Why does this guy constantly talk smack about the game I like so much?


Ad Astra

 

Posted

Quote:
Originally Posted by dbuter View Post
I will agree that if a game is incomplete at launch, it is very likely doomed. There will be so much bad press about it that only a major expansion can save the game. Without a decent start, a game can trundle on in obscurity, but never really regain it's initial population. CoH, Vanguard, CO, and many other MMOs confirm this.
Even an expansion typically can't save a game that fails at release. From what I have seen, once a MMOG is released they have a huge population boost as people pick up the game to check it out. Eventually that number drops off. The point where things take a downturn and the game starts to lose customers tends to be the highest population the game will ever have.

That just shows you how important it is to build a game good enough out the door to have a substantial amount of people playing at the beginning. Bad word-of-mouth can do irreparable damage to a MMO. If you don't impress people out the door, you aren't going to get a second chance.

Quote:
To put it bluntly, if your game isn't at least close in content to what other MMOs that have been around for years is now, you are screwed.
I don't think it needs to have as much content as other MMOs. If that was the case, few MMOs would ever get anywhere due to the fact that it's impossible to have enough content at release to match a game that's been out for 4-5 years.

When WoW launched, EverQuest had 8 expansion out. WoW had a tiny fraction of what WoW did, but WoW brought a lot of new things to the table. (Well, and they had the advantage of branding). Likewise, CoH was able to get a decent sized customer-base because they were willing to do the same.

The problem with the MMO genre is it's a lot of copying off what other people are doing. If WoW has millions of customers, surely I can closely adapt what they are doing and get a million customers for myself! That's really where the problem lays. Why play a similar game to WoW with a third the content when you can just play WoW? It's sort of the same thing I said during the EQ days when everyone was just ripping them off. No one can out-WoW WoW.

Quote:
Originally Posted by Pebblebrook View Post
My guess is that except for the engine, they had to start from scratch on CO from 2008 to its release in 2009. For STO, they got the rights in 2008 and release in 2010. Infogrames/Atari getting into the picture about 6 months after Cryptic acquired the rights, so if his number is right...Cryptic was around halfway finished with STO by then.
Even with STO, it's easy to tell they didn't just start from scratch and put out a game in two years. For one, it uses much of the same backbone CO does. However, you also have to remember that Perpetual Entertainment had STO in development for 4 years before Cryptic got it. I'd find it hard to believe that Cryptic wasn't able to use anything from that much development work.


 

Posted

Quote:
Originally Posted by Pouncer View Post
He's right about PvP. If you want to attract PvP gamers you build the game with PvP in mind at launch. Shoehorning PvP in later in limited venues like arenas and battleground will never attract a large PvP crowd.
I'd even say that's putting it lightly. Has any PvP-oriented MMO other than Eve Online actually been successful? Shadowbane bombed. WAR bombed. Age of Conan seems to have found a niche, but I'm not sure it's PvP has a whole lot to do with it. And every FPS that picks up persistent RPG elements (CoD/MW being the obvious example) diminishes whatever potential market there is even further.


 

Posted

guild wars was heavily advertised initially as a pvp centric game. now it doesnt have real "subscription" numbers, but it sold really well and was profitable. now it has a number of other differentiating factors, primarily the lack of a sub fee, but pvp was a heavy part of the game's launch.


 

Posted

Jack is 100% correct in what he is saying. I think everyone who is dissenting is forgetting that after CoV we were knocked down to 15 devs. That wasn't Jack doing it, that was NCsoft saying "you don't make enough for us to pay you" and cut the funding.

CoH did not do well enough and it suffered for it. The whole point he is saying is that adding things does not do bring players in, and it has been proven by having their team being cut after they came out with an entire expansion.

Adding stuff makes the players who are already there happier, but it does not guarantee that more people will show up.

CoH survived in spite of NCsoft and probably due entirely to the tenacity of Jack and the other 15 devs.


 

Posted

Quote:
Originally Posted by LegendaryJMan View Post
Jack is 100% correct in what he is saying. I think everyone who is dissenting is forgetting that after CoV we were knocked down to 15 devs. That wasn't Jack doing it, that was NCsoft saying "you don't make enough for us to pay you" and cut the funding.
Revisionist history much...

