at early Alpha, we are already having problems with production, especially game design and art. Not to mention, we do not know what business model we are going to adopt when we launch the game.

Investment has been harder than I expected. It is not because you cannot get anyone to listen to you. When investors offered us millions, we decided not to take it. I can’t tell the exact reasons but the main reason for saying no with the deal was the need to give up too much equity for too much money when we do not need it. Let’s just say it is easy to get offers for short-term deals (that could be worth millions) but hard to secure good long term partnerships.

The truth is we all don’t have a clue how to be successful. We don’t but so didn’t any successful entrepreneurs. Everybody took risks. They wouldn’t be called risks if they knew it would work.

You are doing right

So much for the fire and brainstorms talk. With the above paragraphs, I was trying to start a dialogue with you; to see if you are facing or faced what we are now or worse. But here comes the part that is probably more useful.

I think you are doing right. I think we are doing right. The constant stress and self-doubt is natural. And I know one day you will have vacation homes, exotic cars and travel all around the world. One day we will own streets and neighborhoods. But the time is not now. There is no clear cut, and you probably hear that all too often. So why am I still stressing on it? Because in many cases, we are always thinking of ways to get out of our current negative situation but everything we’ve done seem to be wrong decisions in the near long-term. I don’t think that is unusual.

All those wrong decisions and nasty problems gives us doubts. Sometimes we can’t sleep because everything seemed wrong. I know how that feels. But I have a feeling that EVERYONE, whether an entrepreneur or not feels the same. Even Larry Page and Sergey Brin of Google, even Steve Jobs of Apple, Bill Gates of Microsoft or Mike Morhaine at Blizzard Entertainment. They are facing constant stress as well. They still have to think of sustaining their growth, building a company that will last through this century and what-not. Those problems will come for us as well. Point is, all these negative feelings are a sign of you building a great lasting company!

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June 14, 2007 Posted by | Entrepreneurship | 5 Comments

Top 10 links to inspire the internet entrepreneur in you

1. Steve Jobs Stanford Commencement Speech 2005

Watch the Legend speak wisely about life. Listen to this yourself, with your friends, family and colleagues.

2. Web 2.0: The Machine is Us

The Internet has changed the world and made many folks millions of dollars. Especially the folks from the Web. First, understand what the new Web is with this superb introduction of the cultural implications of the Information Technology, the Internet, the Web and Web 2.0.

3. What is Web 2.0?

The original article on the million dollar question.

4. Book: The World is Flat by Thomas Friedman

Read this especially if you are in a developing country. Take advantage of the flat world. If you do not understand the flat world, you do not understand the world as it is today.

5. The Banality of Heroism

Heroism is for everyone. YOU are destined and born with the responsibility to be a Hero.

6. Venture Voice

A very informative and inspiring podcast site.

The Venture Voice start-up show is a must-listen.

7. TEDTalks

The annual Technology, Design and Entertainment (TED) forum gather world leaders and opinion shapers. The presentations are recorded and shared on the site as TEDTalks. The presentation are short , very high quality and have immense value.

8. TechCrunch Blog

Keep up to date with the industry and what others are doing!

9. Book: Getting Real by 37 Signals

Getting Real is a very, very good book about building web software and entrepreneurship in general. Do yourself a favor and read the whole book in one-sitting. They have a free e-book edition.

10. Powerpoint 101

When you get that million-dollar idea, you should immediately prepare powerpoint slides of the pitch before doing anything else. Guy Kawasaki teaches you how to do so.

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March 29, 2007 Posted by | Entrepreneurship, Web 2.0 | 4 Comments

iinovate interviews Google CEO Eric Schmidt

Very interview with Google CEO, Eric Schmidt.

Part 1:

Part 2:

Now go change the world!

March 28, 2007 Posted by | Entrepreneurship, Web 2.0 | Leave a comment

Creating Passionate Users

This is a link to a superb article about user communities, particularly on the relationship between building a User Community and its return of investment (ROI).

