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Wish Cancelled

Shockeye writes "According to Mutable Realms' website, the Wish project has been cancelled after 'careful consideration of all the facts and analyzing all the data which we have gathered from the Wish Beta 2.0 test.' The beta test for the Wish project will close at 6pm EST. According to the message it also seems Mutable Realms will be closing as well. You can view the short message here, and over at f13.net we are discussing the latest casualty to the MMOG scene."

238 comments

  1. Wish in one hand, spit in the other by stratjakt · · Score: 5, Funny

    and just see which fills up first.

    That's all I have to say about it.

    --
    I don't need no instructions to know how to rock!!!!
    1. Re:Wish in one hand, spit in the other by shawn(at)fsu · · Score: 1

      I don't care if this was modded flamebait. This was funny.

      HA

      Prolly becuase my dad said it to me all the time growing up.

      --
      500 dollar reward for tip(s) leading to the arrest of the person(s) who stole my sig.
    2. Re:Wish in one hand, spit in the other by Anonymous Coward · · Score: 0

      The engine itself is closed source. Not gonna happen.

  2. Open it then? by Squareball · · Score: 4, Insightful

    Maybe they should open source it since they are just going to scrap it anyways??

    1. Re:Open it then? by Sleetan · · Score: 1

      That would be ideal, but then there wouldn't be that slight shred of hope that someone will want to pay lots of money for the rights.

    2. Re:Open it then? by Eravnrekaree · · Score: 1

      I think it would be a great thing if they did opebn source this, it is quite likely that someone might want to continue developing the software and improving on it. If they did open source, they may even still be able to make money from it by providing subscriptions to the service they could provide with the server.

    3. Re:Open it then? by adeydas · · Score: 1

      That's a good idea only that they won't do it.

    4. Re:Open it then? by Negatyfus · · Score: 1
      Not that it will happen, but this would be interesting, because:
      - Wish utilizes highly advanced server technology that allows all of our players to play in one giant world. We are also the first massively multi player online role playing game that truly tells a story and lets player actions have lasting implications on the world. At launch we employ a dedicated Live Story Team, whose singular purpose is to keep the story moving forward. Players will never see a generic quest repeating over and over for anyone who wants it. In Wish, once something is done, it is actually done.

      I have no idea to what extend they succeeded in this (perhaps they failed utterly, judging from their demise), but isn't this what many MMORPG's try to do, or promise, but none ever succeeded to a satisfactory level?

      It would be interesting to see how a bunch of rabid open source zealots handled this kind of technology.
    5. Re:Open it then? by AvitarX · · Score: 1

      The problem is I can probable complete a quest qiuicker then youi can come up with one, unless they are boring randomly generated ones (like random caves in Diablo2).

      I will not pay 3 dollors an hour to pay for someone in some random country to follow me around in game DMing for me.

      The only way for this to work is community driven with DM players that arn't assholes and work for free. I am told there are NWN servers like this (but not massive in the same sense of the word).

      --
      Wow, sent an e-mail as suggested when clicking on "use classic" banner, and got a fast response that addressed my msg
    6. Re:Open it then? by Drewcifer · · Score: 1

      In some sense they have. The middle-ware that did all of the heavy-lifting is avialable under the GPL from ZeroC

    7. Re:Open it then? by ArmpitMan · · Score: 2, Informative
      From the FAQ:

      1.3 - What is the "Wish Engine"?

      The Wish Engine is the software that powers the ultra-massive world of Wish. It is based on ZeroC's Ice technology. Mutable Realms licenses this engine to other online games. Sui Tang Online, developed by Shanghai Cartoon and Shanghai Animation Studio is the first title besides Wish that also uses the Wish Engine. See our press release for more details.

      Income from licensing the engine would be a pretty good reason to not give it away, hmm?

  3. Perhapps a good thing by PktLoss · · Score: 5, Interesting

    This may be a blessing in disguise for productivity in the world. World of Warcraft has destroyed me, missed deadlines, angry phonecalls from editors etc. I ended up emailing the .exe to a friend, gave the CDs to another and begged them both not to give them back for at least a fortnight. Then wasted 2 hrs trying to crack her gmail password.

    The lack of another MMORPG out there may just mean I get this book out on time :).

    1. Re:Perhapps a good thing by Orgazmus · · Score: 2, Funny

      I just want you to know that Anarchy Online has a free 1-year trial
      *evil grin*

      --
      The system had the verbosity of HTML combined with all the readability of compiled assembly viewed as bitmap images
    2. Re:Perhapps a good thing by Shinsei · · Score: 1

      Unless you are being ironic (which I most sincerely hope you are), I believe I have to reevaluate my opinion of what an "addict" is...

      --
      God does not play dice - Albert Einstein
    3. Re:Perhapps a good thing by pHatidic · · Score: 5, Funny

      If you are that addicted to world of warcraft, imagine how fucked up your life would get if you tried a good game...like nethack.

    4. Re:Perhapps a good thing by KDan · · Score: 1

      And that illustrates pretty well why I don't want to play these games anymore. I learnt my lesson with MUDs. BTL is a dangerous game...

      Daniel

      --
      Carpe Diem
    5. Re:Perhapps a good thing by dubstar · · Score: 1

      Bah.. AO blows in comparison with World of Warcraft, thats probably why they have to give away trial accounts. I honestly thought I was done with these MMORPG's after a friend convinced me to try City of Heroes and it ended up being one of the lamest games I have ever played. As it stands I have WoW running in the background right now.. and I can feel myself starting to twitch from being away for long enough to post this message.. I don't think I have even read /. in almost a week! AHHHHH!

    6. Re:Perhapps a good thing by bob65 · · Score: 2, Interesting

      Um - if this is really true, then I think you have much bigger problems than World of Warcraft. There are lots of other things you can get addicted to in this world - you can't avoid all of them forever. Sooner or later, the same situation will occur again, but maybe with a different subject other than a MMORPG. Personally I'd go see a psychiatrist or something.

    7. Re:Perhapps a good thing by UpnAtom · · Score: 1

      "My name is Dave and I'm a computer games addict. It's been 52 days since I deleted every last one and threw out the CDs."

      As a hypnotherapist, I think that nicotine addiction is taken too seriously. It's plainly not addictive in my client's experience - most withdrawal symptoms are due to the nocebo effect & behavioural adjustment.

      But computer game addiction should be taken more seriously. I never grew out of my childhood excitement for a new game.

      Damn, now I want a fix... ;)

    8. Re:Perhapps a good thing by agraupe · · Score: 2, Informative

      That has the added bonus of being able to be played over SSH from any Internet connection with Mindterm Java SSH client. Addiction galore, for the weak minded at least (I play it once every few days, but no more).

    9. Re:Perhapps a good thing by Quobobo · · Score: 1

      You too? I just decided to go cold turkey.

      After a couple days of breaking my "no more than 2 hours a day" resolution, I gave everything my character owned to a friend. Amazing game, but it really is too addictive (not blaming anyone but myself of course, just saying). Playing a game you can't win but are rewarded for spending time doing even mundane things in sucks up your life!

    10. Re:Perhapps a good thing by paulkoan · · Score: 2, Informative


      Don't forget, it is also on PocketPC, so you can play it 24 hours a day, whereever you are.

      And just down a potion of sleep if you get a bit tired.

      --
      This signature intentionally left blank
    11. Re:Perhapps a good thing by Anonymous Coward · · Score: 0

      Perhaps you should show this post to your mom. Maybe she'll keep a closer watch on your allowance from now on. At the very least she should get you enrolled in a support group for obsessive anti-social people.

      Is it fun paying a company to help you avoid the real world? I bet it is.

    12. Re:Perhapps a good thing by tedrlord · · Score: 1

      You're a bastard. A terrible, terrible bastard. I applaud you.

      --
      [insert witty quote here]
    13. Re:Perhapps a good thing by SilentChris · · Score: 4, Funny

      "Funny" indeed. Who are all these old fogies that push Nethack everytime someone mentions Wow on Slashdot? :P

    14. Re:Perhapps a good thing by Boronx · · Score: 2, Interesting
      Huh, my four year old son has learned the alphabet (except c and v and other unused chracters) from playing nethack, as well as the vi movement keys because he plays on a laptop.

      It's interesting that he can get four or five levels into the game with out even knowing that there's any combat going on.

    15. Re:Perhapps a good thing by Boronx · · Score: 1
      I've never grown out of that excitement either, but I have grown out of the ability of enjoying them for more than a few minutes.

      So while my game addiction still hurts my bank account, it doesn't eat up my time. Or wouldn't if I didn't spend hours reading about cool games on Slashdot that I'll never bother to play.

    16. Re:Perhapps a good thing by Kjella · · Score: 2, Funny

      Huh, my four year old son (...) It's interesting that he can get four or five levels into the game with out even knowing that there's any combat going on.

      No, that's not it. He's just desensitized to violence already. That's what all the fancy graphics do. ;)

      Kjella

      --
      Live today, because you never know what tomorrow brings
    17. Re:Perhapps a good thing by Anonymous Coward · · Score: 0

      Maybe 20 years ago...

    18. Re:Perhapps a good thing by maxwell+demon · · Score: 1

      Just don't drink that potion of addiction, and try not to play it with a cursed keyboard ...

      --
      The Tao of math: The numbers you can count are not the real numbers.
    19. Re:Perhapps a good thing by Anonymous Coward · · Score: 0

      Only old people play nethack.

  4. Releasing code? by moz25 · · Score: 4, Insightful

    What is the exact reason for cancellation? Is it financial or what? Does it make sense to continue this project under e.g. the GPL model?

    It's a waste to let all the hard work just be for nothing.

    1. Re:Releasing code? by Minwee · · Score: 4, Informative

      I don't know the inside details, but they opened up their beta test to something like 10,000 people on January 1st while promising 58,000 more that they would get in as the week progressed.

      Eight days later the project is cancelled.

      Sounds like somebody got their first bandwidth bill.

      In the gaming world today almost nobody actually owns the code they work with so pipe dreams like GPLing failed projects just won't happen. The $100,000 that you paid to license somebody else's middleware only give you the right to use it for a year, not to give away the source code for free. Ripping out all the proprietary, licensed bits means a lot of hard work for absolutely no return on the investment.

      The people who pay for this kind of development really hate footing the bill for that kind of thing.

    2. Re:Releasing code? by mattwarden · · Score: 1

      Sounds like somebody got their first bandwidth bill.

      Ouch. Good thing they weren't slashdotted.

    3. Re:Releasing code? by Midnight+Warrior · · Score: 2, Interesting
      If the vendor had planned it, from the outset, to be able to live past their ability or desire to support the product, then perhaps the world could live on. Per my Virtual World Bylaws page, this is one of the primary rules which must be followed if an author's dream world is to be realized. I don't propose a solution, only that without solving this fundamental, doom is certain. The additional point above is well made by mentioning that the graphics engine is a big deal.

      1. The world must be able to exist when the vendor loses interest and shuts down the hardware.

      Peer-to-peer networking is an excellent example of letting a good thing keep running even when somebody wants it to come down. The same resiliency should be applied to virtual worlds. Distribute the servers that manage the virtual areas or worlds and localized hardware problems only mean a degredation in service.

      Likewise, folks who are open with their underlying engine will find their technology replicated so that the world continues without them. Find a balance with openness and intellectual property or risk having your worlds be meaningless six months after creation. Note the difference between a graphics engine and an object interaction/scene description engine.

      Vendors around the world will testify that customer service is the hardest part of MMOGs. No vendor wants to keep a customer support team paid and trained for 300 total players. If the technology is open, then those 300 players can play when they want and they will be expert enough to keep it running.

      But what about artwork and the licensing that goes with it? Yes, that is a troubling sticky point. So what I recommend is that at the moment the vendor decides it's time to abandon, they exercise a clause they signed with all the graphic artists that says all royalty payments stop when the support section for that world closes. The artwork should then be released under something like the Creative Commons License (http://creativecommons.org/). This ties the company's profit line to the royalty distribution, if one exists at all, and as long as the venture is profitable to someone, the artists involved should be compensated.

    4. Re:Releasing code? by Anonymous Coward · · Score: 0

      You're assuming that people do this for the 'world', and not simply the money.

    5. Re:Releasing code? by Bios_Hakr · · Score: 1

      That excuse always seems like a cop-out. I've got an idea: release what you can and add detailed comments about what's left out. That way, someone will come along and read the comments and decide if it's worth it to code the missing sections back in. To me, it seems really easy. There are always issues with art and code. To say you won't release 90% of a project because 10% is licensed is crap.

