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Tribes Franchise Quietly Strangled

Gavin Manley writes "Back in October last year, the third game in the Tribes series of first person shooters was released, published by Vivendi Universal Games (VUG). After many years of waiting and frustration, VU once again disappoints, not only by missing their market for the game again but by simply cancelling support for the game." From the article: "Now not only does this have consequences for Tribes fans, but fans of other franchises need to be worried. SWAT 4 in particular. The next SWAT game is also being produced by Irrational Games (no doubt on an equally dismal budget) and published by our good friends at VUG."

10 of 105 comments (clear)

  1. They never listened to their base by Anonymous Coward · · Score: 1, Insightful

    The true hard core fans of Tribes 1 were very vocal in what they wanted and asked for it in simple terms. Take Tribes 1 and build on it, making the sequels almost the same but with better graphics and new maps. Instead the developers made completely different games each time. Why? The original game was fun beyond all belief. I fail to understand why you take something that is proven to be enjoyable by all and change it, hoping that people will like something else when you've already got them hooked.

    It was right for support to be pulled on this as most of the fan base for Tribes had left long ago. Let this be a warning to any other game studio that thinks it would be a bright idea to package a "different game" as a sequel to another game with the same name. You will kill your fan base. Tribes could have been a very strong title to this day had they simply followed the example that ID put forward with Quake I/III or the Doom series.

    "Keep it simple stupid" and "If it ain't broke don't fix it."

  2. aah by j0nb0y · · Score: 4, Insightful

    aah, nothing quite like seeing a good game series destroyed by a publisher that cares about nothing but profit. Everyone remember the tribes 2 fiasco? It went something like this:

    Dynamix: Tribes 2 isn't ready, we need to delay it.
    Vivendi: Release the game now.
    Dynamix: It's not ready.
    Vivendi: We don't care, release the game now.
    Dynamix: Okay.

    Vivendi: This game sucks. No ones buying it, and those who did are returning it.
    Dynamix: We told you the game wasn't ready.
    Vivendi: You're fired.

    Aah, what a brilliant and refreshing management strategy. Is anyone really surprised that tribes 3 was a dismal failure?

    --
    If you had super powers, would you use them for good, or for awesome?
    1. Re:aah by Schnapple · · Score: 3, Insightful

      You got it wrong.

      Dynamix: Tribes 2 isn't ready, we need to delay it.
      Vivendi: Release the game now.
      Dynamix: It's not ready.
      Vivendi: When will it be ready?
      Dynamix: Six months from now.
      Vivendi: You said that six months ago. And six months before that. And six months before that. We've missed two Christmas seasons now and sunk umpteen million dollars into this game. You told us it would be our next Half-Life. We told you that was great since those fuckers from Valve won't even return our phone calls. Now would you please finish the function you're working on and give us the fucking thing? You can keep working, we'll call it a patch. Oh, and please for your sake hope that you get that patch right the first time.

      (later)

      Vivendi: This game sucks. No ones buying it, and those who did are returning it.
      Dynamix: We told you the game wasn't ready.
      Vivendi: And WE told YOU that the game was supposed to be ready over a year and a half ago when you said it would be. No one's buying the game since you guys can't even patch, let alone code. Oh, and great idea taking a game which people were seriously hardcore about and changing or removing everything they liked. Did any of you ever even test this thing on XP? And don't give me the excuse of "the lead programmers left". Now we're going to be lucky to break even on this, we didn't sell any copies of Half-Life: Titanium Edition and the stockholders want someone's heads. You're fired.

    2. Re:aah by Anonymous Coward · · Score: 1, Insightful

      Developers tell publishers something will take six months when it will really take two years, because publishers don't want to hear that to make a good game it will take two years, and they will go with another developer who will lie to them, or put out a crappy product which doesn't sell anyway.

  3. SWAT 4 demo by Nelson+Minar · · Score: 1, Insightful

    No need to guess whether SWAT 4 will be a problem: the demo has been out for a month. It looks great to me.

    1. Re:SWAT 4 demo by Anonymous Coward · · Score: 1, Insightful

      It looks great, but the game play is ehhh. There are a number of elements that simply got dropped from SWAT3, including:

      - being able to move while leaning. This makes it extremely frustrating to throw a grenade or mirror for threats.