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March 25, 2007 Posted by | Entrepreneurship, Web 2.0 | Leave a comment

Encephalon in Production : The Beginning

Thursday, 26th Jan 2007

The most interesting day for me, as everything went almost according to plan. Woke up late around 1pm. Sufiyan (our lead programmer), Slade and eMoysh were at the cafe discussing about the game architecture. Ordered a drink and joined them. It was more like allocating task for everyone on that table. eMoysh, I had him to polish his sketches a little before dinner. Slade and I went on to the Sun Technology’s JTrend laboratory to join Iris and Hikmat (both our web designers) to discuss on what kind of specification needed for web design. Later on, Sufiyan joined us in the lab to further his understanding on the game play before have the main software architecture. Nowing was explaining the gameplay with full of passion. This went on for about an hour or more. Slade briefly stated all the task need to be completed by the team at the end of today.

After a long discussion, Slade and I went on to check on Hikmat and Iris to find out what they have come up with. Slade had high expectations as usual. He wanted more of the web designing team. At around 5pm, we went back to the office to use our own computer because JTrend lab were using Solaris as OS and we wanted to access a flash site of a possible hire. Fifteen minutes later, I called up “Leng” (Slade called him as Flash Guru) to arrange a meeting with him and the team. He was in class and he sounds polite at the other end of the phone. He’s between 18 and 20 (if u wanna know). He lives quite a distance from our office. So, we decided to guide him to a place nearby Cyberjaya with the easiest method of transportation. Leng found his way to the Putrajaya Station while we were in Alamanda eating (our late breakfast + lunch + dinner) and got lost along the way in Putrajaya. That allowed me to have a good chat with Sufiyan, Yoga and Hikmat along the way. Got to know them better and I like their progress. Rumors told me that Nowing was overjoyed with a particular song which was playing in his car at that moment. That made them missed a turning and Sufiyan was following Nowing. All of us were lost on Putrajaya Highway. At last, we apologized to Leng and brought him back to the office.

The new Flash cum PHP programmer looks calm with his smile carved on his face. Slade changed places with Yoga( our Programmer) between 2 cars. This is for Leng to blend in with the Web Designer’s Team (Iris & Hikmat) and Yoga. As we reached office, I had to send Yoga back home (Cyberia Condominium) because it was already end of her working hours (7pm). I saw Sufiyan, Slade and Iris were having a meeting privately. Got in the office, Hikmat was figuring out the possible design of the web application. eMoysh was sleep when he was suppose to complete his sketches I demanded from him in the morning. Nowing gave Leng the every aspect of the Game Design and Game Play in detail.

I had a stomachache. Went on to the washroom and solved most of issues there. As I got back from the sanctuary, eMoysh was explaining to Leng the Game Setting in detail and show some of his latest artwork. “Leng was like ‘waaaaaa’ in silent”, said Slade. I was browsing through our new Flash Guru’s website. It looks fabulous. Nowing was completing the Card List while eMoysh was preaching about game setting to Leng. There was a discussion between Hikmat and Iris before Hikmat had to go back. It’s the lead programmer’s turn to have a talk with Leng. They had a talk on how to use his talented abilities to come out with the most relevant and desired Software Architecture. All three of them decided on the languages to be used for each section. Slade was telling me how relief he was while talking to Leng. At around 10:30pm, I manage to get hold of Fauzi (our Web Programmer) to be online. We went into CampFire to arrange a online conference between Fauzi,Iris, Slade and Sufiyan .

Basically, the meeting was postponed to Friday, 26th Jan 2007. I sent Iris back to her hostel when we saw her sleeping in the office looking exhausted. Since Leng haven’t had his dinner, Sufiyan, eMoysh, Leng and I went to Hassan (a mamak restaurant in CYberjaya). In there, we continued our discussion on current issues and share some interesting thoughts on various top. Slade and Nowing was busy with their unfinished business. At 1:30am sharp, got back to the office; Nowing almost completed his card list while Slade was snoring on the floor, sleeping. Even eMoysh completed his sketches later on and went on to play World Of Warcraft : Burning Crusade.

I shall call it a productive day. Yet, today will be the beginning of the actual production day. Although there is more details for what happened yesterday, I wouldn’t want to put everything into words. It might takes up 3 pages. More updates coming up. Stay tuned.