      --
      I'd rather you do it wrong, than for me to have to do it at all.
    6. Re:Releasing code? by Snaller · · Score: 1

      I don't know the inside details, but they opened up their beta test to something like 10,000 people on January 1st while promising 58,000 more that they would get in as the week progressed.

      Eight days later the project is cancelled.

      Sounds like somebody got their first bandwidth bill.


      Naa, surely they know the greed of the american ISP's - it sounds more like they threw a party but nobody showed up.

      --
      If Google really cared they would fix Android Chrome to reflow text, instead of discriminating
    7. Re:Releasing code? by stg · · Score: 1


      I've seen way too many projects (not many games though) where 90% was licensed (components, libraries, content) and 10% was the particular project's code.

      There isn't much point on releasing even that 10% since it will probably be shaped to use those libraries, and will have to be rewritten extensively anyway.

      Also, as someone else already pointed out, who is going to pay for the *careful* review of the code, to make sure nothing that isn't theirs is released? They are liable for any mistakes, so they can't just screw up and get away with it.

    8. Re:Releasing code? by sakshale · · Score: 1
      Peer-to-peer networking is an excellent example of letting a good thing keep running even when somebody wants it to come down.

      Hmmm.... What about a peer-to-peer Neverwinter Nights server?

      --
      For every problem there is a solution that is simple, obvious and wrong.
  5. Well by FiReaNGeL · · Score: 4, Interesting

    Judging from this screenshot, I think I can see why. Sure, graphics ain't everything... but competing with WoW and EverCrack2 (to a lesser level) isn't easy... I hope they had a GREAT gameplay to compensate for such... graphics.

    From their FAQ : "No decisions have yet been made on the specific pricing, but you should not expect Wish to be on the cheap side. We want to compete..."

    1. Re:Well by Anonymous Coward · · Score: 0

      Looks like shit to me.

    2. Re:Well by Anonymous Coward · · Score: 1, Interesting

      "No decisions have yet been made on the specific pricing, but you should not expect Wish to be on the cheap side. We want to compete by offering the most immersive online experience possible, not by being the cheapest. Furthermore, to support our "Live Story Content", we have to support a full-time staff of Game Masters, whose singular purpose is to entertain the players."

      I'm sorry but anybody that takes that attitude is just sending their company down the tubes. To compete with WoW and Evercrack 2 you need to be at least on par with their fees and ideally less. It's going to be hard since they can both afford to operate at a loss for a short period of time.

    3. Re:Well by KDan · · Score: 1

      As one who spent countless hours playing on MUDs back in the days, I can assure you that yes, when it comes to MUDs (graphical or not), gameplay is everything.

      Daniel

      --
      Carpe Diem
    4. Re:Well by TomorrowPlusX · · Score: 1

      It would seem that was just a really ugly screenshot. Some of their other stuff -- particularly trees and grass -- look pretty good to me. Oh well. I don't play these games anyway. But I have been trying to add trees and grass to a game I'm writing and have found it isn't easy...

      --

      lorem ipsum, dolor sit amet
    5. Re:Well by MiceHead · · Score: 2, Interesting

      ...to compete with WoW and Evercrack 2 you need to be at least on par with their fees and ideally less.

      Underpricing is more important for commodities and less so for something like an MMORPG. I don't think that (say) a game with a monthly fee of $5 less than WoW's would entice anyone to switch to them. There's also the matter of perception-of-quality -- I would guess that most people, upon seeing a $4.95/mo MMORPG would turn their noses up at it.

      Conversely, if there are gameplay elements that make the game worth $14.95, consumers would probably be willing to pay a few dollars more.

      There are, of course, limits to this. If you're going to charge $50/mo for a subscription, you'd better either a) provide something pretty amazing, or b) disassociate the subscription fee from actual money. (Ever been to Dave and Buster's? When you walk in, you buy credits, then use arbitrary numbers of credits to play games. They disassociate the cost of playing a game from actual money. So, while you're probably paying $2.50 for a game, it doesn't feel that way.)

      As a corrolary to this, in the early '90s, I used to work for a company that charged $6.95 an hour to play its online game, (with a $3/hr connection surcharge). This was pretty standard. We had a few flatrate customers who paid a whopping $1,000/month for unlimited access. Yeeaaaugh!

      As a result $14.95 never seemed so bad to me.
      __________________________________________
      Inago Rage - Our first-person shooter

    6. Re:Well by pcmanjon · · Score: 1

      " Judging from this screenshot, I think I can see why. Sure, graphics ain't everything..."

      You picked the shittiest SS out of the bunch. You must remember, this is an early early beta. Should have seen the FIRST screenshots released from wOw they were all boxy and stuff 100x worse than this.

      If people want to see how the game really looked check out here http://www.mutablerealms.com/screenshots.php

    7. Re:Well by Jugalator · · Score: 2, Informative

      I was just going to post the same. There's more to a game than graphics, but decent graphics is pretty much a requirement today to attract the large masses of gamers, which is probably required to fund a MMORPG as well. With screenshots as abysmal as this , it being a beta is not really an excuse. These screenshots are for example from Guild Wars, which had a beta weekend event end today.

      Come on, it's a game for 2005...

      --
      Beware: In C++, your friends can see your privates!
    8. Re:Well by Cecil · · Score: 4, Interesting

      Uh, hate to break it to you, but those trees are much better than anything you'll see in World of Warcraft. In fact, most of the graphics in World of Warcraft wouldn't be any good at all if they hadn't slapped a slick-looking specular highlight shader onto most of the textures. That's basically the only difference graphically between WoW and Wish, and it's why Wish graphics look so flat in comparison.

      WoW is blowing away everything else because the gameplay kicks fucking ass, not because of its graphics.

    9. Re:Well by Jeremi · · Score: 2
      With screenshots as abysmal as this , it being a beta is not really an excuse.


      I'm almost embarrassed to say it, but all the linked screenshots looked perfectly fine to me. I guess my sense of game aesthetics is hopelessly outdated....

      --


      I don't care if it's 90,000 hectares. That lake was not my doing.
    10. Re:Well by pez · · Score: 1

      Was the "online game" in this case, perhaps, porn? I can't imagine anyone paying $6.95 / hour for, you know, just a regular game.

    11. Re:Well by Anonymous Coward · · Score: 0

      Times have changed. :) This was a commercial MUD.

    12. Re:Well by smileyy · · Score: 1

      Probably AOL/SSI's online game, Neverwinter Nights. At the time, they still had per-hour pricing.

      --
      pooptruck
    13. Re:Well by aztektum · · Score: 1
      What're you talkin' about? The model details are pretty high quality. It does need some help with textures and lighting though.

      More screens. The environments seem to be on par with SWG.

      Technically speaking the engine seems to be very competent.

      --
      :: aztek ::
      No sig for you!!
    14. Re:Well by teromajusa · · Score: 1

      I've played the beta. Wish's graphics are actually pretty good. Nothing too exciting, but on par with other mmporgs. Certainly good enough that people who liked the game play would have had no difficulty tolerating them. Remember, for a long time EQ was the most successful US mmporg despite having very outdated graphics.

    15. Re:Well by amokk · · Score: 1

      Too bad you're wrong.
      The Mac version has been suffering from fewer graphics options due to some sort of driver issues with ATI/Nvidia.
      Consequently, that specular shader isn't included with the mac version.
      Nevertheless, the graphics look far superior to those found in Wish.

      Hell, even when I run it on my under-spec Powerbook G4 800 mhz with a mobility radeon 7500 it still looks WAY better.

      --
      I think, therefore I am an Atheist.
    16. Re:Well by Stormie · · Score: 1

      I was actually going to post the same thing, but those screenshots don't really show what's wrong with Wish. I found the in-game graphics to be OK (not good, but OK), but the UI was just flat out abominable. Seriously, it was like playing something from the late 90's. Totally plain, ugly borders around windows, chunky non-antialiased fonts, no translucency or transparency on windows, so you couldn't have your chat window open, for example, without totally blocking a huge chunk of the game.

      I know it was beta, but it was dreadful, just dreadful, and the slickness of competitors like World Of Warcraft just rubbed salt into the wound. I'm by no means a graphics-whore (I've put in my years of playing Nethack), but this was so unpleasant that I couldn't push myself to play more than half an hour or so, despite being really quite excited at getting into the open beta. Didn't help that the server was up and down like a yo-yo either, I guess, maybe I would have played a little more if it was more stable. But on the whole, I just didn't see how I could beta-test it when there was really nothing I could say that was more constructive than "I hate this game".

      I'll tell you, though, one asset that they had locked in place was a well-honed team of fanboi forum flamers. Any criticism on the forums (even in the "Criticism" forum) was met with a torrent of abuse ending with "this is the best game ever, and if you're too stupid to appreciate it, ha! you'll have to carry on playing shit like WoW and EQ2, loser." Shame to see that go to waste.

    17. Re:Well by SilentChris · · Score: 1

      I disagree on the graphics slam. Blizzard has some extremely talented artists that have put hundreds of thousands of man-hours (if not millions) into their game's artwork. The book that comes with the collector's edition clearly shows that. Even on a system without the highlight shaders, the textures are crisp, beautiful and quite organic.

    18. Re:Well by Taulin · · Score: 1

      The fact is the Wow looks MUCH better. How they do it doesn't matter. What 'could' have been means Jack to what 'is'.

    19. Re:Well by cjHopman · · Score: 1
      "those trees are much better than anything you'll see in World of Warcraft"

      yeah?

      I agree, those trees look a lot better than the ones in this screenshot from WoW...

    20. Re:Well by Kysh · · Score: 1

      The gameplay was fantastic. The graphics were much better than that screenshot. They were going to be 'not cheap' because they were going to provide live GMs.

      Wish was finally a game that departed from the incredibly stupid simple boring MMORPG grind. It was actually a pleasure to play, not work.

      It was finally a game that assumed that the players were smart enough to actually exist on this planet-- Which was probably their only mistake in this whole process.

      This is a tremendous loss for MMORPGs; I'll have to continue trying to stay content with MUDs and EVE.

      -Kysh

      --
      --=:: Wings and tail and snout and scales of blackest night ::=- A dragon stands be
    21. Re:Well by Kysh · · Score: 1

      I agree.

      I sincerely wish the people out there architecting MMORPGs would just subscribe to the mud dev list and read the archives.

      EQ and the rest of these stupid MMORPGs out there on the market are trying to solve all of these problems all over again, rather than builing on all the data accumulated about people's gaming habits over the decades of successful text-base MUDs, many of which are vastly more entertaining and immersive than even the best MMORPGs out there on the market-- Most of which are still hideous level-grinds.

      We're back to the stone age, just with prettier rocks.

      -Kysh

      --
      --=:: Wings and tail and snout and scales of blackest night ::=- A dragon stands be
    22. Re:Well by Anonymous Coward · · Score: 0

      If they had enough fanbois, they should have gone the ATITD route: Skip Beta and charge $15/mo for a subpar product.

      Would at least pay the bandwidth bill, anyway, if they got a few thousand suckers.

    23. Re:Well by cgenman · · Score: 1

      Underpricing is more important for commodities and less so for something like an MMORPG. I don't think that (say) a game with a monthly fee of $5 less than WoW's would entice anyone to switch to them. There's also the matter of perception-of-quality -- I would guess that most people, upon seeing a $4.95/mo MMORPG would turn their noses up at it.

      There is also the existence of the monthly cost at all which is a cost. It's a difficult choice for someone to whip out their wallet and put in their credit card. If you were going to charge 4.95 with an expectation of 10 months of usage, why not just charge 50 bucks for the game and be done with it?

    24. Re:Well by Breakfast+Pants · · Score: 1

      "Remember, for a long time EQ was the most successful US mmporg despite having very outdated graphics." When EQ came out it had the best graphics of any MMORPG. They were dated compared to other games of the time but when M59, UO, and AC are your competition... Well I don't see your point.

      --

      --

      WHO ATE MY BREAKFAST PANTS?
    25. Re:Well by DAldredge · · Score: 1

      No, WoW is blowing everything away because of the gameplay AND the graphics as the graphics, while not the absolute best in the word, look great on the majority of systems out there even if the systems are not fully up to date.

