Why does this guy constantly talk smack about the game I like so much?
It's not JUST CO and STO.
They're using an evolved version of the same engine they used for CoH. -np |
Yes, i'm sure upgraded but not the same, however, not sure what sparked your reply unless it was the "from scratch" context again. To clarify that was going from MUO assests to CO assets...i did say except for the engine i believe.
So your premise is that NCsoft told Cryptic to stop supporting CoX |
To pursue the cynical line of reasoning: Years later, now that you know you have an established game with an extremely fanatical population, you buy it out, and position yourself as the savior. The extremely fanatical fanbase is more inclined to look upon what you do with a favorable light.
Your sarcasm and intentional uncomprehension does you no favors.
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No, his premise is that NCSoft cut Cryptic's funding to skeleton crew minimal (personally and cynically, I suspect in order to set up the position in which they'd offer to buy out the game and devs later) which put Cryptic in the position of needing money and being open to deal making. NCSoft never gave orders, just said "Hey, we're paying you less and keeping the extra money". Because the deal they'd made would be something that actually made them money, they'd focus on that instead.
To pursue the cynical line of reasoning: Years later, now that you know you have an established game with an extremely fanatical population, you buy it out, and position yourself as the savior. The extremely fanatical fanbase is more inclined to look upon what you do with a favorable light. Your sarcasm and intentional uncomprehension does you no favors. |
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).
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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 |
We can read into it and say the Marvel/Cryptic game never came to fruition because of Cryptic, but that's just speculation. We'll never really know why that deal fell through, just like we have no idea why the Marvel/Sigil or Marvel/Vivendi games didn't work out. However, the common factor here is Marvel, so I have a really difficult time believing Cryptic is fully to blame for things.
There's this little thing called a contract that makes that impossible to happen and if it did Jack would have sued them so >.>
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According to Emmert, CoV brought in only 60k new subscribers. At the time - and this is critical - NCsoft was pouring a lot of money into Tabula Rasa and weren't hesitant in cutting down any title that wasn't making the desired money. CoH/V got caught up in that trap. TR was going to be the 1m+ subs title for NCsoft, so CoH/V's almost 200k players were small beans in comparison.
Cryptic had (or Paragon Studios, for that matter) little say over what NCsoft does. For instance, I don't think they wanted NCsoft Europe shut down and their European personnel let go, but that happened anyway.
The intricacies of MS and Cryptic is also a grey area, but I understand that MS eventually wanted a guarantee that ChampO would sell over 100k units on the Xbox 360 plus 30% of the sub fee in royalties. So that was the end of trying to develop a MMO for the PC and Xbox 360 platform and a lot of wasted development time.
All that said, Cryptic now isn't the Cryptic that used to be. I understand around 30% of Cryptic's current full-time employees worked on CoH/V at one time or another, but there has also been significant growth (around 200 full-time employees now) and changes. For instance, Micheal Lewis, one of the Cryptic founders (along with Dakan and Emmert) is no longer the President - he's ceded to current CEO John Needham. It's split up into an 'engine' team (who work on developing the Cryptic Engine and toolsets) and then separate teams for each game, plus those working on projects for Atari.
Microsoft wanted a guarantee for WoW-level sub numbers, if I recall the discussions correctly. I believe the number tossed around was 1 million.
Also, this time period was about when Auto Assault was floundering around, trying to get an audience to extremely lukewarm critical reception, and eventually flopped all the way. If I remember right, at least.
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Microsoft wanted a guarantee for WoW-level sub numbers, if I recall the discussions correctly. I believe the number tossed around was 1 million.
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I think that was pretty much the problem with both Microsoft and Marvel. They want instant success, but they apparently don't know how to accomplish that themselves. That's likely why every MMO Microsoft has been involved in (with perhaps the exception of Asheron's Call) has been canceled or abandoned. For Marvel, they just seem to keep hopping from one studio to the next, hoping to find the golden goose.
The sad thing is, Microsoft's lack of luck with MMOs has seemed to translate into a significant roadblock to other developers being able to have their MMO on the 360. It's always seemed as though they are trying to protect that genre on their console for themselves. Perhaps this will change some when the PS3 starts having some success with MMOs.
I don't think it's a lack of luck stopping Microsoft getting a MMO on the 360. Every case I've heard, it seems that MS themselves are the stumbling block, insisting on sub fees on top of the game's sub
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Which is pretty much patently ridiculous if you look at MMO numbers over the years. WoW's numbers (which are an anomaly) aside, few MMOs have been able to cross the 1 million marker, and I don't think any title that has been released in the past 5 years has gotten anywhere close.