Cryptic's dev team was shifted from CoH to MUO. NCsoft had nothing to do with the dev team being reduced. NCsoft viewed this as a bad business, having 2 games that are in direct competition, which it was so NCsoft bought out Cryptic.

Once NCsoft bought out Cryptic they started hiring new people.

And yes, taking on MUO and moving all the dev resources to that game WAS Jack's call. The same way when CO was done they moved all resources to STO and now that STO is done they moved all the dev resources to the new title.


 

Posted

Quote:
Originally Posted by Medic_brietz View Post
"Whatever you're going to have at launch defines you as a game."
It's true, to an extent. It's hard to pull away from the precedents you set at launch. For instance, if your game starts out with a well-paced, twenty level tutorial that leads into a sluggish, directionless and bland grind, it can be hard to shed that image, by Krom. Or, say, you were to launch your game with an immediate and massive nerfing, even if you're starting to find some balance a year later you might find yourself short on champions for your cause due to your rocky start.


Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound

 

Posted

Quote:
Originally Posted by Tenzhi View Post
Or, say, you were to launch your game with an immediate and massive nerfing, even if you're starting to find some balance a year later you might find yourself short on champions for your cause due to your rocky start.




Freedom
Blueside: Knight'Hawk, lvl 50, Scrapper
Yellowside: Dark'Falcon (Loyalist), lvl 20, Blaster

That Stinging Sensation #482183

 

Posted

Quote:
Originally Posted by Zombie Man View Post
Case in point is the quote in the OP.

When his new MMO launched, it was missing a lot of systems that they promised would be added 'later.'

Whether or not his point is valid, he couldn't live by the lesson he supposedly learn.

And that is quintessential Jack Emmert.

And that is why the usual derision.
A lot of the problems with Champions Online stemmed more from Microsoft and not Emmert. There were issues with development being halted or delayed because Microsoft kept jerking them around, starting with Marvel Universe's cancelation over a licensing disagreement with marvel. There was also the whole thing with Microsoft being indecisive whether they wanted CO to be on Xbox Live or not, after wasting development time and money having Cryptic make it playable on Xbox360 from the get go. The whole Xbox port thing has been supposedly scrapped at this point, so it was truly wasted.


 

Posted

Ah, Jack....funny man, funny funny man *smirk*

What a flippin' moron...

Oh, sorry, did I think that out loud? Damn these inner monologues


Quote:
Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
Quote:
Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

Posted

Quote:
Originally Posted by Chase_Arcanum View Post
His history of "fast production cycles" doesn't add up. Jack's recap of CoH's development schedule is a bit... quirky. I'm not sure where he's starting with his CoH date side of things-- the DNS record for the name goes back to 15 May 2000, and if you look at actual accounts of its development history from news articles, then count backward his count of months from the CoH release date... you have a great deal unaccounted for. Does he not count in the conceptualization and design documentation and planning side and, heck, concept prototyping of things into this schedule, maybe?
Maybe he's not counting the time that Rick Dakan was in charge. You know, that guy that came up with CoH in the first place and was lead designer for the first few years of development? The guy that wrote the bulk of the story bible, created Nemesis and the Fifth Column and probably most of the other groups we know, yet somehow only got a "special thanks" in the original manual, not even a design or writing credit for all the work he put in?

1.5 years is about the amount of time from when Rick was fired to when the game launched.

I don't know what the deal was with that split outside of the very vague details from interviews in Forbes and Gamasutra, but I do know that everyone acts like Jack invented CoH, and I think it's really weird.


Please try my custom mission arcs!
Legacy of a Rogue (ID 459586, Entry for Dr. Aeon's Third Challenge)
Death for Dollars! (ID 1050)
Dr. Duplicate's Dastardly Dare (ID 1218)
Win the Past, Own the Future (ID 1429)

 

Posted

Quote:
Originally Posted by Cantatus View Post
Even with STO, it's easy to tell they didn't just start from scratch and put out a game in two years. For one, it uses much of the same backbone CO does. However, you also have to remember that Perpetual Entertainment had STO in development for 4 years before Cryptic got it. I'd find it hard to believe that Cryptic wasn't able to use anything from that much development work.
Yeah, i know they used the same engine for both. That's where one of the fears from the boards that STO was just Champions with a trek skin came from.

