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During the MMO rush due to WoW successes there were lots like Tabula Rasa, Star Wars Galaxies [1]. Curt Schilling was even part of one that entangled Rhode Isla
by drawkbox 9y ago
During the MMO rush due to WoW successes there were lots like Tabula Rasa, Star Wars Galaxies [1]. Curt Schilling was even part of one that entangled Rhode Island state funds at 38 studios for Copernicus. [2] Cheyenne Mountain, where I worked for a while on Unity games, unfortunately never released Stargate Worlds MMO and burned through 10s of millions, I think 60-70 million by the end. The main problem was warring design teams, new tech not ready for primetime and builds not happening early and often and really Unreal wasn't the best for large MMOs back then (UE3). A recent article "Confessions of an Unreal Engine 4 Engineering Firefighter" highlights not using continuous builds as being a big problem in failed games [3]
> Make Builds and Test Them: Imagine a game has a 2-year development deadline. Imagine the first playtest happening 1 year and 9 months into development. This happens. Make regular builds of your game and playtest them, even starting from week one. If you are a serious game development company, you probably should have an automated build pipeline of some sort. Pro-tip: Automation is cheaper and more effective than human labor.
Large games like this are generally smarter today taking it to market with smaller teams and getting funding and alpha/beta feedback all along the way. Fortnite for instance has been in development with available builds for Epic using Unreal Engine 4 almost since inception and became a better game for prototyping/early and often releases.
[1] https://www.pcgamer.com/the-biggest-mmo-failures-in-history/ https://www.pcgamer.com/the-biggest-mmo-failures-in-history/
[2] https://en.wikipedia.org/wiki/38_Studios https://en.wikipedia.org/wiki/38_Studios
[3] https://allarsblog.com/2018/03/16/confessions-of-an-unreal-engine-4-engineering-firefighter/ https://allarsblog.com/2018/03/16/confessions-of-an-unreal-e...
- EamonnMR 9y agoI don't know the story behind it, but fortnight was adapted into a PUBG type free-for-all mode which seems to have helped its popularity. Being able to jump on a trend like that so quickly shows impressive flexibility. They didn't need to make a whole new game to cash in, the ROI is probably crazy.
- drawkbox 9y agoYeah I would say Fortnite was influenced by Overwatch and PUBG and maybe even Splattoon, but originally probably started out as Epic's Overwatch type game that Blizzard was successful on.
- plopz 9y agoStar Wars Galaxies came before WoW, better examples would probably be Rift, Age of Conan, Warhammer Online or Aion
- drawkbox 9y agoYou are right though World of Warcraft and Starwars Galaxies came out around the same time (mid 2003, late-2004). I should have said Everquest (1999) as that one really started the craze leading to WoW. But the WoW success is what led the insane MMO bubble/hype as it broke all types of records and everyone wanted to be the next World of Warcraft. When I worked at Cheyenne Mountain on Stargate Worlds, part of the job was understanding WoW and playing WoW to level 70, then 80 on Wrath of the Lich King, our CEO had done it twice, everyone there played WoW because everyone wanted to replicate it. Turns out WoW was an outlier not the norm or the future, but every game company wanted subscription money not one and done purchases and it led to tons of investment and hype. Sony even couldn't replicate Everquest with Everquest 2, Planetside nor Starwars Galaxies, though I loved Planetside.