Related Links,

Encephalon towards beta launch by Me

Concept Arts Pt 1 by eMoysh

Concepting Encephalon by Nowing

January 26, 2007 Posted by | Encephalon, Entrepreneurship, Game Development, Quasr Production, Sharing, Web Gaming 2.0, Working Environment | 1 Comment

Funding options for Malaysian entrepreneurs

From what I gather from the blog stats, there is a possibility that you are an entrepreneur living in Malaysia; and you are seeking for funding. Anyway, whether you are one or not, here are some funding methods:


The above list are grants, which means you do not need to pay the grant administrator back (there will be conditions and you should always ask first). Of course government grants are public funds. Use them well and responsibly.

Pre-Seed Funding

To start up your venture, Cradle is a good choice. All you need is a good ICT idea and a rough business model. Do not wait, apply online immediately – then you will learn what they want to know in the application. But pay careful attention to your application because they take a long time to respond to funding requests; it took them six months to get back to us (there are no communication in between). Cradle is managed by MAVCAP or Malaysia Venture Capital Management Bhd – that means that Cradle is a step towards larger angel or venture capital funds.

After your Cradle grant funding period with is over, you can apply for a larger Cradle grant (rumour) of RM250,000. After that you can grow through your revenues and/or Angel or Venture Capital investment.

While waiting for your grant approval, you should design (not develop) your product, look for potential customers, pitch your idea to EVERYONE regardless of status. It will pay off. You will find out new things about your idea, have a better idea on which are of the plan and yourself that you need to improve on.

If you are in the content industry (games, animation, comics, mobile contents), MDeC have an IP Creators Series Grant. This content grant just started last year. Click on the link above to find out more. We used the proceeds from this grant for our game Quasr.

MDeC’s pre-seed fund is also new and has the largest funding size among the other pre-seed grants. Note that you cannot have a registered company (Sdn. Bhd.) when you seek this funding. That is what stopped us from applying. Well, don’t register your company until you really need to – like when you get a term sheet from a venture capital investor.

Seed Funding

Once you got your product’s prototype out, you will need further funding to continue development and go-to-market. If you are building web-based applications, you might even have your BETA website up; but you probably wont get much money back from that. You need time to build traffic, improve features, polish and marketing. At this stage you will need to hire at least a few full-time employees (plus your army of cheaper part-timers who believe in your vision while getting your grant or even before that).

To fund this stage of growth, you can either get more grants (that you are eligible for), seek debt or equity funding.

If you have some ICT projects from some other company/government (like when another company give you a project to accomplish, or when a publisher give you a green light for a publishing contract) and you need to have cash-flow to finish the project, you can seek out Malaysia Debt Ventures (MDV). Check out their website for more information, and after that call them up!

If you are starting a venture like YouTube.com or Second Life, you will need a reasonable amount of seed capital for development (payroll, consultation, tools and licenses) and hardware servers when your BETA products are out. To finance this you can seek out Venture Capital Investment, where you will have to give up a significant % of shares for the money they inject into your company.

If you need anything below 1 million, private (professional or non-professional) angel investors (rich man who wants to invest in startups) might be able to do the job.

Debt and Equity Investments

Do not limit your funding to Malaysia, you can also go to Singapore – which I am going to write about next. We are seeking Singaporean investment and will draw a roadmap for that as well.

Roshan & Slade Loging off…

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January 5, 2007 Posted by | Entrepreneurship, Malaysia | 14 Comments

Web Gaming 2.0: Trading Card Concept on the Web

Edit (May 2007): Quasr.com is now on Alpha Testing. Join us!

This article is the first of many; where everyone in the world can join us as we experiment with the concept of Web Gaming 2.0.Financial realities of Hatchlings Games have pushed us into a scenario where we must maximize Quasr’s chance of success. We should not leave anything to chance. The opportunity on the web and games are so great that the convergence of the two is probably too alluring for any entrepreneur and/or game designer to ignore [read insane competition].

Not leaving anything to chance might sound ironic since our game is based on user generated content; that is, we are already giving our users chances to screw up our game. After some soul searching, reflection and deep conversations, both Zie Aun and Slade came to the same conclusion – that we must trust our users if we aim to be successful in this user-centered future.

