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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."

16 of 238 comments (clear)

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

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

  2. 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.

  3. 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 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.

    2. 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.
    3. 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.

    4. 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.
  4. 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
  5. 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.
  6. 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.

  7. Re:oh my by frogger01 · · Score: 1, Insightful

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

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    /* No Comment */
  8. 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.

  9. 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 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.

  10. 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.

  11. 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