Our pitching tour over, we went back to work. A moderately nervous team was waiting there for us. “How did it go? Does anybody want it? Are we going to carry on? Can I take a mortgage? Should I be looking for a new job?” “You know, we’d like to know that, as well! But this, ladies and gentlemen, is the gaming industry, and that means everybody has plenty of time!” Everybody but us, of course.
If you, like our colleagues, were expecting our phones to start ringing off the hook one day after our return, swarming us with promises of millions of dollars, then you were expecting incorrectly. The first call finally came about a week later, and it was from our agents, letting us know who had already passed on our game. Very disheartening.
One of the biggest blows was being turned down by a very promising, international publishing company. Although the U.S.-based wing of the corporation seemed very excited about the project, their European representative let us know that they didn’t think the game would fly with Americans. We’ve faced rejection from other companies, too, of course, but that one was perhaps the most painful.