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I can sort of understand what he's saying since at the time, WoW's subs was increasing regularly for years until it plateaued recently, while most others tend to have an initial spike then trail off. How fast and hard it falls varies per game but still have a downward trend even if it's taking years.
Or maybe among other things, MS just had a lot of other games queued at the same time?
It's not like Microsoft is desperate for a game release or anything.
Microsoft's Shane Kim On 'Fable 2,' Why Marvel MMO Was Canceled And More
"I don't think it's necessarily a case of what went wrong," Kim told me. "I don't know that that's the right way to put it. For us we look at our priorities and all of the things we have to do. It's a tough space. It's a very competitive space. And it's a space that's changing quite a bit. Â…When we first entered into the development and agreement of the development of 'Marvel Universe Online,' we thought we would create another subscription-based MMO. And if you really look at the data there's basically one that's successful and everything else wouldn't meet our level or definition of commercial success. And then you have to look [and say]: 'Can we change the business model for that? Is that really viable given how far we are in development? And so forth. Does Marvel want to do that?' There's a whole bunch of factors." |
Which is pretty much patently ridiculous if you look at MMO numbers over the years. WoW's numbers (which are an anomaly) aside, few MMOs have been able to cross the 1 million marker, and I don't think any title that has been released in the past 5 years has gotten anywhere close.
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Anyone who's played Bungie's other games - particularly from the Marathon and Myth series - knows that Halo is no fluke. The games from Microsoft's subsequent purchases of other independent studios and co-ventures have never yielded the same order success simply because Bungie is one of those rare studios like Blizzard and Valve that is capable of creating megahits.
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I don't think it's a lack of luck stopping Microsoft getting a MMO on the 360. Every case I've heard, it seems that MS themselves are the stumbling block, insisting on sub fees on top of the game's sub
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Microsoft is hoping to strike gold with another game like they did with Halo. Unfortunately they fail to take into account that most poeple that play MMOs don't care to play MMOs on consoles, where Microsoft wants to put them with Xbox Live. Of course Halo's popularity was dumb luck to begin with.
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Also I wish that the Devs on CoH would play and mess with people like I've heard people say Jack used to, make GMs spawn and kill people and such... That's part of a game idea I've had, make the main villain a player of sorts that actually interacts... Imagine a Lord Recluse player that could run around Paragon City and spawn arachnos Soldiers or an archnos GM? That would be epic... |
They'd sometimes suddenly show up on big The Cape Radio events, and give people yellow titles, or events in general, they still sometimes do, so even with him gone, it happens.
I think Hamidon spawned in Pocket D once... much death was had
Anyone who's played Bungie's other games - particularly from the Marathon and Myth series - knows that Halo is no fluke. The games from Microsoft's subsequent purchases of other independent studios and co-ventures have never yielded the same order success simply because Bungie is one of those rare studios like Blizzard and Valve that is capable of creating megahits.
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In a way, Halo is a lot like Twilight in that regard. You take something that is mediocre or average overall and make it popular by monopolizing it in an area where there is no competition to hamper it.
Also I wish that the Devs on CoH would play and mess with people like I've heard people say Jack used to, make GMs spawn and kill people and such... That's part of a game idea I've had, make the main villain a player of sorts that actually interacts... Imagine a Lord Recluse player that could run around Paragon City and spawn arachnos Soldiers or an archnos GM? That would be epic...
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Many of the zones had toggles a GM could trip to trigger zone-wide events, like the sky turning blood red and all the normal zone creatures changing to zombies & skeletons. GMs could also spawn most monsters and take control of them to rampage around.
-np
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Everquest used to do this kinda thing pretty frequently.
Many of the zones had toggles a GM could trip to trigger zone-wide events, like the sky turning blood red and all the normal zone creatures changing to zombies & skeletons. GMs could also spawn most monsters and take control of them to rampage around. |
I think having a GM interact with players in a pocket dimensional nightclub is a much cooler and laidback way to go.
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This is mainly because it was widely regarded as inferior or a step backwards from popular PC FPS titles like Quake, Unreal, and CoD. However not releasing it on PC avoided it being compared on the same level as those titles and the bad press that would come of it.
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In any case, Halo's tangled early history tells us a lot about how video game development and corporate business can muddy up a title's history. There are bound to be some developers who will take advantage of this for self-promotion.
