Mob Rules Games is a tiny little start-up with modest goals and a crazy plan for achieving them. We don’t think it’s too crazy to succeed, but others might disagree (some others already have, but they’ve been very polite about it).
We want to build a studio based from the beginning on community support, open development methods, and transparent business practices. Instead of going to venture capitalists or traditional publishers to fund our fun, new games, we’re part of Open Game Labs. Open Game Labs provides the legal and technical support to get us going and let us focus on games. It’s going to be up to our community of customers to provide the financial support. That means it’s up to us at Mob Rules to cultivate that community by inviting them to be an integral part in creating some exciting new games and building a game studio that is answerable directly to them.
At Mob Rules, we refer to our community of supporters and customers as voters. That’s because everyone who supports our games during development by pre-ordering copies and pledging extra cash for some of our other cool premiums earns votes. Those votes are yours to use in every election for the life of the company, and yes, the more you give the more votes you get. It’s democratic but not a democracy.
We won’t consult the voters on every little decision. We also won’t consult them on every big decision. The Mob Rules developers have a vision for our games and are responsible for making them as fun and great as we can, and design by committee seldom produces stellar results. But there are still plenty of times when there is no obvious right answer or when the opinions of our customers really are the best way to decide what to do next. And we’re going to start with the biggest decision of all: what game should we make?
Rick Dakan was a founder of Cryptic Studios and the original Lead Designer for City of Heroes. He has written dozens of pen and paper role-playing game books and five novels: The Geek Mafia trilogy from PM Press, Cthulhu Cult: A Novel of Obsession from Arcane Wisdom, and Rage Quit, syndicated at Popmatters.com. He has an MFA in Creative Writing and a deep fascination with every kind of game (except maybe bullet hell shooters and certain JRPGs). He lives and schemes in Sarasota, Florida.
Jonathan Wills has been a gamer since he was five and first got his hands on a Nintendo. Shortly thereafter he started down the path of software engineering when he thought to ask how video games were made. He enjoys learning the game theory behind the games and how it can explain why certain game mechanics are bad while others are good. He has worked at Cryptic Studios on City of Heroes and City of Villains, and at Google on the AdSpam team combating click-fraud. He enjoys running and juggling, but rarely does them at the same time.
Austin McKinley is an illustrator, designer, video producer and cartoonist. His artwork has appeared in web comics, magazines, indie comic books such as Nightmare World (Image/Shadowline), local TV shows, book and album covers. He also writes and illustrates a weekly newspaper cartoon, Squareasota and served as head writer and production artist of a Facebook game, Cold War Clambake.
Mob Rules Core Values
Open, Honest, Inventive, and Fun
We exist for our employees
We should all make a good living and have a good time doing it.
Sustainability in all things, a lifestyle business.
Our customers make it possible for us to exist
Love them, support them, communicate with them.
Involve the community whenever it’s both possible and productive.
Serve the community by doing what we need to do to make the best games.
Great games make our customers care about us.
Strive to make Inventive and High-Quality games.
Fun First, not experimentation for its own sake.
Never take the typical path just because it’s easiest - take it if it’s the best.
Do the important things new and different, but don’t needlessly re-invent the wheel.
Transparency in all things makes all of the above easier.
Open books and open doors within company benefits the employees.
Open relations and forthright attitude towards the customers engenders good will.
Our success serves as a model to others.
All of our content will be licensed under the Creative Commons Attribution, Non Commercial, Share Alike license, as part of our commitment to being as open and community friendly as possible. http://creativecommons.org/licenses/by-nc-sa/3.0/
All of our software will be written in the Go programming language and licensed under its modified version of the BSD license: http://code.google.com/p/go/source/browse/LICENSE. We plan to release the source code for the games after their release.