If you recheck that part you quoted from me, i mentioned "from scratch" in the context of them going from MUO to CO, guessing that most of the other assets except for the engine is tied to Marvel.

On the other part, i think they did get the rights and assets from Perpetual but i remember Jack saying they didn't use much or any of it (probably didn't fit with their engine...another guess).

I can't remember where i heard that though...maybe it was a video interview or in the STO alpha boards. If i find it i'll edit it in.



[edit]
Still can't find that quote (this will drive me nuts all day...thanks for that) but here's something similar.

Game Reactor interview with STO associate producer Andy Velasquez
Quote:
When you took over the project, did you start all over from scratch?


Absolutely, if someone tells you "Here, have the license. Oh and these other guys started on something..." Forget that! We're doing what we want to do. I hope that didn't sound like I was belittling anything Perpetual did in any way. But again, as creative individuals, being given an opportunity to work on this there is no way that I would continue what anyone else did.




There is not a single texture that you kept?


No I don't think so. We did use some of their concept art, cause they had amazing concept artists on that team. All of the designs are all our own and I don't think we used a single art asset. There was also some kind of technical implications making it work with our engine. When we were in early stages prototyping and demoing, rather than building a borg cube we would take some things, but we have since then made all custom Cryptic Studios assets.
[/edit]


 

Posted

Put me on board with the crowd that dislikes his design philosophy, but has no interest/opinion on him as a man. His statements may be fact, but I disagree with his conclusion(s).

That said, it's pretty darn cool that Paragon Studios could release an expansion that prominently vilifies the in game persona of their ex-boss!*

*completely tongue-in-cheek here.


 

Posted

Quote:
Originally Posted by Liquid View Post
I don't know what the deal was with that split outside of the very vague details from interviews in Forbes and Gamasutra, but I do know that everyone acts like Jack invented CoH, and I think it's really weird.
Thanks for the lead on that bit of CoH lore. Dakan's interview with Gamasutra about the early days is fascinating, even though some of the circumstances are rather murky. Emmert, to his credit, seems to be fairly consistent about giving credit for the idea of CoH to Dakan in various interviews (though not entirely). Emmert's ego and media accessibility have no doubt contributed to the misconception about his role in the origins of the MMO. (Ironically, that also sounds like former Cryptic and Blizzard employee Bill Roper.)


 

Posted

Quote:
Originally Posted by Durakken View Post
Revisionist history much...

Cryptic's dev team was shifted from CoH to MUO. NCsoft had nothing to do with the dev team being reduced. NCsoft viewed this as a bad business, having 2 games that are in direct competition, which it was so NCsoft bought out Cryptic.

Once NCsoft bought out Cryptic they started hiring new people.

And yes, taking on MUO and moving all the dev resources to that game WAS Jack's call. The same way when CO was done they moved all resources to STO and now that STO is done they moved all the dev resources to the new title.
At least I actually know the history I am talking about. The downgrade in devs was not because of shifting MUO, it was the other way around. CoV came out and barely added any subscribers (we all know this) so NCsoft cut the funding. Jack now had all these people who were working for him who he did not have any money for. The MUO deal happened BECAUSE NCsoft cut them and Jack didn't want to lay people off.

Jack is not the enemy here. Economy is.


 

Posted

Quote:
Originally Posted by LegendaryJMan View Post
At least I actually know the history I am talking about. The downgrade in devs was not because of shifting MUO, it was the other way around. CoV came out and barely added any subscribers (we all know this) so NCsoft cut the funding. Jack now had all these people who were working for him who he did not have any money for. The MUO deal happened BECAUSE NCsoft cut them and Jack didn't want to lay people off.

Jack is not the enemy here. Economy is.
And that's why he has done it twice more? I'd be willing to believe you if that wasn't the case but it is so what you're saying is not believable.


 

Posted

Didn't really see much talking smack in that OP quote, just someone saying he has made mistakes and learned from them. And, really... first impressions making a difference is quite true.

However, Jack has talked smack in some interviews. Though I think most of those were when he was touting Champions Online, and I think he did that just to show how CO was better and different. Still, I didn't take kindly to it. I think he could have touted CO without being down on CoH. I haven't heard anyone at Paragon studios say anything close to what he did about another game in an official interview like he did, and I think that speaks a lot to why I like our current set of devs and Paragon Studios more than him.

