top of page
orangebg_edited.jpg

A message from the Game Director - Siggy

PLUS

You decide our future...!

To the Arcanists Community,​​

 

I'd like to take a moment to address the recent allegations and comments regarding my involvement in the Arcanists project. As someone deeply engaged in the decision-making process, I have a responsibility to ensure transparency and accountability, particularly in relation to Jagex's commercial licensing agreement and the project's overall stability.

 

It's important for the community to hold leadership accountable (a principle I've always personally strived to maintain), so I want to clarify the events that led to the current uncertainty and challenges we now face.

 

Let me be clear—while I am deeply disappointed by the Game Developers (pur3 extreme)'s abrupt and unexpected decision to remove me from our community Discord server, which left me unable to explain or defend my position...

 

...my top priority remains to find a way forward that safeguards the retention of the signed commercial licensing agreement with Jagex.

 

After investing more than three years negotiating and securing the terms of this commercial deal on my own, it is not in my interest to see this opportunity lost. I am not here to assign blame or respond emotionally. I intend to offer a fair, transparent, and impartial account of my role and actions as a leader throughout this process.

​

1. Challenges in Communication

​

​Efforts to engage in meaningful discussions with my business partner were a significant concern. On several occasions, unilateral decisions had to be made due to the lack of productive input or feedback when consulted.

 

Despite taking the lead in negotiations with Jagex for a potential licensing deal, there was only implied agreement from pur3 extreme (co-owner and developer) for the Game Director to oversee all aspects of development, including content creation, marketing, advertising, and technical direction. However, it soon became clear that it was difficult to influence the technical or implementation side of pur3’s role as the developer until the licensing terms were finalised.

 

Multiple attempts were made to clarify and better define the roles of Game Director and Game Developer (as shown in the image below). Unfortunately, there was no feedback or effort to discuss potential adjustments, preventing any opportunity for a mutually agreeable compromise.

​​

​​​​​​​​​​​​​​​​​​​​​​​​​​The images below further illustrate a couple examples of communication challenges when working with pur3 extreme, largely stemming from his reluctance to participate in productive discussions regarding the game's long-term direction and business affairs.


Click an image to enlarge:​​​

​

Key Challenges:​

​

- Lack of Feedback and Input:
Repeated attempts to involve pur3 extreme in discussions about planning updates, future patches, and community input were been met with little engagement. Pur3 extreme works "day by day," indicating a lack of planning for long-term direction. This reluctance to provide feedback or collaborate on decisions creates frustration and a need for clearer communication.

 

- Resistance to Change:
Pur3 extreme has expressed disinterest in changing his working methods or how decisions are made. This resistance hinders the implementation of structured processes, which are necessary as the game's community grows and requires more organised leadership. This approach limits effective contribution and slows progress toward shared goals.

 

The lack of communication and vocal support from pur3, especially after our commercial license was signed, made it a constant struggle to implement changes I believed were necessary for the project's long-term development and growth. As a result, I found it difficult to effectively lead the staff team, as my input was often met with an argumentative and unproductive tone, rather than a constructive effort to reach mutually agreeable solutions. My relationship with internal staff members became increasingly strained, largely due to the lack of support and communication from pur3 as an equal leader. It was crucial that pur3 and I first aligned on our stance prior to taking action; so we're seen as presenting a unified front to ensure clarity and consistency across the team. Unfortunately, this did not happen.

 

As a leader responsible for the overall direction and success of the project, it is sometimes necessary to make difficult decisions without consulting peers, such as moderators. It was pur3’s responsibility as co-owner to address any disagreements privately with me, rather than publicly siding with peers or adopting the most popular opinion.

​

- Disinterest in Leadership Structure:
Concerns have been raised about the need for a clearer division between community management and leadership roles to improve decision-making. Pur3 extreme's neglect to address these structural issues or discussing the future direction created further friction, leaving me feeling increasingly undervalued and unsupported.

 

- Failure to Establish Clear Roles:
Several attempts were made to define roles and responsibilities, such as Game Director and Game Developer. Despite my efforts, pur3 extreme showed little interest to attempt to clarify the constitutional expectations for these roles, resulting in a lack of mutual understanding and undermining effective collaboration.

 

- Acknowledged Communication Weakness:
Pur3 extreme has admitted that communication is his "worst attribute," but there has been no effort to improve this aspect. While acknowledging the issue, his passive approach to communication only deepens the disconnect, further hindering productive collaboration.

