The other thing is that the different time zones and spread out nature of all of us doesn't help.
It really isn't a great time to work with other people on development when you have to play e-mail tag because they live in another time zone and are asleep when you're awake.
It further slows things down.
The thing that I think we (Aetherbyte) did right with all of this is that we started smaller and just sort of f*cked around and made stuff.
Coming into things with a first-time idea that is something that could compete with a Hudson/Red game on paper is not really the best way to get started. It's setting yourself up for failure immediately.
None of us here have even proven that we're capable of something like that. I know for a fact that games like Xymati and PC Gunjin would involve a lot of effort and technical work.
Atlantean as a game lays alot of ground work for a game like that, and I know it could be done, but I also know that Atlantean could use some re-working before something like that occurs.
Before Konami wrote their great games, they had a bunch of doofy shit that rarely gets talked about.
Same with Capcom, Falcom, etc.
People seem to forget this.