      Can't say the samething about some of the other MMORPGs

    26. Re:Well by Miriwen · · Score: 2, Interesting

      As a member of one of the betas (though, I will give it that it was a moderately early beta), I can say that there really wasn't much in the game at all. The skill system worked as WoW's, with skills going up as you used them, but it worked differently in that you had to constantly use the skills or they'd start going down. Character movement was all point-and-click using pathing to determine how to get where you were going. Bad pathing too, as it would get stuck constantly if there was anything to get stuck on (again, this *was* an early beta). The graphics were alright if you zoomed in really close, but usually you were looking at the world from far out, with everything looking very small and bland. Worse, the camera was difficult to manipulate, and near-impossible when inside buildings. Character design was lackluster, and classes fairly nonexistant. Really, absolutely nothing in the game was very good. Personally, I'm surprised they didn't cancel it long ago.

    27. Re:Well by moonbender · · Score: 1

      The trees in Wish were the best I have ever seen in any computer game, full stop. Something of a pet peeve to me, I think I'd pay for a game that'd just allow me to walk through Wish's forests. :P

      --
      Switch back to Slashdot's D1 system.
    28. Re:Well by Anonymous Coward · · Score: 0

      Wish's graphics look exactly like Dark Age of Camelot with the Shrouded Isles expansion.

      They use the same engine and that is the build they bought. I don't know what technical details you use to judge but Blizzards ability to draw and manipulate artwork looks far better than the flashy trees that come pre-built for the netimmerse engine. :)

      It's Blizzards art department that takes the cake, not the engine itself.

    29. Re:Well by llefler · · Score: 1

      After having played for a while now, IMO WoW is a good game, but it's not great. If you are on one of the busier servers, like most of us that started on retail day 1, system requirements are rather high.

      I have noticed that WoW pushes my laptop pretty hard. (2.0g Celery, 512m RAM) There are times in busy areas like IF auction house where other players and NPCs don't show up and the drive thrashes for about 30 seconds. The same happens on my desktop (2.8g P4, 512m RAM), but it's less severe. Also, the fan on my laptop runs full speed starting about 5 minutes into the game , and the only one happy about the heat being produced is my cat. I wouldn't want to play on any of my older systems.

      Gameplay wise, I think the original Asheron's Call is nearly as good. At least it would be, if I wasn't burnt out from playing it for three years. (and it doesn't have the Battlenet kiddies) And BTW, my portal bot ran on a dual PII 233 until I shut it down a couple months ago.

      --
      It is amazing what you can accomplish if you do not care who gets the credit. -- Harry Truman
    30. Re:Well by moebius_4d · · Score: 1

      Was this Gemstone III through GEnie? Because I was one of the poor students who ended up spending like $300/month on that addictive bastard. Thank god I got that out of my system before grad school...

      (If you did work on that, good job btw, thanks for all the extraordinarily expensive fun.)

    31. Re:Well by Anonymous Coward · · Score: 0

      I'm almost embarrassed to say it, but all the linked screenshots looked perfectly fine to me.

      I know how you feel. I'm fine with Falcon's Eye and FreeCiv graphics.

  6. Re:Cancel them all by Anonymous Coward · · Score: 0

    Well, then, you shouldn't come to a computer game site like Slashdot.

  7. Themis and Mutable Realms by Bruha · · Score: 3, Informative

    Once again it seems that Themis http://www.themis-group.com is involved with a failing or failed business.

    Some of their happy partners include.

    Anarchy Online
    Jumpgate
    Wish
    Saga of Ryzom

    And several niche MMO's that have vanished over the years. And lets not forget their heavy influence at Turbine Entertainment and that peice of crap they call Asheron's Call 2 that refuses to die. (Note they were not involved in AC2 being crappy but one can wonder why it has not been axed yet).

    1. Re:Themis and Mutable Realms by schild · · Score: 1

      Themis handles press and sometimes support.

      They have nothing to do with the failure of a crappy game. Name dropping a company that has little recognition in the industry as a whole, does good work (afaik) and doesn't actually develop the product just so you can bash them is just poor judgement.

      --
      schild
      editor, f13.net
    2. Re:Themis and Mutable Realms by Bruha · · Score: 2, Interesting

      Of the clients that I know themis to be involved with currently only one is succeeding and questionably so. The facts are that Themis is a advisor to some of these garage mmo's and in 2 years time one has shut down and 2 have gone belly up either in development or shortly after launch. This is not bashing this is facts.

      If mutable realms was a public company they would be in trouble for all the glowing announcements since the new year with "#1 download on FilePlanet", "68,000 Registered beta testers", and various other statements that considering what just happened is probably all a lie. The year 2000 is over and I bet whatever poor bastard dumped their money into that game is regretting it today.

      Themis too. They just saw another revenue stream go up in smoke.

    3. Re:Themis and Mutable Realms by Anonymous Coward · · Score: 1, Interesting

      Themis [..] is involved with a failing or failed business [..] Jumpgate

      I don't know about the others, but Jumpgate - a four year old game - is still very much alive and you can play it right now if you want to. They still have a hardcore group of regular players - and the game is still actively maintained with occasional new content and bug fixes. This is not my definition of a failure.

      The company isn't failing either - the creators of Jumpgate, NetDevil, are now working with NC Soft on Auto Assault, a MMO car combat game.

    4. Re:Themis and Mutable Realms by ashground · · Score: 1

      What? Anarchy Online? Not only is it not dead, isn't it one of the only MMO's at the moment that has a steadily increasing number of players (due to the new first-year-totally-free policy)?

    5. Re:Themis and Mutable Realms by BattleTroll · · Score: 1

      Oh sure, if you call 20 people on during peek hours a "success" for MMPRPG. JG is dead, has been for a long time. It was an excellent idea with poor execution. Themis didn't bury it but I can say they didn't help much either.

    6. Re:Themis and Mutable Realms by hapwned · · Score: 1

      Since Themis also does support for Ryzom and I play, I stole the ear of one of their GMs to ask about it. I was told that they hadn't heard anything recently about Wish and that they don't think Themis worked with the Wish people anymore. If this is the case, then whomever took over after Themis left Wish was the downfall. So, anyone know who was in charge after Themis?

  8. Why do the assets always go to waste? by MiceHead · · Score: 5, Interesting
    I'd like to see more instances where the teams of cancelled projects either release their assets into the public domain or license them via a system like Turbosquid. This may not be appropriate for all projects -- for example, in many instances, there is no single owner of all of a game's IP -- but I've seen too many cases where gorgeous art assets, (take a look at Wish's, for example) go essentially wasted.

    As an independent games developer, this strikes me the same way as a bakery tossing away perfectly good bread one one side of town while someone's hungry on the other side. Remember when Crack-Dot-Com went out of business and released its content to the public?
    Around July, Crack first missed payroll. August came and we moved out of the office. September offered no new news, so we decided to call it quits. Rather than letting all that hard work sit around and rot, we released it to the public domain.
    There's a special place in Indie Valhalla for the Jonathan Clark and those like him. Why don't we see more of this?
    ________________________________
    Inago Rage - Create and fight in first-person arenas of your own design.
    1. Re:Why do the assets always go to waste? by QuantumG · · Score: 1

      Isn't it obvious? Go to Turbosquid, click on 'free 3d models', click on one of the many free chairs available, now look at the polycount. Wow, 800 polys for a plain straight backed chair. Yep, that's gunna be great for my FPS or MMORPG. You will have similar problems with fitting these models together to get an overall feel for your game. Artwork is the life of a game, if you're not producing it from scratch with a specific intention in mind you're going to get bad performance and poor consistancy and the players will notice it.

      --
      How we know is more important than what we know.
    2. Re:Why do the assets always go to waste? by MiceHead · · Score: 1

      Isn't it obvious? ...if you're not producing it from scratch with a specific intention in mind you're going to get bad performance and poor consistancy and the players will notice it.

      Well, if you're saying that bad content will diminish my game, and that not all content is appropriate for all games, I agree with you. Still, people sell texture packs or music libraries or sound effects libraries which aren't specifically created for a particular production, but are used in artwork, film, and games, to good effect. So, I'd say that there exists the potential for certain types of content to be re-used.

      Wow, 800 polys for a plain straight backed chair. Yep, that's gunna be great for my FPS or MMORPG.

      I agree, again -- bad content does me no good. But I do think that some of the good stuff may be (as Jonathan Clark put it) rotting away needlessly.
      _________________________
      Inago Rage

    3. Re:Why do the assets always go to waste? by QuantumG · · Score: 1

      I agree, texture packs and sound effects are certainly reusable. I don't know about music though, I'd put that in the same category as 3d models. But hey, if it's worthless and we're mostly sure that it is, then why not release it right? If you can't make any money from it by keeping it secret then you might as well give it away. Unfortunately I think there's something else at work here. If I was a 3d modeller for a games company that cancelled the project I'd be pretty pissed off. If that company then went and gave my models away so god-knows-who could use them in god-knows-what I'd be extra specially pissed off. In fact, I'd probably do everything in my power to ensure that every 3d modeller out there hears the tale of my woe and make sure the dicks running this company never make another game again. But hey, that's just me.

      --
      How we know is more important than what we know.
  9. Was anyone involved in the beta? Excited about it by labradore · · Score: 2

    It looks to me, from the remnants of the website, that the developers wanted the game to be fairly immersive and involve a fair bit of actual role playing , as opposed to modified hack-n-slash with a quest system bolted on. Did anyone here play in beta? What were the compelling features? What went wrong?

  10. Perhaps you should elaborate. by jpardey · · Score: 3, Interesting

    Why should he/she shut the fuck up? Although the original message was not in great depth, I believe your's could have addressed the issue to a greater degree.

    Remeber, Blender wasn't open source until NaN went bankrupt, and "sold" it to the blender foundation. Perhaps Wish's developers could bring in some cash, and interested volunteers could make something out of wish, selling server time to players.

    --
    I have freaks! I did something right...
  11. Fantasy MMO's by Anonymous Coward · · Score: 0

    Another fantasy online RPG cancelled. Was anyone surprised?

  12. Comment removed by account_deleted · · Score: 0, Offtopic

    Comment removed based on user account deletion

  13. It sound familiar... by derfy · · Score: 1

    When I was hooked on Everquest, I couldn't be stopped. Thank Joe that I developed an immunity to it...

  14. Re:Was anyone involved in the beta? Excited about by laiquendi · · Score: 5, Interesting

    I was, briefly, a Wish beta tester. Everything about the game was highly derivative; there were no compelling features to be seen. It was Progress Quest with a GUI.

  15. Their called assets... by msimm · · Score: 5, Insightful

    The reason you don't see companies going along with reasoning like yours is because in the IP business code is like buildings and machinery.

    If you had a manufacturing business and closed your doors today you probably wouldn't give everything away the very next day (especially if the cost of storing was as minimal as code is). You'd hang onto or try to find a buyer to re-coop some of your costs (developing code costs money too).

    Maybe after a long time you'd be willing to give it away, but you probably put a lot of your own money into this stuff and you'd like to get something back out of it.

    --
    Quack, quack.
    1. Re:Their called assets... by suso · · Score: 1

      Ok, so while we are talking about the way companies reason we should also point out that very very few companies that close their doors actually end up selling their IP to another company or to a company that ends up doing something besides looking at their stuff and throwing it away.

      What a waste.

    2. Re:Their called assets... by Anonymous Coward · · Score: 0

      Their called assets what?

      Oh, you mean *they're* as in "they are," not the possessive "their."

    3. Re:Their called assets... by Squareball · · Score: 2, Insightful

      Well after reading the article and the forum posts linked it doesn't look like they'll be selling the software. It looks like (from my outsider's view) that they were only creating Wish so that they could sell the underlying tech to 3rd parties to create their own games. After doing beta testing it looks like it would take more work to get it to that stage and they don't have the resources to do it. Chances are, they won't end up selling off the code and it will just go to the waste bin.

    4. Re:Their called assets... by AndroidCat · · Score: 3, Insightful
      I'll bet that nothing suffers from bit-rot faster than unreleased game code. As soon as the team starts wandering away, the code starts dying. Eventually the company is left with some code on disks in a drawer, and years later someone tosses the disks. It might have a huge value for accounting purposes, but when no one is using it, it's value is zero. (Maybe even negative if someone tried to re-animate the dead code without a knowledge transfer.)

      At some point it's worth writing off the investment and cashing in on the good will by releasing it.

      --
      One line blog. I hear that they're called Twitters now.
    5. Re:Their called assets... by gl4ss · · Score: 1

      it's like buildings in the middle of the sahara in most cases.

      in other words, sure, they're valuable to someone maybe, but not to anyone you would get any cash out of.

      --
      world was created 5 seconds before this post as it is.
    6. Re:Their called assets... by Jeremi · · Score: 4, Interesting
      The reason you don't see companies going along with reasoning like yours is because in the IP business code is like buildings and machinery.