 

In summary, pur3 extreme's unwillingness to engage in discussions about future development, leadership, and business decisions, along with resistance to change and poor communication, has created significant challenges in the partnership and ultimately left me feeling misled and disillusioned, having little to no influence to impact our direction for game development​​​.​​​​​

orangebg.png

​

2. Game Development Dispute

​​

My aim was to share a vision for the game's evolution, focusing on areas like user interface (UI) and user experience (UX) to ensure progressive development. Our agreed vision statement, submitted to Jagex, emphasised that our goal was not just to recreate the original game's look and feel, but to enhance it. We wanted to maintain the retro gameplay style while establishing a modern, clean design with a user-friendly interface and intuitive gameplay mechanics. The focus was to prioritise the gaming experience over other elements like lobby interactions in multiplayer, making our game stand out as a compelling choice in the multiplayer/artillery strategy genre.

​​

I made significant efforts to convey my vision for UI and UX development, even creating concept artwork to help the developer better understand how improving aspects of the game design would lead to a more user-friendly experience. This would make it easier for new players, unfamiliar with the original title from 2008-2018, to pick up and understand the game with minimal explanation. I operated under the assumption that pur3 extreme recognised the importance of enhancing the user experience, in line with the broader vision statement we had agreed upon and submitted to Jagex. Unfortunately, it only became clear more recently, after I had invested considerable time and effort into visualising improvements, that UX design was not a priority for pur3.

​

Here are some examples of design concept artwork I’ve created. It’s important to note that I always welcomed community input on these designs to explore potential improvements or changes. I never intended for my concepts to be the final design, as the volunteer art team are the true experts. My aim was simply to initiate discussion on the topic. However, pur3 extreme rarely shared his thoughts on the new UI designs or engaged with the volunteers who provided feedback. At the very least, it would have been helpful if pur3 had communicated that design changes or updates were not a priority for him; as it later became increasingly clear that this would be the case. Click the following link to view a reddit post on the topic of developing UI/UX, published in early 2024.

https://www.reddit.com/r/arcanists/comments/1bb9f7a/arcanists_ui_ux_development/

​

​Click an image to enlarge:​​​​​​​​​​​​​​​​​​​​​​​

​​

​

The discussions below between myself and pur3 highlights a few examples of a broader dispute over the direction of Arcanists’ game development, rooted in differing priorities. The game developer, pur3 extreme expressed a preference on maintaining appeal for players of the original 2008 game.
The core issue lies in pur3's reluctance to prioritise fundamental game improvements, such as UI and UX development, which are seen as essential for expanding the game’s reach beyond its original fanbase (growth & increased rates of player retention).​

​​

​​​

The ongoing dispute between pur3 extreme and I highlights our differing priorities over the direction of Arcanists' development. While pur3 is focused primarily on appealing to the original players from the 2008 release, I’ve been pushing for a broader approach, one that targets a new audience unfamiliar with the original game. I firmly believe that limiting our focus to the old player base would restrict the game’s potential for growth. That’s why I’ve consistently emphasized the importance of UI and UX development, making the game more accessible and intuitive for newcomers.

 

Initially, pur3 agreed with my wider vision for the game's future, which was submitted to Jagex. This vision included enhancements to the user experience, aimed at making Arcanists easier to pick up for people who hadn’t played before. However, despite this agreement, pur3’s actions have contradicted it at almost every step. His communication has been limited, and he rarely engaged with myself or the community to convey his perspective on the proposed design changes. It became increasingly clear that he didn’t see UI/UX improvements as a priority, even though we had originally discussed that they were essential for expanding the game’s reach.

 

I put a lot of time and effort into creating detailed concept artwork and ideas to help visualize how the game’s interface could be improved, but pur3 dismissed most of these suggestions, expressing satisfaction with the current design. His reluctance to make even minor tweaks or engage with the design process was frustrating, especially considering that these changes were intended to improve accessibility for new players. Pur3’s focus remained on catering to the existing player base, which created significant friction between us.

 

What made things worse was his lack of communication with the community and volunteers who were actively offering input. I had encouraged discussions to refine and improve the designs, but pur3 rarely engaged in these conversations, which left many feeling sidelined. His stance on preserving the legacy of the original game meant he wasn’t open to considering changes that could attract a broader, modern audience. On the other hand, I’ve always believed that we can’t afford to stagnate if we want to see long-term growth.

 

This misalignment between keeping the game as it was for the original fans and evolving it to reach new players has been a constant source of tension. Pur3’s reluctance to support my vision or communicate effectively has stalled progress, and I’m left feeling that we’re not on the same page when it comes to the future of Arcanists. His unwillingness to prioritise modern design improvements has made it difficult for us to move forward in a way that would position the game for wider success.