At this point, there is a big hoo-ha on the business & design world about the future of content. Pundits and web & game industry leaders insists that majority of content should be user created. Early adopters of such radical concept (i.e. Wikipedia, Flickr, YouTube, MySpace, etc) have seen tremendous financial & branding success. Due to technological and an ongoing cultural shift, customers are now simultaneously the producer and consumer of content.

Games are heading towards the same direction too. It is getting harder to start a company, creating games for gamers for a living; but that forces us to think, to start our engine of innovation. We must constantly be thinking outside the box, to innovate and be a leader. Industry leaders (game designers, producers, studio heads) have been discussing emergent gameplay design (few years), planning for user generated content (more recent), and creating successful immersive worlds. The above together with the success of game MODs, MMOGs (i.e. WOW), web game worlds (i.e. Neopets) and even 100% user generated virtual world (i.e. Second Life) are pushing games towards the same direction as web 2.0 services.

The main platform for distributing such user generated content is the web. User created content requires a widespread and easy to use distribution platform. The web is such a platform. Services like blogs, YouTube, Flickr, and Digg wouldn’t be possible without the web. These websites are successful because they are disruptive. They maximized the web to beat their competitors, which are all traditional content publishers and distributors.

Trading card concept

Trading card games, a genre pioneered by Wizards of the Coast’s Magic: the Gathering (M:tG) has all the basic ingredients of an addictive game: good gameplay (pacing set by tempo, strategic depth, and control-decontrol) and game mechanics (goal-reward / collectability).

If the game is popular enough, it can be extremely profitable for the game developer. Trading card game players are driven by their primal urge to collect, compete and achieve. Pokemon and Yu-gi-Oh are two extremely popular trading card games since the release of M:tG. All three games are still making money for the developers.

The problems game developers face with physical trading card games were usually:

  1. Content creation; the design and illustration of few hundred cards per set, and the cost that goes into it
  2. Printing cost for those shiny cards.
  3. Marketing; as with most game genres, established brands are hard to compete against, even monopolizing.
  4. Distribution; the need to setup distribution channels all around the world.

Web 2.0

Go Digital: eliminate printing cost

By creating an online game (as a downloadable client), Quasr would have solve problem number 2 and in a way number 4. There would be no need for us to print cards. The cost equation for card has changed from the number of cards printed in volumes to the number of cards a person owns.

The more card a player owns, the more profitable Quasr is. The profit margin for a single player increases every time he buys a new card. The server cost remains a constant for that one player.

The Web: the most distributable platform

Having the online game as a downloadable client still doesn’t solve problem #1, #3 and it only partially solves problem #4. To further the solution for distribution, we place the game completely on the most distributable platform – the web.

Without having to download a separate client and asset files, we dramatically increase the chances for site visitors to click on “play”. “Play” wins vs. “Download”. Granting each account a sub-domain (e.g. http://johntan.quasr.com), we increase the desire of players to virally (via links / RSS) spread the game.

User created content

A web 2.0 site trusts its users. It allows users to create, edit and moderate content. The developers of the site are also its users. There is very little distinction between the developers of the site and its users; both are the producer and user of its content. The developers become platform creators or service providers. The concept of internet services can be extended to trading card games.

Quasr too will feature user created content: we allows users to create card and art based on certain rules. We give the players a set of basic cards that they can add abilities and stats to, obviously based on some card-modifying rules. Residents of Quasr can even draw custom art for a card, but they first have to let the community vote for style & quality.


Quasr.com is now up for Alpha Testing, so go and try it. It is still very crude (just like this article) and does not have the user-created features yet. As of now we are still struggling with designing the best gameplay

I hope someone finds an inspiration from here. If you do please leave a comment and start a dialogue with us. We need your feedback. We cannot take this on alone; fortunately we are joined by great game designers such as Raph Koster with Areae. Do join us as we experiment with this, to bring games and immersive worlds to the web.