      That's a fair point. If people really want to see the code open-sourced, why not have everyone contribute to a pool of cash and offer to buy the code from them? If their "orphaned" code is really so difficult to to re-sell, they might be willing to part with it for relatively little money.

      --


      I don't care if it's 90,000 hectares. That lake was not my doing.
    7. Re:Their called assets... by Orion+Blastar · · Score: 1

      Yeah part of the reason why this company didn't make any money to cover their costs, was because they gave the product away for free.

      They had an "Underpants Gnome" business plan.

      #1 Make online 3D Video game.

      #2 ?

      #3 Profit

      Chances are the domain name, source code, artwork, etc will be sold off to an underwriter (accountant or bean counter that is a Corporate Undertaker) who sells the IP to another company that will bring it back as a commercial product. This, for example, happened a lot to the Amiga and Commodore IP. Eventually someone will buy it and make a profit off of it.

      Or look at it this way, like Amiga or Commodore, perhaps the IP is cursed, and each company that takes it over has the curse that drives them out of business?

      Did Amiga or Commodore release their IP as open sourced or public domain? Heck no! Bet you wish that they did, but not like that is going to happen.

      --
      Remember, Slashdot does not have a -1 disagree moderation, and no, troll, flamebait, and overrated are not substitutes.
    8. Re:Their called assets... by servognome · · Score: 1

      except if another company wants to buy you out, or bankrupcy it becomes a point of leverage.
      EA wants to buy us out? Well they have to pay for this code too, that'll be an extra million

      --
      D6 63 0D 70 89 81 BB 8E 7B 7C 5F 5D 54 EA AB 73
    9. Re:Their called assets... by Tlosk · · Score: 4, Insightful

      Any money that comes from the sale of the IP is money they don't have in their pocket right now.

      Just because they don't have the money to finish it doesn't mean it wouldn't be worth something to someone else who does have the money to finish it/resolve the code or design problems.

      This is the reason I'd say about half of all new businesses fail that could have ultimately been profitable. They just didn't start out with enough money to get the concern going.

      Now I'm not saying that's the case with Wish, they might have tanked even had they finished it and made it to retail.

      One of my neigbhors does this for a living, going in and purchasing the assets of business that go bust for pennies on the dollar. You still have to have an eye for the potential worth of the assets to get a good deal though.

    10. Re:Their called assets... by Anonymous Coward · · Score: 0

      Kiss me possessive ass.

    11. Re:Their called assets... by Xugumad · · Score: 1

      Can I just second this. Didn't this happen with Blender? Would someone more organised than myself, ideally someone involved with open sourcing Blender, please arrange this? I'd contribute.

    12. Re:Their called assets... by Anonymous Coward · · Score: 0

      OmG pwnz0r3d!11!!11!11

    13. Re:Their called assets... by QuantumG · · Score: 1

      I'm sorry, as funny as this is their step 2 was clearly more than ?. Specially it was: change players $x a month to connect to the server just like every other MMORPG that actually intends to make money. There's no reason to suggest that this model is going anywhere. Even with the free-to-connect MMORPGs that are becoming available there's still more than enough of a market to support development of subscription based MMORPGs. How can that be? Because when the server goes down players want someone there to restart it, diagnose the problem and ensure that it doesn't happen again. i.e., they want service and they're willing to pay for it.

      --
      How we know is more important than what we know.
    14. Re:Their called assets... by msimm · · Score: 1

      Exactly. Thats what happened with the Blender project.

      Free is great, but sometimes freedom costs (someone) real money. I think thats fair too.

      --
      Quack, quack.
    15. Re:Their called assets... by msimm · · Score: 2, Insightful

      You mean bit-rot like Pac-Man or Doom bit-rot? There are cases where old code can find a financial lease on life. Nintendo would be miserable if they'd released all their old carts and someone else started making a fortune re-releasing them (like for cell phones or those game-in-a-joystick).

      And the company *just* announced it was closing down. Real money went into developing that code (unless their programers work for free!) and I bet *someone* is scrambling around trying to figure out how to come out of this with some of what they put into it.

      Sure a lot of code gets lost like this, but you've got to understand that thats never going to be the intention of the properties owners (losing money sucks, who's got money to burn?).

      --
      Quack, quack.
    16. Re:Their called assets... by Mark+Imbriaco · · Score: 1

      The other reason that it's not feasible with Wish is that it relied heavily on licensed libraries/code from third-parties. Those companies certainly aren't going to want their code to be tossed into the wild, so it's not just code that's owned by Mutable Realms that's at issue. Just take a look at the list of Partners on their About page for an idea of how many other people's technology they were using.

    17. Re:Their called assets... by gl4ss · · Score: 1

      well, even then the real value of it is worthless, the imaginary value that you might hope someone to pay you though might be something else.

      the thing is, nobody's going to use it to make a consumer product.

      --
      world was created 5 seconds before this post as it is.
    18. Re:Their called assets... by Trillan · · Score: 1

      So who runs the server, then? Wish was intended to support 10,000 simultaneous players per world. That sort of bandwidth is not cheap.

    19. Re:Their called assets... by servognome · · Score: 1

      It depends, somebody somewhere may have an idea for a game and decide that licensing this engine would be cheaper and easier than starting from scratch. There also have been instances where programmers who worked on a cancelled project leave company and buy the license to finish the game.

      --
      D6 63 0D 70 89 81 BB 8E 7B 7C 5F 5D 54 EA AB 73
    20. Re:Their called assets... by aichpvee · · Score: 2, Funny

      I've got 5$ in my pocket. I'll trade them for their code.

      --
      The Farewell Tour II
    21. Re:Their called assets... by Anonymous Coward · · Score: 0

      The only design problems with Wish was the:

      Incredibly horrible and amateur art direction (the engine was okay)

      Bland and boring music

      Tedious learning/advancement curve

      other than that it had VERY neat ideas like:

      All players on one world

      Each town has an economy, with a set ammount of money in the world

      Skill based system

      dynamic spawns

      etc etc etc.. everything UO aspired to be. If it had the following it would have been a massive success:

      -decent user interface
      -decent character advancement
      -decent art/sound/music direction

    22. Re:Their called assets... by Breakfast+Pants · · Score: 1

      Look no one should really even want Wish opened up. It had a HORRIBLE engine. They decent premises for how the world was going to operate and the gameplay but they were just premises and ideas; if you played the beta you would see that almost none of them were truely implemented. Open source advocates should be way more pumped up about the upcoming release of RunUO than they would with even a full server and client being released by Wish. We'll see what license RunUO goes ends up with. However they did say it will be OSI approved (no not Origin Systems Inc... heh).

      --

      --

      WHO ATE MY BREAKFAST PANTS?
    23. Re:Their called assets... by Taladar · · Score: 1

      Even an Open Source MMORPG where you still pay for Server Costs would be a nice start.

    24. Re:Their called assets... by instanto · · Score: 1

      Well, having actually played the latest beta they had done a great job and a lot more than was needed if they were only planning to 'sell the technology'.

      Imho Wish was the best thing since the 1997 release of Ultima Online

      --
      // instant - "I for one welcome our new Decaff Coffee-Flavoured-Coffee Overlords"
  16. It's all in the name by toby · · Score: 0

    They aren't called "Mutable Realms" for nothing...

    --
    you had me at #!
  17. Nucleus of a good idea by earthforce_1 · · Score: 4, Interesting


    An open source MMORPG would be a very worthwhile project, however the cost of bandwidth would have to be dealt with. I wonder if it is possible that the "world" database could be stored in distributed fashion, like a freenet node, eliminating the need for a central server.

    --
    My rights don't need management.
    1. Re:Nucleus of a good idea by mrchaotica · · Score: 1

      I've wondered about that too, but I don't think I'd use Freenet as an example -- unless you want to measure seconds-per-frame instead of frames-per-second, that is...

      --

      "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

    2. Re:Nucleus of a good idea by clean_stoner · · Score: 1

      What if you set up the levels/worlds/areas/whatever bittorrent-style, so players in a given world would host those maps or the creatures in them or whatever, and distributed it that way, also eliminating the need for a central server. I don't know if this implementation would actually work, I'm not a programmer or IT guy or anything, it's just a thought.

      --

      Sigs are for the weak.

  18. 2005 Vaporware Awards by rasty · · Score: 2, Interesting

    Looks like we've got the first candidate for 2005's Vaporware Games Awards...!

    In a rash of magnanimity, I'll also spare you all the possible "wish" puns...

    1. Re:2005 Vaporware Awards by thryllkill · · Score: 2, Funny

      I think Vaporware insinuates that the software may come out someday. This is more like greasy roadkill ware.

      --

      Note to self: No more arguing with the faithful.

  19. What !! by Anonymous Coward · · Score: 0

    How can you cancel my wish list !!

  20. Always the same... by ajaf · · Score: 2, Insightful

    Companies and owners sometimes do the same, they hire you, you work a lot, and then they decide that they'll end the proyect.
    It's hard if you see it from the worker/programmer perspective.
    I was working for my company for over one year in a really interesting proyect, suddenly the owner of the company woke up one day and said that the proyect was end. Why? if the proyect is great and is working perfectly in the company? I don't know What I know is that still today, we are using what we'd developed in the company, we didn't sell it doh.

    --
    ajf
    1. Re:Always the same... by Anonymous Coward · · Score: 0

      OMG!! that was one of the biggest assults on the engrish language I have ever seen!

    2. Re:Always the same... by flinxmeister · · Score: 1

      I was working for my company for over one year in a really interesting proyect, suddenly the owner of the company woke up one day and said that the proyect was end. Why? if the proyect is great and is working perfectly in the company? I don't know What I know is that still today, we are using what we'd developed in the company, we didn't sell it doh.

      It appears that even a script that replaces "j"s with "y"s in selected words could have gotten millions of IPO money in the dot-com boom.

      And yes we can see you're still using it. Just goes to show that good ideas don't need funding to survive.

  21. Suprised? by Datasage · · Score: 4, Insightful

    Not at all.

    After the success of everquest a large number of mmos were announced. Most of them were not going to be able to succed. This is why:

    1. MMOs take much more time to develop than any other game. You have to create a world thats large enough to keep players playing for at least several months while you are creating new content to keep players playing. Most other games are linear or have limited paths a player can take.

    2. Time commitment to one game makes player reluctant to dedicate time to other mmo games. Though that doesnt stop some players, just most.

    3. The MMO audience is smaller than the general gamer audience. Not everyone wants to or can subscribe to a game.

    4. To break even on operating costs, you need a certain number of players to keep the game running. This number is ussually in the thousands, but it depends ont he game.

    So, we have a limited audience, gamers who can generally dedicate themselves to just one game, and you need a chunk of that audience to keep running. How many games can the MMO audience sustain? Not many.

    World of Warcraft and Everquest 2 will the big players. They also need at least 100,000 players to stay profitiable. Other games can survive if they plan and develop for smaller audiences. Aiming for a large audence without being able to compete with the big players is just a recipie for disaster.

    --
    In America we are imprisoned by our fear of them.
    1. Re:Suprised? by Serff · · Score: 0

      You make good points, but actally I am suprised by this. The Wish Beta 2 opened up at the begining of the year and 9 days later they decide to cancel development. It seems that the new Wish beta was mainly to figure out the viability of the product. I would be interested to know what made them decied to drop the axe so quickly after beta 2 started.

      In anycase, I'm in aggreement with others thinking that the MMO bubble is close to popping. Personally I don't all that much have time for MMOs...so no biggie for me...:)

    2. Re:Suprised? by DMUTPeregrine · · Score: 1

      Don't forget Guild Wars...

      "Time commitment to one game makes player reluctant to dedicate time to other mmo games. "
      Very little time commitment is needed. A nearly maxed out character can be had in 3 days of gameplay. Make it a week or 2 if you play less.

      "The MMO audience is smaller than the general gamer audience. Not everyone wants to or can subscribe to a game."
      No monthly fee.

      "To break even on operating costs, you need a certain number of players to keep the game running. This number is ussually in the thousands, but it depends ont he game."
      That's the hard part without a monthly fee. They will have to deliver a great game, and keep absolutely stunning expansions coming on a regular basis. Then again, it's already popular and quite good. Better graphics than WoW or EQ2. Good gameplay, but it does need some work.

      Anyway, GW is a good game, and looks to become a major player, but it will need some serious advertisements and a steady stream of expansions to stay afloat. The no-monthly-fee is an interesting strategy, but it's rather risky.