I like that he's enthusiastic, that's great... but I don't like how he designs a lot of things or how he sells them. Some of his unpopular decisions at CoH were needed (ED and the like), but how he sold them was terrible. He's so hit or miss on everything that I find myself always distrusting him and not really liking him, either. I'm sure we could have fun chatting about a lot of things as he seems fairly nice, but on games and PR, we're in much different corners.


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory

 

Posted

Quote:
Originally Posted by Medic_brietz View Post
"Coming out of City of Heroes we launched to great acclaim, we got a lot of publicity, everybody loved it, but we didn't have crafting and we didn't have PvP. All there was to do was fight. Over the years everybody pinged us on this. We added PvP and didn't really gain any subscribers. We added crafting and we gained roughly ten thousand subscribers for three months and then it went back down. So in the grand scheme of things, what I learned is, if you didn't have a feature at launch, you might as well never have it. Whatever you're going to have at launch defines you as a game."

there are other quotes and links and such. just google the name and read. anyhow, i completly disagree with this line of thinking. On another note, wasnt there a list somewhere of things that would never happen in city made by someone a while back?
how many of these things have happened over the years?
He's entirely right. None of the additions have added any significant lasting subs.

In today's MMO market you are indeed what you are at launch. There is too much competition and too much communication between people to get away with things like CoH did when it launched. Which on that note, this game would have tanked as hard as any we've seen in the last couple years if it were to launch now as it originally did. Something to think about for some people...maybe.

That isn't to say you shouldn't add features, you just shouldn't expect them to bring in many lasting new players beyond the normal churn. Marketing brings in new players in excess of the expected flow, not new features. New features can help marketing do their job, but isn't a necessity.


 

Posted

Quote:
Originally Posted by Nicetry View Post
That isn't to say you shouldn't add features, you just shouldn't expect them to bring in many lasting new players beyond the normal churn. Marketing brings in new players in excess of the expected flow, not new features. New features can help marketing do their job, but isn't a necessity.
Indeed, I would think added features/improvements would go towards maintaining the existing player subscriptions (and perhaps reclaiming lapsed subs) more than gaining new ones.


Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound

 

Posted

Quote:
Originally Posted by Pebblebrook View Post
Yeah, i know they used the same engine for both. That's where one of the fears from the boards that STO was just Champions with a trek skin came from.
It's not JUST CO and STO.

They're using an evolved version of the same engine they used for CoH.



-np


I see myself as witty, urbane, highly talented, hugely successful with a keen sense of style. Plus of course my own special brand of modesty.

Virtue: Automatic Lenin | The Pink Guy | Superpowered | Guardia | Guardia Prime | Ultrapowered

 

Posted

Quote:
Originally Posted by Durakken View Post
And that's why he has done it twice more? I'd be willing to believe you if that wasn't the case but it is so what you're saying is not believable.
I'm not sure how you find someone leaving 15 people to run the only game that is making the company money and taking everyone else to work on a game for a company that just sued them more believable then funding getting cut and having the head of the company scramble around to make any deal he could to keep his people employeed, even if that meant making a deal with a company that just sued him.

Also I think you are projecting the idea of moving people from one project to the next on him. If you go look at their forums they have the same yellow names there they always have. You do not see the yellow names from one game posting on the next game's forums. The devs are not interchangeable, and have been the same devs the entire time. The only people I see that are interchangeable are the community team.

Unless you are talking about QA people. I guess taking the majority of QA personal and having them focus on the new product in development over having them focus on the product that was already tested and is live could be considered dirtbaggery.


 

Posted

Jman, i think i see where you're going with this, and it makes total sense.

So your premise is that NCsoft told Cryptic to stop supporting CoX and go find something else (not tied to NCsoft) to go work on? "Hey, that game you made for us? It sucks, so why don't you go find something else to do while we wait and see if it goes belly up with minimal support. Maybe you should go see about making a directly competing product for a company that sued us the other year."

Sure, totally plausible. Certainly more plausible than Microsoft and Marvel thinking about hiring a company that had already made a successful superhero themed MMO to create a product for them. Edit: It certainly would have nothing to do with Emmert stating in interviews that he envisions Cryptic as an MMO factory that keeps cranking out new MMOs.