​

Recently, I adopted a different strategy by forming a dedicated concept creation team. This allowed community members to actively participate, discuss, and vote on new in-game concepts and designs they wanted to see implemented. By shifting the focus to the team's ideas and feedback, I hoped to move away from the perception that it was solely about what I wanted to see in the game. My aim was to present my ideas to them instead, hoping that pur3 would be more open to engaging with a group making decisions through a democratic process.

orangebg_edited_edited_edited_edited.jpg

​​​

3. Company Structure & Operations (Based in the UK)

 

Discussions with Jagex began in early Q2 2021, after a fortunate connection through a work colleague who introduced me to Jagex's legal team. Anticipating a positive outcome from these talks, I decided it would be wise to establish a company in advance, which would later handle the commercial licensing deal. This move also allowed me to secure the company name and avoid the risk of someone else claiming it down the line.

 

The company, Arcane Gaming Ltd (AGL), was essentially a "shell" entity at that time, with no shares or operations. In the interim prior to the signed licensing deal, I listed pur3 as a Company Director, however given the status of the company was 'dormant' (meaning inactive with no shares able to be appointed). It was purely in place as a preparatory step, ensuring everything was ready for when Jagex’s licensing agreement was signed. Until that agreement was finalised, the company had no functional purpose other than securing the name and setting the groundwork for future operations.

​

​The image below illustrates that both pur3 and I understood that it would be necessary to discuss and formalize a detailed share arrangement only after we were certain that a licensing deal with Jagex would be secured. Until then, we had an informal agreement to split financial contributions equally (50/50). 

sharesplitoriginal.png

​​​​

​​When the time came to formalise a written share agreement—after the license deal was approved—so that the business could operate fully, pur3 expressed a desire to keep things informal (as shown below). This created complications, as I found it difficult to determine how our respective roles should function within the company, Arcane Gaming Ltd (AGL). According to our contractual terms with Jagex, the company itself is responsible for all aspects of game development—not pur3 individually, despite him being the only one with access to the game's code.

​​​​

It seems that pur3 didn't fully grasp his responsibilities in this process and may have confused the concept of a "share" in the company (as a percentage stake) with a "share" of the game's revenue. This is why, after the Jagex license was signed, it was essential to have a discussion to formalise an agreement outlining our roles, responsibilities, and negotiate both our company share percentages and the revenue share (the latter of which we had informally agreed to split 50/50). However, from a business operations standpoint, if we each held 50% ownership, it could lead to future complications—particularly when a critical decision required a definitive answer. If we disagreed as equal shareholders, it could hinder quick, decisive action on important matters.

 

Perhaps I hadn’t made this distinction clear enough to avoid confusion. I assumed it was understood that I would handle the company's responsibilities in preparation for the license deal, ensuring that everything was ready to proceed swiftly and in compliance with Jagex's terms. The most critical factor was that the company structure was in place to accept liability under the license and ensure operations followed the correct processes.

 

Any misunderstandings could have been easily resolved if concerns or questions had been raised earlier. That way, I could have explained in detail how pur3 and I would be expected to operate the business post-license. Unfortunately, assumptions were made, leading to the belief that I hadn't made pur3 a shareholder, when, in reality, it wasn't possible to do so before the license was signed. I had repeatedly expressed the need to formalise a written agreement once Jagex gave us the green light. At that point, I would have updated the company listing, officially assigning the agreed share percentages. This only required closer engagement and cooperation from pur3 to ensure the proper procedures were followed.

 

I was quite surprised when I received an email from pur3 advising Jagex that a contractual term had been breached, claiming that I neither owned the game's code nor represented the developer's interests. It should have been clear before signing that the company itself, not pur3 as an individual, was the entity responsible for development. Furthermore, pur3 was expected to formalise the share agreement and transfer ownership of all development work under Arcane Gaming Ltd, which we both would have shared ownership of at that point. Suffice to say, the situation we now find ourselves in as a result of pur3's email, was entirely unavoidable.

orangebg.png

​​​​​

4. Monetisation/Donations

​​​​

I want to assure the community that their contributions are secure on my end. My primary goal has been centered on refining the wider game experience and improving design development. This includes creating a more streamlined and easy-to-follow UX, which is essential for retaining new players. Additionally, my core goal is to develop intuitive UI and gameplay mechanics that will be familiar across platforms as we expand in the future. While new content and assets are important, I believe they should be temporarily put on hold. Our immediate priority should be making the game as user-friendly, intuitive, and engaging as possible to attract new players.

 

To achieve this, pur3 needs to finalise a shareholder arrangement within Arcane Gaming Ltd (AGL) and be open to sharing the game's code in a controlled environment. This would allow company stakeholders and technical developers to access it, facilitating better collaboration. By working together more efficiently, we can accelerate growth and enhance player retention. I've previously emphasised to pur3 that in order to see meaningful progress, we must work as a unified team. There’s simply too much work for one person to handle alone in a reasonable timeframe, and it only makes sense to expand the development team to focus on specific technical aspects.