      --
      Not a sentence!
  22. 2005 - The Year the MMORPG Bubble Bursts by BondGamer · · Score: 3, Insightful

    There are dozens of MMORPG titles being developed right now, but hardly any players to play them. With the recent releases of World of Warcraft and Everquest II the market has become even more competative. I am betting this will be the year we will see a massive cancelation in MMORPG development. Wish going down not even 10 days into the new year is a bad omen for developers.

    1. Re:2005 - The Year the MMORPG Bubble Bursts by Anonymous Coward · · Score: 0

      On the contrary, MMORPGs are going to be bigger than ever in 2005. There have never been more MMORPG players and the number is growing fast. World of Warcraft has just had a very successful launch and many of its players have never touched a MMORPG before. Final Fantasy XI continues to enjoy the highest subscription figures of any MMORPG other than the Lineage games (for which subscription numbers are suspect, since accounts are pretty much given away in packets of breakfast cereals). Everquest 2 has had a respectable launch, even if it hasn't set the world on fire. SW:Galaxies, the original Everquest, Ultima Online, Planetside, Dark Ages of Camelot and many others continue to hold their player-base and keep their heads above water.

      MMORPGs are unlike other games in that, as other comments have noted, most players can only have one at a time. Moreover, the time invested in a MMORPG means that players are unlikely to dump it and switch to a competitor unless what's on offer is insanely tempting. Witness the relative success of other MMORPGs at holding their player-bases in the face of big "event" launches, like Galaxies and WoW. Every new successful MMORPG brings a new pool of players to the genre.

      However... this isn't to say that MMORPG developers are necessarily in for an easy ride. In the early days of the MMORPG, you could sign people up for your game on the basis of novelty value. Everquest and Ultima Online succeeded because what they did was new and exciting. Yes, Ultima Online had the benefit of an existing and fairly rich background, provided by the other games, but Everquest managed to make a roaring success out of one of the most bland and generic fantasy worlds ever created. This is no longer possible. Anarchy Online had a modest success, despite its dismal state on launch, because it was the first real MMORPG option for people who didn't like swords and sorcery.

      The failure of Wish (and many of the other failed MMORPG projects we've seen lately) was inevitable because it didn't have a key selling point. Star Wars Galaxies is, by most accounts, not very good, but it's managed to be a reasonable success (in financial terms) on the basis of a powerful license. Final Fantasy XI managed to combine a well-known license with a game that was actually pretty good and was a phenomenal (although often ignored by slashdot) success as a result. World of Warcraft also combined a decent game with huge brand recognition. Less "mainstream" MMOs like Second Life and Tale in the Desert manage a reasonable degree of success because their gameplay offers things you can't get elsewhere. The lesson for developers is simple; get a hook or get out of the business.

    2. Re:2005 - The Year the MMORPG Bubble Bursts by Barny · · Score: 1

      You also missed the premature death of dragon empires and (i think) a mmog dnd licensed game being published by atari (but still no confirmation on this, atari have been very quiet about it to their beta community)

      Also you can (allmost) scratch Horizons and Shadowbane (the caps on first letter because they at least made it to launch), as their doom is near on the... nah, even i can't make that pun :P

      --- current eq2 player :)

      --
      ...
      /me sighs
  23. Re:oh my by frogger01 · · Score: 1, Insightful

    me neither, i thought that they were talking about this wish

    --
    /* No Comment */
  24. Developer Comments by Anonymous Coward · · Score: 2, Funny

    We decided that we would focus our efforts on getting our characters up to level 60 in WoW

  25. Progress Quest: a CRPG satire? by Pizaz · · Score: 1

    This is a very funny little program. Its like a spoof of computer role playing games really. It's _fully_ automated! LOL. So much for the drudgery of hack n slash.

  26. this was a reply to a now (-1, troll) message... by jpardey · · Score: 2, Informative

    so context is dead.

    --
    I have freaks! I did something right...
  27. Idiotic Suggestion by Anonymous Coward · · Score: 0
    Your "idea" to make it open source fails on three levels, which I'm sure you never stopped to consider before karma-whoring and trying the old "make it open source" post that mods are so fond of.

    1. The code is one of their main assets. They can sell it or their creditors can.
    2. Considering how many stale projects there are in sourceforge, what makes you think anyone will work on this? Will you?
    3. Is there really a market for get another game of this type? People are saturated, and the masses prefer brands like Warcraft, Everquest, Star Wars, Sims, etc ...


    Next time put some thought in your posts.
    1. Re:Idiotic Suggestion by iamacat · · Score: 1

      I think you could raise the same 3 points when Netscape gave up on a commercial browser. Howerver:

      1. Smart people know when they can't get much value out of something but other people might. Think of all the people with organ donor stickers on their driver license.
      2. Code with serious initial investment make take a while to take off initially but doesn't go to stale. Think of OpenOffice, Netbeans, Mozilla, BSD.
      3. If an effort to create an MMORPG from scratch is X, it can be easily X/10 if you have a free engine and a starter world design. This means people start creating specialty games for smaller markets than Everquest. Say a geeky game ala TRON 2.0 for slashdot users, a game for hardcore players/fighters that would intimidate a novice, a game for Harry Potter fans...

  28. RSS by bacomage1 · · Score: 0, Offtopic

    Something seems wrong here... Me and a friend both have rss feeds that are way ahead of the posted content. Comment numbers of way off too. Anyone else ?

    1. Re:RSS by Anonymous Coward · · Score: 0

      4 different browsers (not one of them IE) and all have Digital Media Winners & Losers as the first story. The icons at the very top seem to follow along with the RSS feed, but clicking one gets 'search broken'.

      So it goes.

  29. And the final word(s): by Anonymous Coward · · Score: 0

    Like the other guy said; maybe you as well should shut the fuck up?

  30. But the rules say... by zx-6e · · Score: 2, Funny

    ...you can't cancel a wish!

  31. Make A Wish by mickyflynn · · Score: 1, Insightful

    At first I thought this was about Make A Wish and they cancled some sick cancer kid's wish. That would have been wicked. A game seems less than news.

  32. Alright!!! by Anonymous Coward · · Score: 0

    It's so nice to see low-uid slashdotters keeping the bar raised high, pointing out the obvious! Now THAT'S insightful!

  33. "Ultra"-MMORPG by LakeSolon · · Score: 4, Informative

    WISH made some noises about being the first "ultra" massively multiplayer online game, where "ultra massive" was defined as "over 10,000 players online at once in a single game world".

    EVE: Online (a space based mmorpg) did this back in April of '04.

    It's not impossible, but it is difficult. I guess they weren't up to it.

    ~Lake

    P.S. Aside from just the user record, EVE is a pretty cool game and worth checking out. Very different than other MMORPGs out there. Kind've a modern mmorpg of Elite or Escape Velocity.

    1. Re:"Ultra"-MMORPG by QuantumG · · Score: 1

      Wow, I can imagine how many people would just be pissing me off every minute of gameplay. When I play MUDs I turn off all the channels, go find a nice quiet area of the world and fight some mobs. When I'm forced to go into the city to sell my loot, train with my guild master, or deposit gold in my bank account, I almost always cast an invisibility spell on myself. That way the newbies wont be asking me where to find stuff or if I'll take them hunting. Why bother playing a multiplayer game then? Cause on occasion I want to sell something to someone with a brain or I want to participate in a user-created mission (I lost my kit in the swamp, can you find it for me, I have gold!) or god forbid, roleplay!

      --
      How we know is more important than what we know.
    2. Re:"Ultra"-MMORPG by SpacePunk · · Score: 1

      A 'MUD'? You use a teletype with that? What model teletype?

    3. Re:"Ultra"-MMORPG by QuantumG · · Score: 1

      You do know there's more MUD players in the world than there are MMORPG players right? That won't change until your average geek can run his own MMORPG server. In terms of gameplay there's no difference between the two what-so-ever anyway.

      --
      How we know is more important than what we know.
    4. Re:"Ultra"-MMORPG by Stormie · · Score: 1

      You do know there's more MUD players in the world than there are MMORPG players right?

      Really? Are you sure? Do you have any figures to back that up? Because with the top MMORPGs all boasting subscriber numbers in the hundreds of thousands, I find it unlikely that there enough people participating in what you must surely agree is a rather niche hobby for MUD players to number in the vicinity of a million or more.

    5. Re:"Ultra"-MMORPG by SpacePunk · · Score: 1

      "You do know there's more MUD players in the world than there are MMORPG players right?"

      That's a lot of teletypes.

      "That won't change until your average geek can run his own MMORPG server."

      That's a lot of teletypes to upgrade.

      "In terms of gameplay there's no difference between the two what-so-ever anyway."

      Perhaps, but teletypes make more noise. That noise must echo pretty loudly off of the walls in your parents basement.

    6. Re:"Ultra"-MMORPG by jcdick1 · · Score: 1

      I could almost guarantee that worldwide there are more MUD players than MMORPG subscibers. I don't think their popularity has dropped much at all from the early days of the public internet...

      --
      What?
    7. Re:"Ultra"-MMORPG by DrMrLordX · · Score: 1

      Hundreds of thousands? Try millions. Lineage and Lineage 2 have enormous followings.

    8. Re:"Ultra"-MMORPG by @madeus · · Score: 1

      I could almost guarantee that worldwide there are more MUD players than MMORPG subscribers. I don't think their popularity has dropped much at all from the early days of the public internet...

      There are millions of MMORPG players, MILLIONS - we know this based on hard subscription details. Hell Lineage alone has 4 million players.

      To compare with the MUD world, the largest MUD is what - Medievia? It's got less than a thousand players on at anyone time. Most have a fraction of that (>100).

      I find the idea that there are millions of MUD players highly amusing - where are they all? The truth is there is not, and there never was.

  34. Re:Progress Quest: a CRPG satire? by Nasarius · · Score: 1
    Not CRPGs in general, I think, but rather bad MUDs and MMORPGs (*cough*EverQuest*cough*).

    Still, you've got to appreciate a game where you can play as a Demicanadian Voodoo Princess.

    --
    LOAD "SIG",8,1
  35. HA by Fall+into+This · · Score: 2, Informative
    This is funny; my sister's boyfriend got to beta test Wish, but went home for the holidays and had no PC (only Macs) so my sister ended up playing it for him, so it wouldn't go to waste.

    If I told my sister of this, she'd probably laugh or rejoice. The game seriously sucked, though I could be a little harsh, as I don't tend to like RPGs. Still, the ONE enemy she was supposed to fight (the Mord after meeting the man we came to refer to as "Losey McWhat's-his-face") never showed up, except for once when she was in the middle of talking to Losey McWhat's-his-face. Upon killing it, she was disappointed to find that all he effectively did was go "Okie dokie!" and that was the end of it. She was stuck in the introductory stages! Not to mention the character creation, controls, and graphics were all a bit lacking. I understand it was a beta test and all, but it would need to get ALOT better to have ever survived. For crying out loud, how important were the different types of trees?! My sister would have appreciated being able to find the Mord more than knowing that "the tree over there is oak!" Enough of my rant...

    I suppose this is really only funny to me, since my sister and I were making jokes left and right about the game. "Spirit of Subtlety?! More like the Spirit of Letting-it-all-hang-out!" Then there were the characters she made...one mildly serious character to start with, then one she made to demonstrate the strange character creation (the name of that one came to be "ClayAiken"). Then a third she made as tall as possible because she was getting screenshots of the Spirit of Subtlety's nipples (long story short, friends were saying it was just shadowing and she wanted to prove them wrong). The name of that cyclops came to be "Pierre." Anyhow.

    Not really a big loss all together, so far as I'm concerned. But that could just be me and my lack of experience in accepting the flaws in a beta test.

  36. Re:Was anyone involved in the beta? Excited about by neura · · Score: 1

    I think this was precisely the problem. They most likely had a very small turnout for the people that signed up.

    I signed up and was accepted for the beta but I was too busy playing World of Warcraft to even install Wish (which I did download the whole thing, 1.2G).

    This seems to be mostly the result of "the worst timing possible" mixed with "those graphics are soooo last year". >.>

  37. Only on Slashdot by michaelhood · · Score: 1

    ..could this get modded insightful while someone "blaspheming" World of Warcraft gets modded a troll.

    1. Re:Only on Slashdot by mickyflynn · · Score: 1

      I personally expect funny or flamebait. Another post tonight I made detailing how my iBook G4 sucks ass and it broke very easily and so not to listen to the guy who said they are resilliant got modded troll. That said, my point stands: "oh my god!! they cancled a video game or some shit!!" is hardly "news," however it's a testiment, good or bad, to Western civilization that we can bother our selves with such frivolities when in much of the world they don't have electricty or liberties or shit we take for granted. But if like, make a wish or someone fucked over some cancer kid that'd be sad and horrible. this is only mildly dissappointing and only for a few people.

