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."
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
paul reinheimer
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..."
Eureka Science News - automatically updated
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?
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.
We're indie. We're working on our 14th game.
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...
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.
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.
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.
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...
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.
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.
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.
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.
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.
/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.
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
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.