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January 1, 2007 Posted by | Entrepreneurship, Game Design, Game Industry, Quasr, Trading Card Game, Web, Web 2.0, Web Gaming 2.0 | 5 Comments

A Review on the rest of the MSC Malaysia Game Pitch Winners

A while ago Iris posted a review about two of the five winners of the MSC Game Design Competition. I’ll do the remaining two (not including us), since I stayed longer in the presentation room. Well… I was enjoying the air-conditioning.

My first impression of Riot HQ was that it looked too much like Command and Conquer: Red Alert, because of its urban warfare setting and semi-realistic graphics. However, it turned out to be a totally different game.

Riot HQ places the player as a dispatcher of riot-control robots. Whenever a riot breaks out in the fictional futuristic city, your job is to send in the robots to break the rioters as quickly as possible without resorting to violence. The aim of the game is to protect your citizens’ properties from being destroyed by the robots, thus generating revenue for your city.

There are several types of robots to choose from, unfortunately none that I could accurately recall. I also liked his underlying theme of solving violence without violence, as that is a very important message to convey when people ‘up there’ are viewing computer games as a cause of juvenile delinquence, violence and other social ills. The city graphics looked pretty good, and though the characters looked simplistic they blended together rather well. The game seems fun and balanced from first looks, and I wish Mark success in developing his game.

The other winner was Mystic Order, a card-based role-playing game intended for the Nintendo DS. I didn’t really pay attention to the mechanics, but it sounded original from what I heard. At least its non-violent setting differentiates it from other card-based handheld role-playing games like Yggdra Union.

Putting the game on the DS is very ambitious, especially in a country with high piracy rates like Malaysia. The judges were very skeptical about the developers’ ability to get the development license, and persuaded them to put it on the Pocket PC instead.

In short, all the winners looked very promising gameplay wise. Marketing, however, remains a big problem…

Related links:

December 28, 2006 Posted by | Entrepreneurship, Game Design, Game Development, Game Industry, Malaysia | Leave a comment

A Review on Winning Games of MSC Malaysia Game Pitch

The winners of MSC IP Challenge Series 2006: Game Pitch are, Encephalon Trading Card Game by Hatchlings, Cucumber Mosaic by Johaess Reuben Jozni, Urban Sprinting by Jason Khong Wei Siong, Riot HQ by Mark Hayden and Mystic Order by Project Caterpillar.

I need not to do a review of our own game. Just check this out:
First Post [introduction]
Web Trading Card Gaming 2.0 [vision and goals]
Life of a Pawn [game design]
Concepting Encephalon [setting & concept art]

Among all the winners, I only got to watch pitches by Urban Sprinting and Cucumber Mosaic. Wait, it is not because I fall asleep in between the pitch. Blame it on the organizer’s scheduling, they arranged all 3 pitches: Game, Comic and Mobile Content all on the same time. I was walking to one hall to another just to catch a glimpse of everything. So, I will just make a review on two winning games.

I personally like Urban Sprinting the best. In Jason Khong’s speech, he mentioned that the idea comes from a video on YouTube. The video featured a man sneaking around in the department store, snatched some product and purposely trigger the alarm to get security guards chasing after him. The chasing was very exciting because the man was making some stunts and fooling around with the security guards. In the end he ran into Burger King as a hideout I guess. Urban Sprinting is simple, fresh, fun and I think it would sell if it is well executed.

So, based on this video, he came up with this game idea and called it the “Urban Sprinting”. He wanted the game to be done in 3D and so and so… but I think for start(RM 50,000 grant is too little for something big), the game is better in 2D or even pixel art. (Pixel art is cool! Look at Habbo Hotel!) One thing I like about Jason’s pitch, he seemed enjoyed it a lot and like his own game a lot. Yes, I like it too but I wished he could focus more on “Stunts” rather than “Power-ups” in the gameplay. (Everyone likes creating new and cool stunts in GTA right?)

Cucumber Mosaic brought up some laughs. Johaess wanted to bring back some nostalgic arcade games and came up with this game idea. It is a classic arcade game where you have to stop enemies destroying your base by shooting at them. The enemies will surround and attack the base by “sticking” it. I guess that the enemies are sucking out energy from the base. The laughs rained when every one of us figured that the enemies (sperm-like-creature) that attacked the rounded base looked like…
Just plain shooting to hit the high scores ain’t fun or new anymore. So I really hope that Cucumber Mosaic could shift its focus to humorous game rather than a mixture of some classical arcade. (Well, is the Sperm-Like-Thingy that caught all of our attention!)

