When it comes to working for a company with money, resources and people power, some or many people may imagine that the work involved is not that hard and projects are pretty much guaranteed to work out. But a lot of stories I have heard about game development are either surprising or sound like they took a lot of work and integrity. This is a great YouTube channel for learning game development stories. https://www.youtube.com/channel/UCLWh30LMdJZam_4SKWuq0dA/videos Feel free to use stories from this YouTube channel if you think they are noteworthy, but try to indicate where it came from. As for my own story I want to focus on, Xenogears. The story of Tetsuya Takahashi and a bit of his wife Kaori Tanaka (credited as Soraya Saga). These two people mostly had graphical roles before Xenogears and they had been coworkers for a while, which led into their marriage. They worked on Final Fantasy and Chrono Trigger and Xenogears was made from a discarded plot idea for Final Fantasy VII (for being too dark). Tetsuya still ended up doing concept art on VII. Both Tetsuya and Soraya were scenario writers for Xenogears while Tetsuya was the director. They essentially both had an equal amount of work on the story of Xenogears as the story came out of a shared passion for Nietzsche, Freud and Jung. The religious elements in the stories came out of Tanaka's belief in the power of belief itself. While a lot of hard work was put into Xenogears, it got cut short before it could grow much at all... The original plan had been to make the story into seven parts, but instead we got a rushed second disk that was pure dialogue before the plug was pulled. After that, the team involved with Xenogears decided to make a game development company separate from Square and because of that, they didn't get to use any of the hard work they had put into the last project. A new story had to be developed without anything notable from the past game. This lead to the Xenosaga trilogy (+1?). Xenosaga was done in cooperation with Namco. It tried a lot new things such as cutscene content lengthier than Metal Gear Solid at the time, even giving save points in the middle of some. The second Xenosaga game seemed to be a bit of a disappointment all around and that may have doomed the series to not being important enough to Namco, who eventually started to cut them off around when the Bandai Namco merger was being made. After all that had been done, Takahashi and Saga's team still had the strength and integrity to try revitalizing the series one more time with Xenoblade (Chronicles). For the first time, Monolith was able to work by itself and despite an incredibly obscure launch on a system more associated with casual games, Xenoblade grew into a huge success on the Wii then Wii U. It got enough support that Nintendo made it into a bit of a flagship series and included the character in Smash. Overall, Tetsuya Takahashi and Soraya Saga worked on 7 or 8 games, trying to realize that seven part Xenogears story. It seems that the time has come where they are finally able to create the full vision of the epic story they imagined. I find game development stories like this something to really think about on multiple levels. A big question this kind of story brings to me is whether or not a team can be too stubborn in trying to make a certain type of story or game using a certain medium. In this case, one might easily say yes. Only time will tell how important their multi-volume stories will be.