The fact that some time afterward NCsoft bought the rights to CoX and hired the skeletal team that had been left to work on it away from Cryptic and then proceeded to more than quadruple the Dev team certainly lends credence to the theory that NCsoft had demanded Emmert pull most of the staff off of CoX because they had panicked at the thought of having a successful Western MMO that was making them money and wanted to kill it before the revenue tempted them too much. Obviously by that point it was too late and despite their desire to avoid profitability they succumbed to the mysterious mindwarping effect of CoX and resigned themselves to investing in and getting money from it.


Dr. Todt's theme.
i make stuff...

 

Posted

Also you know... kinda funny thing... that is not how game companies work and NCsoft is a publisher with subsidiary (is that the right word) developing companies. Cryptic was never part of NCsoft and would have had no way to "cut funding" as NCsoft would be contractually obligated to only give Cryptic x amount of money when Cryptic reached x goal and obviously they split the profits from the game according to contractual agreements.

When NCsoft found out about MUO NCsoft bought out the trademark which gave them full right to the CoH game, code, characters, and obviously all the profit. Cryptic needing their engine for their next game obviously held onto that which is why Cryptic's logo is still on here and the deal was either "forever" or for a limited time, perhaps 5-10 years. Now if it's the former doesn't really matter, but if it's the latter it explains the CoH2 thing as I doubt that NCsoft wants Cryptic's logo on there if they don't have to.

NCsoft also hired and set up a new subsidiary company/studio which is now called Paragon Studios which is directly funded by NCsoft which is quite a bit more convenient for a developer probably because they have access to more resources and it's a lot easier to go to a company that your profit is directly related to and ask for more money for something.

As far as the suit goes, Marvel sued both companies. And after words realized that hey we could get a game out of these guys. Marvel probably cut NCsoft from this idea because #1 Korean company, #2 likely had a deal with MS already in place and/or #3 MS might have asked for less of the profit margin than NCsoft would have (this would have been easily figured out because this type of thing would have had to have been brought up in court to figure out what and who owes what if anything). NCsoft had at least 1 good reason to do what they did to Cryptic (Cryptic was bad business) and like 3-4 others. I would even go so far as to say that Marvel/Microsoft likely pulled out for that exact reason, they saw Cryptic's practices with CoH, probably discussed with them their future plans after CoH was sold, and they realized that it was just really stupid to be in bed with Cryptic. CO they had to buy to get to make that game and STO they got out of luck and the fact it was already dragged through the mud...and let's not go into Atari v.v


 

Posted

It should be noted that Jack is right in the regard that an MMO's success can be weighed at how successful it is at it's release. No amount of life support and bandaging can truly repair the damage caused by a bad launch, as official reviews and word of mouth rarely change from the first impression and tend to linger for farther longer than they are relevant. Even WoW as successful as it is can't escape the harmful effect of bad press, even if the issues people found distasteful at it's release were already resolved.


 

Posted

Quote:
Originally Posted by NinjaPirate View Post
It's not JUST CO and STO.

They're using an evolved version of the same engine they used for CoH.



-np
I'm pretty sure the new Cryptic engine is a completely new engine, or pretty close to it. It doesn't even use the same API as the old one.


 

Posted

Quote:
Originally Posted by Warp_Factor View Post
I'm pretty sure the new Cryptic engine is a completely new engine, or pretty close to it. It doesn't even use the same API as the old one.
Having spoken with one of the Cryptic Devs, it is in fact an evolution of the same engine.

There's obviously been some changes, updates, alterations, but we specifically discussed the Camera Tool for filming in-game movies, and he mentioned the code for it was actually still in the Star Trek game engine left over from when it was the CoH engine, just not turned "on", and that he'd been updating it, adding features.

Public part of the conversation: http://forums.startrekonline.com/sho...40#post2343940

We had a few PMs about it as well, but those were mostly technical conversations on how to patch in the upgraded camera tool so I could test it out.


-np


I see myself as witty, urbane, highly talented, hugely successful with a keen sense of style. Plus of course my own special brand of modesty.

Virtue: Automatic Lenin | The Pink Guy | Superpowered | Guardia | Guardia Prime | Ultrapowered