Loki Retrospective
Two and a half years after the initial announcement of the Linux version of
Civilization: Call to Power, Loki Entertainment Software, the respected
Linux game porting house, has filed for bankruptcy. After a long series of
departures of both development and technical support, most of the core
employees have left for careers elsewhere. Certainly now is an appropriate
time to look back on the events that transpired in the life of Loki:
where they came from, what they achieved, and some thoughts on where they
stand now.
A Brief History of Loki
On 26 January 1999 various news sites ran a story about Loki Entertainment
Software porting Activision's Civilization: Call to Power to Linux. According
to Scott Draeker, the president and founder of Loki, the idea to port games to
Linux had originally come up during the summer of 1998, no doubt stirred by
their understanding that there were 12 to 15 million Linux users worldwide at
that time. Certainly, there seemed to be an opportunity providing games to a
fast-growing market which had been mostly ignored, except for some efforts by
a well-known maker of first person shooters.
For the first time, Linux users were treated to the experiences known all too
well in the land of Windows games: a selection process for beta testers, a
smattering of screenshots to keep the public in touch, a delay in the planned
schedule, and eventually a final release date. Then, for the first time, on 19
June 1999, a reader of LinuxGames sent word that he'd purchased a retail
version of a game for Linux at his local Electronics Boutique.
Shortly before the release of Civ:CTP, Loki announced that they would be
producing three more ports: Bungie's Myth 2: Soulblighter, PopTop's Railroad
Tycoon II and expansion pack, and Delta Tao's game Eric's Ultimate Solitaire.
Soon these games, too, had their beta tests and began shipping to stores. Myth
II had a demo before release, allowing Linux gamers to try it out before
making a purchase. With Myth II available in August, RT2 shipping in October,
and EUS arriving in November, Linux gamers had a lot of reasons to be pleased
with how things were going for their underdog operating system.
Further, Loki had invited aspiring Linux game programmers to join them and
show off their skills at Loki Hack 1999. The participants were given 48 hours
in a secure setting to hack up patches to add extra features to Civilization:
Call to Power. This not only got the community involved in Loki and their
quest to bring games to Linux, but also helped scope out a few future Loki
employees, including Ryan 'icculus' Gordon, John 'Reeves' Hall, Andrew
'prometheus' Henderson, and Daniel 'hotdog' Vogel. Patches were coded, the
results were judged, and subsequently the prizes were rewarded with first
place going to Christopher Yeoh's modification adding several new units and an
enhanced spy unit.
The end of 1999 also saw Loki publishing Quake III Arena, id Software's latest
first-person shooter. This move alone seemed to legitimize the world of gaming
on Linux and support seemed high among Linux users. Shortly before Christmas,
Linux gamers had their copies of the Linux version of Q3A. Even so, December
1999 brought even more titles from Loki itself. 3D0's Heroes of Might and
Magic III and Raven's Heretic II also made it onto store shelves in time for
the holiday season. In the space of a year, Loki had put out seven commercial
games and the future looked quite bright indeed as the first days of 2000
dawned.
At the Linux World Expo and Conference 2000 in New York, Scott Draeker was
understandably positive about the prospects for the new year. He predicted
that Loki would publish 16 games by the end of 2000 and went so far as to
indicate that a sports game, probably a racing title, was likely. And indeed
several new games appeared on the horizon and in beta tests: Heavy Gear II,
SimCity 3000 Unlimited, Soldier of Fortune, Descent 3, Sid Meier's Alpha
Centauri, and Mindrover. With a lineup like that, Linux gaming was looking to
establish itself as a real player in the world of computer games. Eventually,
all six of these games made it to store shelves, although the winter would
pass and spring arrive before they reached gamers' hands.
In August 2000, Loki picked up another contract, this one to maintain the
Linux port of Unreal Tournament. With Unreal Tournament in house, the
announcement of Deus Ex and Rune, both running the UT engine, came as no huge
surprise. Added to the list of Coming Soon titles were Kohan: Immortal
Sovereigns, a real-time strategy game being developed simultaneously for Linux
and Windows, and the highly-anticipated Tribes 2. This last title was
especially dear to Linux gamers since they had been denied the opportunity to
take part in the Tribes frenzy back in 1999. Along with the announcement of
Rune late in 2000 came the simultaneous announcement that FAKK2 was also being
ported to Linux by Loki.
