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Our HistoryIncan Monkey God Studios began as the Publications Department for Origin Systems, over fifteen years ago, in 1991. There we created the documentation and strategy guides for all of Origin’s games, including Ultima, Wing Commander and the Jane’s series of flight simulations. Within a few years, we were branching out to cover other games in Electronic Arts’ wide range of products. In 1997, the entire department left Origin to form IMGS, Inc. Over the past nine years, we have become well recognized as the premium packager of strategy guides and manuals, for games designed across the U.S. and around the world. While with Origin, IMGS was intimately involved in launching Ultima Online, the first commercial massive online game. We pioneered the concept of massive player input in a strategy guide with our first EverQuest guide, for The Ruins of Kunark. Since that time, we have created strategy guides for nearly every major massive online game, including EverQuest I & II, Anarchy Online, Asheron’s Call I & II, Dark Age of Camelot and Star Wars Galaxies. We continue to provide the same game guides and documentation we always have, but now we’re independent contractors, and that means the services of our creative and experienced team of publishing professionals are available to you! Our NameAnd just what IS an Incan monkey god, you ask? What being has fostered our devotion? The force of which we speak emanated deep from within a delirious mind, when one of our own fell into the dreaded Stupor of Wordlessness. Finally, haggard and uninspired, he sought out ethereal counseling. With the help of the Incan Monkey God, he emerged victorious, manuscript in hand. Imagine a cartoon below... [ The text below references a certain Dilbert cartoon (originally published 8/3/92) that led to the name for Incan Monkey God Studios. Sadly, for legal reasons, we do not have permission to display the strip here. So, it’s in HTML instead!]
We are not actually aware that the Incans had any monkey gods; the only monkey god we’ve ever heard of was first imagined by Dilbert’s creator, Scott Adams. However, we certainly relate to Tim when we’re up against a deadline, especially at those times when the material has to be written before the game code we’re describing has been designed. |
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