      - Suspects or hostages who have surrendered will remain in that state forever. This bad ass who killed two cops surrenders, and lays a MAC-10 down right by his knee? He'll never get up, even once your entire element leaves the room.

      - hostages are incredibly resistant. You end up having to taser or beanbag every single one before they will surrender. And these are the average joe citizens who are being rescued!

      - Officer AI is suspect. They will not do anything beyond simple room clearing without being told. They no longer collect weapons or handcuff, so now you have to run around like Mom telling them what to do. Worse, if they have a less-than-lethal weapon, they simply will not fire it unless directly ordered each time.

      I really hope the game comes out in better shape than the demo, but this article has me pretty worried. Irrational has other things to do besides work on SWAT, which isn't even their franchise, and VUG evidently has no customer loyalty after the sale.

  4. A Lament by American+AC+in+Paris · · Score: 4, Insightful
    Okay, anybody who has read my past posts on Tribes knows that I'm about as close as they come to a slavering fanboy when it comes to Tribes. Tribes is the very definition of What A Game Should Be in my book, and I love it in the same way other people love opera, collectible figurines, and reality television. Tribes is what gaming should be. That said, I'm about to propose something that's sure to piss pretty much everybody off:

    Tribes, on balance, was made measurably worse by the community.

    I'm not just talking about griefers, lamers and TKers; that's universal and understandable. I'm also talking about server admins and modders. There were some fantastic mods floating about out there--well thought-out, balanced mods that made the game substantially different, better and/or cooler. There were also some decent but decidedly less-thought out mods out there, mods which nerfed heavies/snipers/pilots/etc, mods which made weapons entirely too deadly, mods which presented poorly planned, poorly executed maps, mods that futzed with physics in a way that was amusing for five minutes then tedious--you've played 'em. What's more, there were junior modders who'd take a good mod and add their own little melange of spices, spawning 'renegades' variants and the like.

    All well and good, but once this got underway, it became a serious challenge to find a decent game to join. The vast majority of servers would be running some mod or other--and if you didn't know the mod, you'd get your ass handed to you on a silver platter for several hours until you learned all the various idiosyncrasies therein. Other servers required client-side downloads--a real annoyance when all you want to do is hop on a game and play. It was not uncommon to find only two or three servers running a "standard" game--and these servers would generally either be packed to capacity or dead empty.

    I know it's not cool to rail on the community, but I honestly think that it played a real role in making the game less playable overall. Yes, there are tons of other factors in play--for example, Dynamix/VU could have shelled out for a couple dozen dedicated base servers. Yes, I could have S'ed the FU and run my own server (which I did for some time back in the day, by the way--admittedly with my own half-baked mod...) Yes, a number of clans did original, stunning, amazing work worthy of mountains of praise. But when it comes right down to it, I really think that Tribes as a game was hurt more than it was helped by the community at large.

    --

    Obliteracy: Words with explosions

  5. The Warcraft effect by supabeast! · · Score: 4, Insightful

    Maybe the folks at Vivendi are experiencing the same problem that EA identified earlier in the week - World of Warcraft is so damned popular that it wrecked everyone else's holiday sales, and is continuing to hold the interest of gamers, who continue to not buy new games. VU is certainly no stranger to this problem - Starcraft and Half-Life (Well, Countrstrike anyway), both VU distributed titles, have been biting into sales for years. Everquest has also been noted as a title that eats away at the market for years.

    Perhaps the reason VU is pushing WoW so hard, both in the US and internationally, while cutting funds to other games, is that the execs have realized that VUs most successful games will continue to cannibalize other game sales, so it's better to just push on with a guaranteed cash cow.

  6. Re:Emminent Domain for IP by snorklewacker · · Score: 3, Insightful

    This is a good example of why there should be some laws allowing the public to seize IP from companies to prevent it's abuse.

    jesus spin-fuck christ ... it's not the cure to AIDS, it's a game. It's their property.

    Hey, I don't think you're making the best use of your house. I think I'll take it from you.

    --
    I am no longer wasting my time with slashdot
  7. Re:Still confused by IntergalacticWalrus · · Score: 2, Insightful

    How the hell do you think developpers manage to cover their development costs prior to selling their finished games? Software development is just like everything else, you need an investor first so you can manage to bring your idea to a (hopefully lucrative) reality.