    2. Re:Only on Slashdot by skadus · · Score: 1
      That said, my point stands: "oh my god!! they cancled a video game or some shit!!" is hardly "news," however it's a testiment, good or bad, to Western civilization that we can bother our selves with such frivolities when in much of the world they don't have electricty or liberties or shit we take for granted. But if like, make a wish or someone fucked over some cancer kid that'd be sad and horrible. this is only mildly dissappointing and only for a few people.


      Number one, considering the large-font "Games" in the title, why would you think of Make-a-Wish over, possibly, the idea that "Wish" was a... game?

      Number two, why are you looking at Slashdot (or Slashdot's Games section, for that matter) for Earth-shattering, non-Western news? You're more likely to see an article on the latest guy to build a Lego computer case than you're likely to find the current tsunami death-toll. Hell, Fark does a better job at reporting real news. :p
    3. Re:Only on Slashdot by mickyflynn · · Score: 1

      i never really look at the section thing. somehow i manage to ignore it often. also, it was front-page. it could have been anything

  38. Go out and do something OUTSIDE by DanielJS · · Score: 0

    I hope all these types of games close down! Kids need to go outside and do some physical activities. I believe these types of games skew reality for a lot of people. I am already interviewing college grads, who are great coders, who can't relate to people. However, when I ask them their handle on World of Warcraft, they go on telling me all about it - and the excitement in their eyes scares the hell out of me. I then ask them, what do you do outside this game - and I get a blank stare.

    1. Re:Go out and do something OUTSIDE by genrader · · Score: 1

      You just gave that advice seriously and appear to be an active Slashdot member? God, what is the world coming to?

  39. Re:Was anyone involved in the beta? Excited about by NateE · · Score: 1

    I agree. Bet they had a small turnout and lack of people playing. I just uninstalled it. Guild Wars generates enthusiasm in me, couldn't muster any for Wish.

    The 2nd beta didn't seem much different from the 1st. For some odd reason they had poor default choices in their options menu. Also it started up at a low resolution. So right from the start it gave you a bad impression. Then not having WSAD keys for movement!

    Skills improved by using that skill. Lots of repetition. Combat wasn't anything special either.

  40. Everyone's making fun of you, but I understand. by Anonymous Coward · · Score: 0

    Level 43 shaman reporting for duty!

    I didn't go to the extreme's you did, I just smacked myself around a bit and decided I need to start working. I'd probably be level 60 by now if I hadn't done that. I hope to get an hour or two in tonight but I probably shouldn't because I'll be up until 11am if I do.

  41. wish by Flunitrazepam · · Score: 2, Interesting

    Thousands of sources converge to say: "Hey guys, the players are pissed. Is there any chance that we can rip out the mouse based movement system and go back to WASD?"

    Programmers: "We quit."

    And with that, the age of MMORPGs which try to host more than about 3,000 players per world comes to a close... at least for a decade or two.

    I seem to recall that Wish was first announced back in the age when the Everquest clones were really starting to manifest. Anarchy Online was released (trainwreck that was) and Horizons and Wish were announced more or less at the same time. I called them both vaporware, perhaps grieving over Ultima Origin's recent cancelation, or perhaps rightfully concerned over the glut in the industry.

    I remember when I was really enthusiastic about WISH, back when MahrinSkel used to be working on it and was telling us about all these spot on game design observations. I thought to myself, "Woah, if this guy knows this much about what makes the other MMORPGs suck, Wish should kick some serious ass!"

    A few months afterwards (Summer of 2003), MahrinSkel's no longer on the team and I get my first taste of Wish Beta. I was mortified about the lack of interactivity to the gameplay, where previously I was given reason to believe that Wish was going to actually emphasize interactivity. The engine was interesting, but very kludgy - I chalk it up to forgivable given that it's an early beta.

    I stop playing Wish Beta, and for awhile beta is over while the team retools everything. I applaud the year delay of the release, thanking perhaps Wish could provide an interesting 3D Ultima Online alternative with a little work. (Although SWG had that niche covered fairly well already.) Beta 2 rolls around, I got an invite, but there's too much on my plate with World of Warcraft and school.

    And now it's come to this.

    I don't know, sometimes it seems a real shame when those that cried "Vaporware" a half decade ago, myself among them, were right..

    --
    1) Your analysis is based on bad assumptions so your result is way off. 2) You're a sick bastard for fucking a horse.
  42. Dude, wrong thinking there... by Svartalf · · Score: 2, Insightful

    Assume for a small moment that you're in the shoes of one of the 3D modelers for this hypothetical company that decided to release all the assets for relicensing or for free.

    Yes, it sucks that they might be giving it all away.

    Did they pay you for your efforts?

    Yes?

    Then all of those assets are a work for hire and you don't own them and shouldn't be bitching about them giving them away. Can't be pissed about it, you traded the work for money and it's theirs now no matter how you slice it and it's theirs to do with as you please. But by all means do what you say you'd do- you'll find that you'll never work in any segment of the Game Dev industry and possibly the movies and TV as you'll come across as a sore loser. (Nobody wants to hire someone that whines about what someone does with a given asset after the owner paid for it from someone else..).

    Me, I'd be tickled pink that my name was out and about and I might even find work after the implosion because of the stuff being available for all to see and use.

    --
    I am not merely a "consumer" or a "taxpayer". I am a Citizen of the State of Texas
    1. Re:Dude, wrong thinking there... by Svartalf · · Score: 1

      "and it's theirs to do with as you please." /s/you/they

      (Must proofread things more often... Grumble...)

      --
      I am not merely a "consumer" or a "taxpayer". I am a Citizen of the State of Texas
    2. Re:Dude, wrong thinking there... by QuantumG · · Score: 1

      Well I'm not a 3d modeller so I can't really speak for them, but honestly I don't think any of them sign up to have their work released wholesale into the public domain. It's different for us coders, we'd love nothing more than for our employers to give the code away so everyone can use it. They see modelling as a more personal thing I think. To them it is offensive to even have their models edited after they've finished them. Even when modellers work in teams there's a fairly specific division of labour such that if the UV guy goes and changes the work of the modelling guy there's gunna be hell to pay. Different attitudes, different community and employers who say "blah, I own the copyright I can do anything I want" quickly discover that no-one wants to work for them.

      --
      How we know is more important than what we know.
    3. Re:Dude, wrong thinking there... by drsquare · · Score: 1

      Employers who say "blah, I own the copyright I can do anything I want" quickly discover that no-one wants to work for them.

      As long as there are a hundred people wanting to work in making computer games for every available job, there will always be people wanting to work for computer game companies, no matter how 'evil' they are.

    4. Re:Dude, wrong thinking there... by QuantumG · · Score: 1

      there a different between the highly skilled and the fresh out of college ok? You might be fine with making a game with quasi-amature modellers but the market will not be.

      --
      How we know is more important than what we know.
    5. Re:Dude, wrong thinking there... by tricorn · · Score: 2, Insightful

      Funny, I think it would go the other way. If I put a lot of hard work into something, I'd be more pissed off if it got buried. I'd MUCH rather it be released either into Public Domain, or under a GPL-like license. Either way, I get it back and can build on it. I just don't see what there would be to be pissed about it being released, unless I had some sort of royalty agreement in place, and even then I STILL don't get anything out of it if it is buried.

  43. Already has one in progress.. by Svartalf · · Score: 3, Informative

    Planeshift's the very thing we're talking about here. As for the world database, it'd take a little more than that- you need something along the lines of the database AND shared notifications of everything that each user was doing along with authentication of some sort to verify that all clients were telling the truth about what they're doing, etc.

    Simply put, it's a rough thing to accomplish so nobody's attempted it- YET. :-)

    Me, I've got my plate full trying to push two startups to major success AND trying to help LGP get several games out the door, so I doubt it'll be me (though I've an idea or two on how to go about it all...). But it's definitely not an unsurmountable problem and a P2P MMOG might not be a bad idea as it'd distribute the server horsepower over all the peers and the bandwidth as well. Just going to have to come up with framework, and that's the rough part more than anything else.

    --
    I am not merely a "consumer" or a "taxpayer". I am a Citizen of the State of Texas
    1. Re:Already has one in progress.. by QuantumG · · Score: 2, Interesting
      Planeshift wont be doing that. They don't even permit players to share the artwork with each other let alone writing a distributed peer-to-peer network into their client. This was one of the many ideas I had for Planeshift which was shot down when I suggested I was interested in working on it. Unlike other open source projects Planeshift demands that their contributors only work on the things that the Planeshift team finds relevant to their specific vision. If you want to contribute something which they're not interested in they won't accept it, even if it could be useful to someone else who is thinking of using their engine. This, and them now demanding copyright assignment from all contributors, code and art, is the reason I'm no longer contributing to Planeshift.

      For people who want to make these kinds of additions to Planeshift I'd suggest moving to a distributed form of revision control. I'd like to recommend GNU Arch but it's still not up for the task. This kind of control over developers is exactly the reason why the Linux developers don't use CVS. Those who control the centralized server, control the project. Linux developers now use bitkeeper, and I'm not aware of any other revision control system that is up for the task. Hopefully GNU arch will improve or some other open source revision control system will actually start letting people know they are available.

      --
      How we know is more important than what we know.
  44. Inclined to agree there... by Svartalf · · Score: 1

    Freenet's the wrong thing to use as a base for the thing. Differing goals for P2P modalities. Anonymous operation's most definitely NOT something you want for this. However, I believe the parent poster was using it as an example more because it's the only definitive thing that most people know about, This fact is actually amazing, considering that there's a MUCH better solution, that's mature, runs under Java , Ruby, Perl, Python, and C/C++ right at the moment- better yet, it's under a decent enough Open Source license that wouldn't prohibit anyone from using it. Why people don't use it? Because most people associate it with Java and Java only because of who gave it to all of us...

    Ah well, I'll leave it as an exercise for those who're serious about starting on solving that problem as I've got to work on using it for my own projects. Once I'm totally done (should be in another 6-12 months...) if nobody's done it or done something better, maybe I'll work on it. Pretty sure it'd rock as it bridges firewalls, etc.

    --
    I am not merely a "consumer" or a "taxpayer". I am a Citizen of the State of Texas
    1. Re:Inclined to agree there... by mrchaotica · · Score: 1

      It was just supposed to be a joke, you know... I guess it wasn't a good one. : (

      --

      "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

  45. Doesn't matter what they THINK they signed up for. by Svartalf · · Score: 1

    Unless there's a clause in their agreement/contract for the ownership of the assets they worked on in the event of closing shop, then they've got no room to complain- period, end of story. Doesn't matter if it's a modeler, musician, level designer, or code developer. I have to deal with that all the time and there's nothing I can do about it. If it's a problem, I suggest a different line of work or get so good that you're not selling but leasing it out to the studios (There ARE people in that position, you know...).

    ALWAYS be certain of the terms of your work. If you don't like them, don't do the work. If you can't afford to not work, do the work, but understand that you don't own it, can't own it, and have absolutely NO say in what is done with it once handed over to your employer.

    --
    I am not merely a "consumer" or a "taxpayer". I am a Citizen of the State of Texas
  46. Generated characters by phorm · · Score: 1

    And these are character graphics. Chances are they were generated from a set of various choices... so perhaps those particular characters just look cruddy because the eyes/hair or something similar look bad together?

    This one isn't too bad, except for the hands:

    1. Re:Generated characters by drsquare · · Score: 1

      Re: http://www.mutablerealms.com/screenshots/full_062. jpg

      I'm no graphics expert, but the main thing that struck me was the way the ground sort of 'blurred' as it goes into the background. I don't know why they've done this, even the buildings in the background aren't blurred, so you have jagged buildings sitting on smooth blurred ground.

      On closer inspection, the edges are terrible. See the horse for instance, it looks like it's been badly cut and pasted from another picture, with the cutting-boundary drawn by hand with a faulty mouse. By a blind person.

      The shadowing is backwards as well. Notice how the buildings on the right cast (bad) shadows to the left, but the horse casts a shadow to the right. Or maybe the world has several suns or something.

    2. Re:Generated characters by phorm · · Score: 1

      Yes, not good for a still. But when things are moving in the game how do it look?

  47. Dag Knabbit! by kaje103 · · Score: 0


    Super!

    I finally get accepted into a beta and it closes!

