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"Our current to do list is 29 items long," wrote Devine in a January 13, 1998 e-mail to the Extreme Warfare team. With issues such as online chatting, shadows, and music still to be addressed, Extreme Warfare was starting to face significant development delays. At the same time, Trilobyte developed another concept for a game, first called Extreme Racing (later renamed Baja Racing) that was also signed with Red Orb. Although Trilobyte was in need of an additional revenue stream, to most inside Trilobyte, there were bandwidth issues.
In February, Devine posed the question, "Will we be here in a year?" in an e-mail. His response? "Absofrickinglutely." But to some inside the company, trying to meet milestone dates with a skeleton team proved a daunting task. "Red Orb started to taunt us," says programmer Marien. "'They'd say, 'Give us your milestone and you'll get your money.' We ended up just cramming features into the game to get our money," a common problem some developers face under a milestone model. As Trilobyte continued work on Extreme Warfare, Devine forwarded a GameSpot news story to the entire team on March 3. The subject was telling: "Ah, the Wheels of History." In the enclosed story, GameSpot said, "Unconfirmed reports on the Web indicate that Cyan Inc., the creative team behind Riven and Myst, has lost two of its key partners." Later that week, it would be learned that Rand and Robyn Miller, the co-creators of The 7th Guest's biggest competitor Myst, had decided to go their separate ways and dissolve their partnership.
At Trilobyte, the primary focus was to deliver Extreme Warfare to Red Orb. The publisher was so excited about the game it promised Trilobyte the same marketing muscle that had been given to Riven: The Sequel to Myst, if Trilobyte could deliver it on time. "The deal with Red Orb is simple," explained Devine in an e-mail to the team in April 1998. "We must finish the game in four months."
Despite the schedule creep, June of 1998 would bring the $420 million purchase of Broderbund by The Learning Company, which was a crushing blow to the Extreme Warfare project. Although the team continued to work on the game through the summer, it quickly became clear that The Learning Company wasn't interested in picking up Trilobyte's two online-based projects. By September, Devine was telling the company over e-mail, "We are 95 percent cancelled." At the time, The Learning Company said it didn't want to develop any games for the Internet, regardless of the developer. Still, the long development delays and stalled progress on the game were no doubt important contributing factors in The Learning Company pulling the plug.
Complicating the situation was Trilobyte's insistence on finding a partner to acquire the company, not just publish its products. Although Trilobyte had numerous offers from publishers to pick up Extreme Warfare, it held out for a company that was interested in buying the whole kit and caboodle. That acquisition would never materialize. Next: The Bitter End
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