Un artículo sobre los orígenes de Arkanehttp://www.theverge.com/gaming/2012/6/27/3115822/arkane-dishonored-bethesda-origin-crossing-deus-ex-arx-fatalis
It is 1997. Raph Colantonio, at EA France, is beginning to wonder if he would be better off somewhere else.
After four years working his way into production from the computer help desk, recording French voice-overs, doing what needs to be done, Colantonio realizes that EA France has changed. The company that had once prided itself on acquiring and nourishing creative minds has turned a corner. Working there is no longer fun.
"This machine called PS1 came out and that was the beginning of a big, big shift," Colantono told Polygon. "Suddenly EA didn't like Origin. All they liked were sports games and that's the new thing for EA — consoles, sports. 'Don't like it? Sorry.'"
[...] After another month in limbo, Arkane finally signs with publisher JoWood. Arx Fatalis ships in 2002.
"It was a disaster," Colantonio said. But it is done. "The game was really good. And that was satisfying more than making sales back then. Because you need to start somewhere, and we came out of nowhere and made this game."
Arkane is nominated for the "Rookie of the Year" award at the 2003 Game Developers Conference in San Francisco. But there is better news in store for Colantonio: Richard Garriott is playing his game.
"He's known for not playing any games," Colantonio said. "He was stuck in [Arx Fatalis]. He didn't have enough arrows, so he asked me for a script to have infinite arrows. And I was like, 'Fuck yeah!' So I custom-made a script for him so that he could have his magic bow that shot as many arrows as he wanted."