Shortly after the beginning of 2001, the public became aware that programmers
and support staff were leaving Loki to take employment elsewhere. Starting
with the departure of Daniel Vogel for Epic Games, the core Loki crew left
over the period of several months: Joe "tsaotsao" Valenzuela, Michael "Briareos"
Vance, Andrew "prometheus" Henderson, Rafael "raistlin" Barrero, Stephane
"MEGASTeP" Peter, Bernd Kreimeier, Ryan "icculus" Gordon, Andy "yoda" Mecham,
Sam "hercules" Lantinga, and Mike "heimdall" Phillips. Loki maintained a
mostly stony silence during this time.
Surprisingly, the departures preceeded the release of several games. Seven
months had passed since the release of SimCity 3000, yet in April 2001
Loki finally shipped Sid Meier's Alpha Centauri and
the long-awaited Tribes 2. In the following rush, a major Linux gaming
reseller, Tux Games, had trouble keeping up with the orders that poured in
from eager Linux gamers waiting to join the online fray; several gamers waited
weeks for their back-ordered copy to arrive. Then in May, Mindrover also
shipped and then Rune followed in June. Finally, at the very beginning of
August 2001, Loki announced that Kohan: Immortal Sovereigns and Rune: Halls of
Valhalla (a stand-alone expansion pack) would ship on August 15th. However, as
of this writing, that shipping date is still two days in the future, and with
the public news that Loki has filed for bankruptcy, it is not clear whether
these last two titles will ship. Equally unclear are the fates of FAKK2 and
Deus Ex, the former of which was in beta testing as of this writing.
After two and a half years, Loki has ported and published over a dozen games.
Now, having filed for bankruptcy, Loki is protected from their creditors and
able to continue doing business. Yet, under such circumstances, how can they
be expected to produce any future ports?
What Loki Has Done Correctly
To outsiders Loki seemed to have been a successful company.
From a technical standpoint, the job they took on was tremendous: the
operating system they were porting to didn't have a standard desktop or even
standardized libraries to depend on. In the face of that, the number of tools
they worked on and built and then released to the public is nothing short of
amazing.
The first aspect of a Loki product, other than the box and CD, that a Linux
gamer was ever likely to see was the Setup tool. Just as much Windows software
uses similar install software, Loki made Setup a tool that could be used to
install software easily on a Linux system. Other companies have picked up on
this nifty tool, including other game porting houses, to deliver their
products from CD to a customer's hard drive. And although they will probably
never be used as much as expected for Loki's games, the Uninstall, Patch, and
Update tools should provide later commercial companies with a solid base on
which to build their software maintenance and patching functionality. All of
these, of course, are open source. Even their bug-tracking system is based on
open source tools: Fenris is a fork of the Bugzilla bug-tracking system.
Even with these tools, there is still the job of porting a game, and Loki has
put out some quality libraries to help in that area. Their SMJPEG and SMPEG
libraries provide a way to deliver video and audio on Linux. OpenAL, intended
to be a cross-platform equivalent of OpenGL for audio, was developed in great
part by programmers at Loki. And SDL, the Simple DirectMedia Layer, was used
by every Loki port in some form or another and there can be no doubt that
without this commercial-grade testing of that API it wouldn't have advanced as
far or as quickly as it has. Pushing 3D games on Linux, like Heavy Gear II and
Soldier of Fortune, has also pushed the quality of OpenGL support on Linux.
Many of the bugs in Mesa, Utah-GLX, and the DRI have been found as a result of
attempting to play Loki's ports of 3D games. And now, as Linux is growing up,
these libraries (like OpenAL, SDL, and hardware accelerated OpenGL) are
starting to get included in the standard installs of many distributions. This
paves the way for future game programmers to simply develop to the open
standard and be confident that an end user's distribution will provide the
required libraries.
In the mainstream of Pentiums and Athlons, it's easy to forget our friends in
the PowerPC world. Luckily for the PPC folks, however, Loki made sure that
they were included and made available binaries for all four of their initial
games. You can even play EUS on Sparc and Alpha hardware. In one remarkable
case, Civilization: Call to Power was available for LinuxPPC before it was
available for MacOS; this demonstrates the kind of power that a cross-hardware
operating system can offer. This kind of broad support for various flavors of
Linux is yet another admirable feature of Loki's approach to porting.
It would be difficult to fault Loki for their interaction with the community.