    1. Re:Dag Knabbit! by maxwell+demon · · Score: 1

      Now you know why you normally don't get accepted into a beta. :-)

      --
      The Tao of math: The numbers you can count are not the real numbers.
  48. Market Saturation by CodeBuster · · Score: 3, Insightful

    There are far too many MMORPGs these days because every small startup game company and their publishers and investors were rushing to jump on the bandwagon. The trouble with these types of games is that they put such demands upon a player's time that he or she rarely has time for more than one MMORPG addiction. That combined with the fact that MMORPGs are not yet and probably never will be (due to the aforementioned time constraints) part of the mainstream. The end result of all of this is too many MMORPGs chasing too few players and therefore too few dollars. What do investors do when a company is hemorrhaging money like an arterial bleeder? They pull the plug and it appears that that is exactly what happened here.

  49. just a statistic by SpacePunk · · Score: 1

    There's quite a few multiplayer games in the works, and this one is just a statistic now. On a fluke I did a yahoo search for a star trek mmorpg. Looks like one is in the works, but the release date is sometime in 2007. It will become a statistic also, and will fall under the "too sucky too late" category. Star Wars Galaxies barely scraped by that category although it's just kinda sucky.

    1. Re:just a statistic by Flentil · · Score: 0

      Don't underestimate the trekies. Back in the 90's I played a MUD called TrekMoo that was very good. They had starships where a different person would man each station like the helm, navigation, engineering, etc and you could do space battles, all with a text interface. New players could start on any of the DS9 era alien homeworlds and fly around in shuttles to different planets and space stations. It was very detailed and the most immersive and cool mud I ever played.

    2. Re:just a statistic by SpacePunk · · Score: 1

      I've experienced TrekMoo also, using my trusty BOFH Mark IV teletype.

      With everything that's slated to be released, and the games at are already released; their going to have to push the Trek thing pretty hard. Sure, there are a lot of trekkies/trekkers that will still go for it, but I don't see it being a huge success in that time frame.

  50. MOD PARENT DOWN by Anonymous Coward · · Score: 0
  51. The main problem is... by Svartalf · · Score: 1

    ...when you offer to take it off their hands, many people that sit on the BOD of the company in question start saying "Someone's interested in buying it, surely there's someone else out there that'll pay more for it...". They're tasked with trying to maximize profits and minimize losses as much as is possible. So when they're closing doors, the minimize losses part kicks in with a vengeance and more often than not, they just simply will not achieve a compromise on the price in question and the code drops off the face of the Earth, never to be seen again.

    Blender's a notable exception, as is Crack Dot Com's release and Digital Tome's. But they're the exceptions, NOT the norm by any stretch of the imagination- and I don't see that changing any time soon unless there's a change in business philosophy or laws are passed requiring release under some Open Source terms or to the Public Domain.

    --
    I am not merely a "consumer" or a "taxpayer". I am a Citizen of the State of Texas
  52. Huntsville, AL by Satertek · · Score: 1

    I just noticed that I live 3 miles from one of their main offices. Never would have guessed a game development company would be here. It must've been going pretty bad if they would cancel it this abruptly.

  53. Re:Doesn't matter what they THINK they signed up f by QuantumG · · Score: 1
    I don't know if you're just being persistent or what, but you're ignoring what I'm saying. It doesn't matter what the law says you can do as the copyright holder, if you piss off the community of people you depend on to make money you're in for a lot of pain.

    When you buy a comic book you're legally allowed to do anything you want with it. But if you walk into a comic book shop and buy that limited edition copy of superman #1 and say to the clerk "no need for a bag, I'll eat it here" you can be sure that within a week every comic book shop will have your picture on the front door and "banned for life" written under it.

    --
    How we know is more important than what we know.
  54. Mod parent -1, Wrong by Stormie · · Score: 1

    part of the reason why this company didn't make any money to cover their costs, was because they gave the product away for free.

    I beg your pardon? The reason they didn't make any money to cover their costs was that they hadn't finished and released the game! They didn't give anything away for free - they conducted several limited (both in number of participants, and in duration) beta tests of the unfinished game, but they in no way provided the means for people to sit on their asses enjoying the game for no cost.

  55. Re:Was anyone involved in the beta? Excited about by DMUTPeregrine · · Score: 1

    Hey, ProgressQuest HAS a GUI. It's not command line... And 3D mode! Get the limited edition platinum CD for that! It's the shading on the bars, makes 'em look a bit 3D. PQ is fun. When you get sick of playing something else, open up your PQ window and laugh.

    --
    Not a sentence!
  56. Interesting... by Svartalf · · Score: 1

    Good. Lord. In. Heaven... You need to try to draw attention to this and do it in as many forums as is possible. I was under the understanding that Planeshift was working as an Open Source MMOG, It's readily apparent if the veracity of your claims on that link can be confirmed that they're claiming one thing and doing something completely different and as such that would be a BAD THING.

    Seems to me, it's time to reveal them for who they really are and salvage anything that we can from their project (It IS GPLed, a fork of anything that is so licensed is quite in order at this point...).

    I was considering coming up with a networking layer to do P2P if someone beat me to it, but not now. I don't even think I really want to play the game at this point- I don't like being lied to and the games your link describes is pure lying to the rest of the community.

    --
    I am not merely a "consumer" or a "taxpayer". I am a Citizen of the State of Texas
    1. Re:Interesting... by QuantumG · · Score: 1
      Umm, no. I don't want to give the wrong impression. They've always been very upfront about the fact that their art is not free. The problem with the copyright assignment for code is a different matter. I think the reason they're not upfront about this is simply that they havn't gotten around to updating the web page (or they think it is more appropriate to inform each individual person of the requirement as they ask to contribute to the project but that's just plain misleading in my opinion). Also they refuse to guarentee that they will never change the license to something that is unfree. They wont even agree to this in principle so I don't know what we're supposed to think.

      As for forking the project, well, they have the art don't they? Regardless of their brain-dead opinions on licensing issues they are making an open source MMORPG engine and if you can support them by running and testing the game you'll be helping anyone who wants to use that engine in the future.

      --
      How we know is more important than what we know.
  57. Sadly... by Svartalf · · Score: 2, Insightful

    You miss what I'm on about. There will always be more people wanting to get in on the modeling, etc. and saying that a company's going to be ostracised is only fooling yourself.

    Why do I say this?

    Well, EA's still quite in business isn't it?
    The RIAA labels are still going quite strong in spite of all the crap they pull on the artists.
    Ditto the MPAA studios.

    The reality is you're a sharecropper unless you go up quite a ways on the food chain- no matter what industry you work in. They're just not going to give the words of some alienated modeler a second thought in the industry unless they're a big name. And while there's going to be people willing to take a stand on principals, there's unfortunately tons of people who don't give a rat's about them or aren't in a position to care about principals.

    Pissing off the community that they depend on to make the content? They (The Corporations...) do that every day and don't have any more pain than if they don't- so that will NEVER enter into their equations of what they do/don't do. It just won't until we all group together (And that means all the artisans and engineers that comprise the Game Dev and Media Industries...) and get their attention with a clue-by-four. That's the reality here. I agree with your sentiments for the large part, so don't get me wrong here, but the reality is far removed from what you, I, or the modelers and other artists care about.

    --
    I am not merely a "consumer" or a "taxpayer". I am a Citizen of the State of Texas
  58. HTTP Error 503 Site Slashdotted by tepples · · Score: 1

    Wish was intended to support 10,000 simultaneous players per world. That sort of bandwidth is not cheap.

    How many simultaneous readers does Slashdot have?

  59. They lied, they died. by zenst · · Score: 1

    "Wish is the first Ultra Massive Multiplayer Online Role Playing Game (UMMORPG(TM)). "Ultra" means that Wish supports more than 10,000 simultaneous players in a single, seamless world, without any zones or "shards".
    "

    cough www.eve-online.com

    "29.11.2004
    12K Barrier Broken

    Sunday, November 28th at 20:40:00, EVE Online broke the 12,000 simultaneous user barrier when 12.258 players were on at the same time. This record comes at the heels of EVE's latest expansion - EXODUS.
    "

    1. Re:They lied, they died. by Anonymous Coward · · Score: 0

      hehe.. yeah EVE has been doing that quite successfully for some time now.

    2. Re:They lied, they died. by ebrandsberg · · Score: 1

      As a player of Eve, I have to say, yea, sorta. They apparently have some sort of interface software that behind the scenes divy's up everybody into seperate regions that have their own computing resources. The neat thing is that nobody cares, because it behaves as a single entity.

    3. Re:They lied, they died. by Anonymous Coward · · Score: 0

      Yeah - every MMOG distributes loads, because there exists no single computer that can handle even a tenth of the population of your average MMOG server.

      The important part is - there's no zoning. There's no seperate 'servers' (all 'servers' are clusters in the MMOG world!)... You're playing with *every* customer.

    4. Re:They lied, they died. by tantrum · · Score: 1

      "Sunday, November 28th at 20:40:00, EVE Online broke the 12,000 simultaneous user barrier when 12.258 players were on at the same time. This record comes at the heels of EVE's latest expansion - EXODUS."

      It even seems like E-O has got about 10-12k users on average when I've logged on lately.

      Very nice game

  60. Re:Alright!!! OT by nfgaida · · Score: 1

    214357 is a low UID?

    --
    *elevator music plays*
  61. Reminds me of a Tune I heard once by Anonymous Coward · · Score: 0

    When you Wish upon a Star....
    Oh, never mind...

  62. Wish is dead, long live Perl::Tk by whyde · · Score: 1

    I can't believe I just typed that Subject.

    Please don't start a language flamewar. It's just a joke, and a bad one at that.

    1. Re:Wish is dead, long live Perl::Tk by belmolis · · Score: 1

      I had the same thought. I was going to express surprise that anybody would write a game in Tcl/Tk. It has its uses for scripting and prototyping, but it isn't exactly the fastest way of doing computation and graphics. Personally I prefer Python/TkInter to Perl::Tk, but for a commercial game Perl may be the better choice. After all, you don't want anybody outside the company to understand the source. :)

  63. Re:Cancel them all by Anonymous Coward · · Score: 0

    Sounds like you need a hug! *HUG*

  64. Re:Was anyone involved in the beta? Excited about by Kid_Korrupt · · Score: 1

    I was in the beta and played it for a couple of hours on the first night.

    The first thing I encountered, as I got into my starting harbour town, was that everyone in the town had contracted some disease and started dying. You couldnt buy stuff from merchants because they were all dead. At first I thought this was just some intro quest, but when I talked to some of the players they said it had just happened the night before. I initially thought 'woah!'. The dynamic nature of it made the world feel much more alive. It was a group quest that had to be worked on by everyone, and effected everyone. I was really impressed.

    That is until I spent about an hour trying to figure out what to do. It seems that the only way to complete the quest was to collect x number of healing roots and bring it back to town. yay! This is exactly what I hate about mmorpgs. I spent the next hour trying to figure if there was anything else worth while to do. In short, the only other things to do were kill monsters and pick berries. Im sorry, thats not for me.

    But I have to admit, for a brief period of time the flavor of the quest really blew me away. The world felt so much more alive, just through a little bit of text and setting. These quests were to be the hook of the game. The only problem was that these quests probably took up too much of the developers time, and they had no time to spend on the core gameplay. Now if something WOW could take this idea and run with it, it could totally revolutionize the mmorpg scene.

  65. Dosn't make sense by Satertek · · Score: 1

    It had to be some kind of internal problem in the company not relating directly to Wish. If there was a problem with either the gameplay, server code or something of that nature, they would have at least made an effort to improve it. They wouldn't have just cut off the servers with no warning. Maybe funds were pulled and they were no longer able to keep the servers up and the game in development.

    Anyway, I really hope they give us something more of an answer in the coming days.

  66. Re:Make A Wish by LihTox · · Score: 2, Funny
    At first I thought this was about Make A Wish and they cancled some sick cancer kid's wish. That would have been wicked.

    And I thought they were cancelling Tcl/Tk. *whew*

  67. I was just playing this yesterday by BinaryOpty · · Score: 1

    It's kinda weird having a game cancelled while you're beta testing it. Fortunately the game didn't have much potential as a retail game, so there's no loss. It was trying to follow in UO's footsteps and go with a skill based system but they forgot UO's worked because you just needed a tool to attempt doing something of a different skill. Wish made you have to apprentice to earn certain skills (for example, you couldn't carpent unless you were apprenticed under an NPC as a carpenter). Also, the battle in Wish isn't automated whatsoever. To attack you have to click one of your attack skills and then click another while that first one coolsdown, then click another because the first isn't quite cooled down yet, then click the first again, etc. If you don't click, then you don't attack. Not very fun imo. UO also only had three stats where Wish has 7 or 8 (I can't remember offhand). Also, the creatures outside of towns in UO were bunnies and rats, all very easily killable. Outside of the town I started in in Wish the creatures had grouping tendencies and were occasionally aggressive. There's a lot more bad things Wish did, but I'm not going to bother talking about them: the game's dead and what I've said's enough to show why.