When then-independent Bungie first unveiled Halo in 1999, the game was to feature unique vehicle combat and huge outdoor environments and was widely regarded having tremendous potential, between its sophisticated graphics, physics, and AI. It was clearly a quantum leap ahead of Quake and Unreal (the Quake engine-powered CoD wasn't even around yet). When Microsoft stepped in to acquire the studio, its development's direction was changed in order to adapt it for the X-Box as, improbably, a console FPS. No matter what one may think of that, Bungie succeeded in reaching an audience an order of magnitude greater than other entries in that field. (Personally, I mourn for the PC game version of Halo that could have been.)
In any case, Halo's tangled early history tells us a lot about how video game development and corporate business can muddy up a title's history. There are bound to be some developers who will take advantage of this for self-promotion. |
Everquest used to do this kinda thing pretty frequently.
Many of the zones had toggles a GM could trip to trigger zone-wide events, like the sky turning blood red and all the normal zone creatures changing to zombies & skeletons. GMs could also spawn most monsters and take control of them to rampage around. -np |
The relevant point for this thread, however, is that the actual development of a game in the context of its era blurs pretty quickly in the gaming public's mind and is often misrepresented by the designers later in their careers. Bungie is unusual in that although its founders later split up after the Microsoft buyout and the studio itself would return to independence, its alumni have never really talked smack about each other or their one-time parent company or come out with competing versions of their games' histories. It would be nice if that were the norm in the gaming industry.
I would love for CoH, STO, or CO to come up with a ton of new payed expansions to justify the continued employement of their designers, but as CoV, Vibora Bay and in part Going Rogue has shown payed expansions are not taken well by many established players of an MMO...who want to keep getting things for free. Free means you can't make enough to justify the workforce.
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Which is what microtransactions eventually "feel" like.
If subs drop to the point that it's no longer adequate to fund development, that's still a bad sign for the consumer.
But either way, of course there's always some that would not like having to pay more but if expansions are infrequent and contain a substantial amount of features, it wouldn't be received as badly.
Back in my EQ days they had expansions like once a year there abouts, but i didn't mind them because each of those felt like they had several months or more of things to do and explore.
That doesn't seem to be the case in recent times except for a couple of games' expansions.
If GR had Praetoria as a full 1-40 level content (subsequently going to 50) in the next issue, then i think it would've been fine for the most part.
[edit] By "fine" i mean player reception. I think the sales of GR did well since they said about 75% of the active playerbase bought it, which should result in a spike in this quarter's sales figure. Which this year's was down to maybe half of what the normal sales was in past years.[/edit]
NCSoft's sales more than doubled for the quarter that CoV was released.
Quarter Sales
Sep-2005 6,412
Dec-2005 15,706 (CoV)
Mar-2006 6,523
CO was already viewed as extremely lacking in content at launch which included a large content hole which Vibora bay filled except Cryptic tried to ask for more money for it. (Trying not to delve into Cryptic's MT tactics hehe)
When you're game is fully explorable with a character pretty much in a month you're not going to get re-uping of subs from a vast number of people.
I think if CoH went to a free to play with yearly or bi-monthly expansions/booster packs it and or an expanded store... they'd probably make more money overall but meh.
Jack is not the enemy here. Economy is.
When CoV launched it had the highest monthly server access numbers to date (of course not sure about GR's effects since they stopped publishing numbers) but it was even higher than at CoH's launch.
It did last about a year though before it dropped below CoH's launch numbers. Maybe perhaps because of the same reasons the red side is not favored today...not sure.
That lowest point in 4Q 2004 coincides with WoW's launch in october.
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By lowest/highest, i mean up until the time they stopped publishing numbers, obviously. The last number they published for 3Q 2008 of 124,939 was close to the lowest so not sure if it went lower after that.
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NCSoft IR Quarterly Reports
Quarter Monthly Server Access Issue Issue Release
Jun-2004 169,925 1 June 29, 2004
Sep-2004 163,053 *2 September 16, 2004
Dec-2004 124,435
Mar-2005 140,481 3 January 4, 2005
Jun-2005 162,922 4 May 4, 2005
Sep-2005 150,068 5 August 31, 2005
Dec-2005 194,000 **6 October 27, 2005
Mar-2006 171,951
Jun-2006 171,000
Sep-2006 172,420 7 June 6, 2006
Dec-2006 154,953 8 November 28, 2006