Other than LokiHack '99, for which we are aware of no comparison in the
Windows world, Loki has maintained an active beta testing program, a USENET
server with a group for each game and project, and two IRC channels. Through
these communication channels, any Linux gamer could chat with the programmers
or support staff, to discuss gaming and bugs and any problems they had getting
their system to play Loki games. Naturally, Loki also provided email and phone
support, for those less connected to the 'net. The Fenris bug-tracking system
also found itself heavily used to keep gamers and programmers apprised of the
each little glitch. Then there are all the end-user content creation tools
that Loki went out of their way to provide for their fans: Fear and Loathing
for Myth II, Heroes Map Editor for HOMM3, GTKRadiant for Quake III Arena, and
the BAT for SimCity 3000. These tools brought absolutely no revenue to Loki
(and in fact probably cost money in developer time and resources) yet they
were provided with no strings attached for the users that bought Loki's games.
As for the media, they provided those of us here at LinuxGames with the
treatment afforded to other gaming sites by Windows game companies: automatic
inclusion in beta tests, review copies of games, open communication with the
programmers, and access to information before the public at large was
notified.
While executing well on each of these counts and securing some top-notch
titles to port to Linux, it seems difficult to see how Loki could have failed.
Yet, they are now seeking respite from their creditors, and we're left asking:
Why?
Potential Problems for Loki
While it's difficult to say precisely what brought Loki to this state, we can
at least point to a few things that probably contributed.
The most compelling answer to the question "Why did Loki fail?" is probably
that they overestimated the size of their audience. Despite recent claims that
Linux has surpassed Apple's Mac hardware in its share of computer desktops,
there are probably still not enough willing to stick to Linux full time to
keep Loki's sales high. Factor in the price premium sometimes attached to
Loki's games, and it seems like a losing proposition; gamers with x86 hardware
can go right out and get the Windows version of a game more readily and
probably at a cheaper price by walking into their local software store. Add in
the reported poor sales of the Linux version of Quake III Arena and it becomes
more believable that Loki was losing money to poor sales. That most of the
games they published were released several months after the Windows version
couldn't have helped either.
Which brings up another distressing aspects of Loki's whole enterprise: lack
of penetration into brick-and-mortar stores. The public will blithely remain
ignorant of your existence if you don't procure and maintain a section of the
shelves of your local software shops. While Loki's games were spotted in
several retail locations, including Babbage's, Electronics Boutique, Software
Etc., and Fry's, the selection and placement have typically been suboptimal.
(From my own experience, I've only seen Loki's games in Electronics Boutique,
where they got in one shipment around Christmas 1999 and never restocked, and
Babbage's, where a large selection of games showed up just around Christmas
2000.) We were told at one point that there were prospects of getting Loki's
games into CompUSA and Best Buy, but to date that has not happened. Perhaps
it was a case of failing to break the chicken-and-egg problem: it is difficult
to get into stores unless you can show high sales numbers, but in order to
have high sales numbers you have to have had something on store shelves that
sold well.
Along with that comes the almost complete lack of advertising. While Loki
never advertised in any of the mainstream game publications, they did place a
single advertisement in Maximum Linux. It is fine to use interviews and
online publicity to keep in the public eye, but it is probably not wise to
rely on those avenues. One wonders what effect a series of well-placed adverts
in some of the Linux magazines might have had.
At its peak, Loki had a dozen people working in porting and support. Given the
relatively small size of the community, this team seems huge. It wouldn't be
unreasonable to think that Loki bet on a fast-growing Linux desktop market and
lost when the users didn't appear with wallets in hand. Then, caught with a
heavy staff, lots of overhead, and little cash flow, things fell apart.
Where We Go From Here
Many people will be confused and saddened and angry over this
change of fortunes for one so bright and promising as Loki. The question thus
arises: What now?
With protection from their creditors, Loki may be able to turn its business
fortunes around. For example, it could receive funding to port and publish new
games, ration its expenses, and become a normal and profitable business. There
is also the possibility that Loki could be bought by a larger company, and
continue to exist under their umbrella. Loki's creditors could assume control
of the company, in which case a large group, possibly including some who have
no stake in publishing Linux games, would determine if and how Loki should
continue business. A final option is that Loki could simply shut down, paying
off their creditors as best they can.
When asked to comment on the situation, Loki Scott Draeker made this reply:
Although it's hard to remain optimistic in such circumstances, we truly hope
that Loki continues to be the same force in the Linux gaming world that they
have been for the past two years.
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