If someone wants to do a mixture or remake, I have a few advise for you.

mixture 1 + mixture 2 + special ingredient(core concept) = new game

mixture 1 + mixture 2 = mixture 1 + mixture 2 = boring

It is fine to make a game by mixing 2 games but do make sure you have the core concept right that make your game stand out from the rest. Do not make a game that adopts old gameplay, mix it together, give it better graphics, technically better and call it new. Well, graphics will come into play if you intend to use your graphics as the special ingredient. For example, Super Cosplay War Ultra by Team FK is a 2 player fighting game that is similiar to Street Fighter. The fighthing characters are some familiar faces we see in manga and anime (Astro Boy, Doraemon, Hunter X Hunter, Tontoro etc). In the surface, this game is different from others in terms of the graphics but what made them stand out the most is their “core concept”, which is “Cosplay”.

Some equation (I’m sick of conclusion):

Urban Sprinting = Grand Theft Auto + Tony Hawk
Cucumber Mosaic = Space invaders + Battle Tanks

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December 27, 2006 Posted by | Entrepreneurship, Game Development, Game Industry, Malaysia | 2 Comments

My first speech

So today’s the day of this game pitch competition that we got shortisted in. We went through a couple of presentations since the past week, and none of them were exactly too ‘perfect’ in our eyes.

So on Wednesday night, Slade said “Forget these crap, we’ll just do something different.”

And within 10 hours (4am – 2pm), we rushed out a still animation, a video, some nonsensical slides, and a speech about galactic domination. Our presentation was at 2.45pm.

You just had to be there to know what happened.

So I was the ‘voice’ of the Dark King of Cosmos, or DKOC (D-cock), and I was supposed to deliver a speech of utmost grandeur. 40 minutes in Notepad and Thesaurus produced this:

Salutations, fellow Gonorrheans, Syphilians, Chlamydians and six million other sentient races which I neglect to mention, a good day to you and may your aufgemischs are verlungen. I bring to you this message of the paramount urgentness from DKOC.

What followeth, is the spahnking new inter-intra-galactical domination scheme from our beloved DKOC. But first, the obligatory maniacal laughter, for your aural pleasure.


(ahem) Our propaganda will be spread through what-is-this Encephalon project, an addictive little game with a square board and little rectangular pieces of colorful electrons. We will first target the majority of the galactic consciousness, those little, mid-big beings with oily-ginous faces, and hairs coming out of areas best not mentioned for the integrity of this message. These little hairy beings spend most of their time, doing what they call ‘surfing’, on this galactic consciousness, much to the disappointment of the larger, hairier beings who try in vain to control their lives.

We will first scatter the seeds of servitude by planting little subliminal text messages throughout Encephalon, under Operation “Googly Adsense”. The googly eyes will see through the shallow hearts of these pitiful little beings, and display text ‘advertisements’ of their interest. These beings will unknowingly click on these ‘advertisements’, and thus putting virtual shiny coppery coins into our galactic coffers.

I would laugh maniacally now if not that my face is stiff from speaking in this manner.

But that! Is not the end of our plan. One would be preposterous to think that subjugating little hairless beings’ nervous centers would suffice to dominate the intra-inter-galaxisms. We will then approach the bigger hairy beings with the money, the moolah, and draw them into our grandicular scheme. Under the illusion that they will control whole planets, they will host copies of the Encephalon project, and be compelled to lure more little beings into playing this game to get more of those moolahs. In turn, those little beings will beseech eagerly for their littler friends to join them in this addictive little game. Pwned! As they say.

My dear Cancerians, Hepatitians, Arthritians and six million other sentient races which I neglect to mention, come join us in this bigtastic inter-intra-galaxial domination scheme. With Project Encephalon, DKOC shall rule the world, the galaxy, the universe, the infinity and beyond!

And well, we won the pitch.

Don’t ask.

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December 20, 2006 Posted by | Entrepreneurship, Game Design | 15 Comments