  68. Re:Was anyone involved in the beta? Excited about by Boronx · · Score: 1

    I have friends that got just as addicted to PQ as to EQ.

  69. All on one by cgenman · · Score: 1

    The videogame business has always been based on the fact that 90% of all games released fails. Why would MMO's be any different?

    1. Re:All on one by Righ · · Score: 1

      "Sure, 90% of science fiction is crud. That's because 90% of everything is crud." -- Theodore Sturgeon.

      Known as Sturgeon's Law, it even applies to /. posts.

  70. Re:Was anyone involved in the beta? Excited about by Kysh · · Score: 1

    The beta kicked ass. True multi-head support, fantastic forests, beautiful grass, awesome models. The screenshots don't do it justice.

    The game itself was compelling, fun, slick, and something very nice.

    Half of the people who saw it didn't even give it a chance. You won't find anyone who showed up to beta test panning it. Many people were expecting a finished product. Many people were immediately turned off by the point and click interface and left bitching. Many people got a bug up their ass about the UI and instead of suggesting improvements (It was a fantastic UI with few irritating quirks), bitched endlessly, stated how disappointed they were in the game at every opportunity and then left.

    I think most people think that 'beta test' means 'show up and test the product TO SEE IF YOU LIKE IT'. Which is moronic. (Granted, the whole concept of beta tests as unpaid labor is a little evil, but that's how the system works, and some people actually show up to help!)

    The game was not finished. There were two phases of beta to go. I was having more fun in that beta than I've had in any other MMORPG.

    It was quality.

    In this day and age, quality always loses.

    -Kysh

    --
    --=:: Wings and tail and snout and scales of blackest night ::=- A dragon stands be
  71. More fallout from the Open Source Movement by Anonymous Coward · · Score: 0

    It's a shame that it is being more increasingly difficult to commerically develop software. I would like to offer my condolences to the families of these software developers. I pray you can find employment in this post dotcom crashed environment where outsourcing to third world countries has become commonplace.

    The open source vultures will now come out of the shadows and demand the source code for Wish. Haven't they done enough yet? I just want to make a living and put a little money in a savings account for my 2 months year old son so he can go to college.

  72. they probably 'wish' it was never made by Anonymous Coward · · Score: 0

    the game's graphics were so crappy by today's standards that it couldnt compete on the market no matter how many players their server could hold!

  73. Progress Quest by Kadmos · · Score: 1

    But have you checked out the 3D mode in Progress Quest?

    http://www.progressquest.com/faq.php

  74. This is what Blender did by abandonment · · Score: 1

    is this not what happened with blender?

  75. Unfortunately for you, this is where a good chunk by Polarism · · Score: 1

    of the world is going to.

    Sometime in the not-so-distant future a very large portion of the population will be spending much of their lives in virtual simulations, and we're not talking World of Warcraft here either, think of almost Matrix-esque experiences.

    Society is changing, and it really isn't your perogative to lay judgement onto those who wish to spend their time differently than you do or believe it should be spent.

    Besides, this isn't the only outlet for this type of behavior.

    --
    All your base are belong to Google.
  76. Not THAT bad by hanigjen · · Score: 1

    I tried it for a few days, and when it came to crafting it was quite ok. However, combat wasn't much to write home about. The graphics? I'd say it is better than WoW, although I've barely tried WoW. It kinda had a 3DMark03 Nature look to it if you didn't have to turn all of the goodies off to make it work with some ancient card. People have been bitching about the PnC quite a bit in the beta forums, but in their defence, they had the best pathfinding I've yet seen in a mmorpg. Kinda turned me off WoW when some monster I tried to take out with a ranged weapon just "jumped" over some unwalkable terrain. I do kinda like the world having an impact on how comabt works, if not I can just go back and play my old MUD. I suspect problems with the servers are one of the main reason for canceling the project. They usually crashed after 3-4h at the most, although this seemed to improve towards the end. But whenever they went down it took them 45 minutes to get it up again. Probably figured it'd take to long to make it into a stable 50k player thing they wanted it to be. Now I got to look for something else I guess. WoW with their regional servers won't do it for me as I want to play with friends I got on various continents. Its a bitch when people can't stick to one continent as they used to, eh? I mean, what stupid føkk made the internet borderless in the first place!? Guild Wars? Darkfall?

  77. These games require performance. by Mustang+Matt · · Score: 1

    You're not going to get performance out of freenet.

    --
    The man who trades freedom for security does not deserve nor will he ever receive either. - Benjamin Franklin
  78. EVE broke the 12k barrier actually by Giljabet · · Score: 1

    Read http://eve-online.com/ properly and you will see it's actually broken through 12k users: "Sunday, November 28th at 20:40:00, EVE Online broke the 12,000 simultaneous user barrier when 12.258 players were on at the same time. This record comes at the heels of EVE's latest expansion - EXODUS."

  79. Surprise! People Work! by Shihar · · Score: 1

    I think the real reason why MMORPGs are starting to fail is only partly because of the points you make. True, the market is limited, but only because the games are. MMORPGs right now take a crack addict like addiction in order to play. They all reward people for spending hundreds of hours on these games per month. There is a fanatical core that will happily pay such games. There is a much larger core of gamers (like myself) that have a pile of money from work to throw around but not that amount of time. I would love to get my fantasy kicks in a massive multiplayer world, but I sure as shit am not going to spend a few hundred hours doing it. Only unemployed, people in school, single people, and soon to be single people have that kind of time to throw around. I don't have a problem shelling out $25 a month for a game I enjoy as that is pocket change, but I do have a problem throwing away hundreds of hours.

    MMORPGs simply have failed miserably to be accessible to gamers with jobs and wives. Massive multiplayer worlds and gamers on a limited time budget are not mutually exclusive, but you wouldn't know that from the MMORPGs out there. Until MMORPGs get their shit together and open up to a larger audience they are going to continue to have many miserable failure simply do the small audience which they can appeal to. When I can fire up UT2004 or CS: Source and be death incarnate few hours, why in the hell would I fire up an MMORPG where the best I can do is whack rats for hours on end?

    Sure, I might suffer at the hands of some punk who spends every waking moment playing Counter Strike on occasion, but the fact that I AM a gamer means that I generally suffer very little, very rarely, and no matter how good he is I can always get lucky and pop a bullet between his eyes. In an MMORPG, because I don't throw my entire life away in the game I will never ever be able to compete. A level 1 character will never ever beat a level 50 character, even if that level 50 character walks away from the computer for an hour to have dinner. If you think that type of game play is even a little bit appealing to someone with a limited time budget - well, don't be surprised when more redundant time sink MMORPGs get canned due to a lack of an audience. Lots of people want to be apart of a vibrant massive multiplayer world. The problem is that most of those people also have lives that they need to take care as well.

  80. Sad Day.. by instanto · · Score: 1

    This is really sad.. considering I had a great time in the Wish beta (although short), i was eagerly awaiting its launch AND i was ready to cancell EQ2 and WoW to play this game, because it was THAT MUCH better than them.

    Here are some images from a great encounter, with 500+ enemies being killed...

    http://ecstatica.mine.nu/3pics/wish/Threnallis/

    Shortshort story related to pictures: enemy had taken over a friendly city, a brave party of 15 adventurers decide to help out.. but first we have to cross enemy territory,.. only 4 of us get there in the end.. we meet up with others and finally win the day...

    --
    // instant - "I for one welcome our new Decaff Coffee-Flavoured-Coffee Overlords"
  81. Thank God! by namekuseijin · · Score: 1

    I thought it was Tcl/TK graphical shell: wish. Now that would be a shame, not some stupid useless game...

    --
    I don't feel like it...
  82. maybe change the venue already by Daddio · · Score: 1

    How many fantasy games do we need anyway? Why are they all middle earth knockoffs? City of Heroes success is is weighted on the fact that it's not swords and sorcery. Tons of people tried Anarchy Online because of the cool cyberpunk world. Perhaps if Wish had tried something besides being Everquest Junior they could have done something?

  83. This "game" was horrible by white1827 · · Score: 1

    This was not a game as much as a tech demo. And the technology wasn't that compelling to begin with. There is no outcry against the "shard/server" system in MMO's. There are no throngs of people pleading for a point and click movement interface.

  84. Re:Cancel them all by maxwell+demon · · Score: 1

    Yes, there are many popular games running on this site.

    To begin with, there's the "First Post" game. Wait for new stories, and try to get a first post. Especially ACs like to play this game.

    Next, there's the Karma Whoring game. Try to get cheap Karma through postings which almost predictably get modded up without taking too much effort from your side (a good way is using Google to find some relevant link, and post that).

    And of course, there is the "Obligatory" game: Find some way to integrate a standard phrase (like "In Soviet Russia, Slashdot plays YOU.") into the discussion as seamless as possible.

    A variation which works only on polls is the "Missing Option" game: Can you find any option "missing" from a poll? Of course there are various levels: Adding a missing option to "Favourite drink" is easy. Adding a missing option to a yes-no question is harder, especially if it shall be a funny one.

    Any game I forgot?

    --
    The Tao of math: The numbers you can count are not the real numbers.
  85. Once again by Anonymous Coward · · Score: 0

    Another article that fails to spend six words to explain what Wish actually is. Way to go, editors^H^H^H^H^H^H^Hclickmonkeys.

  86. Re:Was anyone involved in the beta? Excited about by sakshale · · Score: 2, Interesting

    I got accepted into the beta on Wednesday, downloaded the files and found the login server down... with no notes on the forums with updated status. Every time I did succeed in getting logged to the tutorial server, I was quickly dropped with an error that indicated that the server was no longer responding. Finally, on Friday night I succeeded in getting two hours of gameplay.

    I considered the gameplay to be frustrating;

    [1] To me it appeared that they inverted mouse button functionality. Right clicking was used for movement and for the pull down menu on mobs. Unfortunately, everytime I tried to right click on a mob, it moved and I ended up clicking on the ground and moving to that location. I simply had a problem breaking my habits on mouse utilization.

    Note: I've played other point-and-click movement games, such as Neverwinter Nights, without that problem.

    [2] Quests were typical, but frustrating. Most of the ones I took started with harvesting minerals. Only, everthing had a "white" label, which I found, by asking in game, meant resource exhausted. I simply could not find any resources in the newbie area that were not completely exhausted.

    [3] Combat was simple, but I never did figure how to /con a mob. If I [examined] one, there was no indication of its hostility... which I found out was not an indication of [indifference] when a horde of scorpions attacked me.

    All in all, after about two hours of game play, I was still trying to learn how to play. That is too long for a normal person and unacceptable for someone who has played multiple online games and participated in multiple betas. . .

    --
    For every problem there is a solution that is simple, obvious and wrong.
  87. Funding Possibly? by FreyarHunter · · Score: 1

    1.7 - How secure is Wish's funding? Will it definitely release? The Wish project is heavily funded by a private investor group, which allows the product to be complete before launching. We will not rush out an incomplete title.

    Is it possible that this "Private Investor Group" killed it's funding causing it to go under? It was looking good for the ten minutes of time I got to test it.

    --
    Empathetic-- 94% You tend to walk in someone else's shoes a hundred miles before pointing a finger.
  88. Re:They're called assets... by AndroidCat · · Score: 1
    Doom was published, not abandoned, and Doom source was released as well as being used for other games. I doubt Pac-Man is going to be abandoned any time soon either.

    I'm not saying to release it right away. There might be a change of mind, a new investor or partners, etc. Eventually when it's just rusting but not yet lost and buried. I worked a project for a prototype hot 68000 arcade system in 1984. I'd hoped that we would do some networked FPS (first person sword&spell) games with it. The coin-op market slumped then, and the project was abandoned with just the single prototype, and all the bits gradually faded away. I might have the bits of code and editors somewhere, my notes, and maybe some of the sample dungeon grpahics, but it's all dark history now and who cares?

    At least two of our games (for crummy hardware, not the prototype) still exist on MAME because one of the team later released copies of the roms. (I know it was you Bruno!) If nothing else, release old dead code for a place in history and old fart bragging rights. :)

    --
    One line blog. I hear that they're called Twitters now.