 

This is also the reason I decided to pause work on the official gameplay trailer. I didn't feel confident that the game, in its current state, is visually or functionally compelling enough to attract new players. There are still too many obscure mechanics and design elements that require explanation, making the learning curve steep for those unfamiliar with or who haven’t played the original game. This complexity could limit our potential growth and player retention, as many new users might feel overwhelmed. We only have one chance to get this right. The trailer will serve as the foundation for our marketing and advertising efforts. That's why I believe it's best to hold off for now, until we can maximize its impact and create as much hype as possible.

 

Once the user experience is more polished and appealing, I fully agree that we should explore ways to compensate volunteers who are actively creating new content and assets. However, to ensure fairness, the terms for the operational structure and how we determine compensation percentages must be formally agreed upon between pur3 and myself.

orangebg_edited.jpg

​​​​​​

5. Holding Leadership Accountable

​

Leadership should remain accountable to the entire Arcanists community. From the beginning of my involvement, I have consistently emphasized that it’s the community that holds the power to shape the direction of game development and progression. After all, we’ve always described ourselves as "a community-focused remake."

 

For this reason, I believe it’s only right that the future of Arcanists is guided by the vision and desires of the players. Our community has been the backbone of this project, and it’s your feedback, ideas, and passion that should inform the decisions we make.

 

As leaders, both Pur3 Extreme and I have a responsibility not only to steer the project but also to be transparent, responsive, and answerable to the community. This means holding ourselves accountable for the decisions made and ensuring that those decisions align with the collective interests of the players. The future of Arcanists isn't just a decision for Pur3 or myself—it's one that belongs to all of you. Leadership should always reflect that commitment, prioritising open dialogue, collaboration, and ensuring the game evolves with the community's best interests at heart.

​

It’s absolutely not in my interest to see the commercial publishing license deal, which we’ve worked so hard to secure, fall through or result in the Arcanists name disappearing for good.

I will reiterate what I said at the beginning of this statement:


I have a responsibility to ensure transparency and accountability, particularly in relation to Jagex's commercial licensing agreement and the project's overall stability...
...my top priority remains to find a way forward that safeguards the retention of the signed commercial licensing agreement with Jagex.

 

I’m genuinely grateful to pur3 extreme for all the hard work and dedication he’s put into developing the game—without him, this might never have come to fruition. However, it’s time for us to move forward into the next phase, building on what we’ve developed to create something truly special that appeals to everyone, not just those familiar with the original game. This is no longer just a fan-made remake; it’s a commercial publishing opportunity granted by Jagex, and we need to treat it as such.​


That being said, given the challenges I’ve encountered so far and the ongoing communication issues with pur3, I have to personally express that I don’t have confidence in his ability to manage both the business and development responsibilities alone. From my experience having identified the operational expectations required to run this as a commercial venture, it's simply too much work for one person to undertake alone, and I believe this will slow our progress significantly as meaningful development will take far too long to achieve under these circumstances.

​

​

Make your voice heard and vote on our future now!
 

But before that.. let me explain how I've worked for you...​​​

​

Examples of what I've accomplished...​​

 

- Secured a commercial publishing license with Jagex after over 3 years of solo negotiations, actively engaging with Jagex to finalize the contractual terms for the licensing agreement, allowing us to legally use the Arcanists IP/copyright. I presented a detailed roadmap outlining our ambitions, focus, and long-term strategy for creating a successful and compelling game in the genre. I also participated in several Zoom meetings with Jagex’s senior management to ensure mutual understanding of requirements and to facilitate the drafting of the publishing contract. Additionally, I covered legal counsel expenses to thoroughly review the contract and ensure all clauses were clearly understood.

 

- Laid the groundwork for a structured volunteer system, encouraging community involvement in various aspects of development such as asset creation, audio/sfx, and content creation.

 

- Personally developed and designed the Arcanists website from scratch.

 

- Influenced changes to create balance and fairness within the community by gradually removing player-locked/exclusive perks, making them accessible to all. For instance, perks could be unlocked by completing challenges, like defeating an Arcane Monster in a 1v1 battle. This shift promoted equal opportunities for everyone, eliminating favoritism.

 

- Led efforts to revise community rules to increase transparency, fairness, and equality, fostering a more positive atmosphere and discouraging toxic behavior.

 

- Established a presence across social media platforms, boosting visibility and outreach since 2021. This early engagement contributed to a significant increase in both the player base and Discord membership.

​

grassybg.png

​​​​​​​

Vote Now
decide the pathway for our future...!​​​

​​​​

Join us on the Arcanists Referendum discord server to cast your vote.

​​​​

Please be aware that the poll is being conducted on Discord to maintain accuracy in the voting process.

bottom of page