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Why Bill Roper Left Blizzard

Last week Gamasutra put up an interview with Bill Roper all about Flagship Studios' projects and history. Along with some details on their Massive game Mythos and a reiteration of the Hellgate pricing scheme, Roper talks about the reasons he left Blizzard in the first place: "Our original intention back in 2003 was not to leave Blizzard. We wanted some level of participation and direct communication with Vivendi's home office in order to offer our insight, knowledge and desires as to their plans at the time in terms of a possible sale or IPO of the games unit. The level of uncertainty back then made it extremely difficult to plan for our futures, as well as the futures of our team members. And with no long-term compensation or employment contracts in place, we wanted to be able to interact directly with the people making the key decisions that could drastically affect our lives and workplace. In the end, Vivendi chose not to make that opportunity available and accepted our resignations over the matter. The next day, David Brevik, Erich Schaefer, Max Schaefer and I started Flagship Studios."

38 comments

  1. Boils Down To.. . by moore.dustin · · Score: 2, Insightful

    ...wanted more money, did not get it.

    Really the problem was they weren't bargaining from a position of strength... Diablo 3 wasn't screaming right a long or anything.

    1. Re:Boils Down To.. . by toad3k · · Score: 1

      That isn't fair. Blizzard was being sold off as a package with a lot of other worthless properties. Everyone was interested in blizzard but not in any of those other properties, so it went on for quite awhile. At any moment all of the employees could have woken up and found themselves jobless or outsourced or their current projects scrapped or any number of things. Management wouldn't talk to them about it. They wouldn't give any assurances. So some of them left.

  2. A bit old... by Jugalator · · Score: 4, Informative

    That's news that surfaced pretty much at the moment they left, back in 2003. It wasn't exactly shrouded in secrecy, and Roper briefly mentioned their dissatisfaction and lack of direct communication channels with Vivendi it in interviews, sometimes citing that they only received major news as it was announced by Vivendi for public knowledge. I think that's understandably a tough situation to be in as a game developer.

    They left mostly to form new game companies:
    - Flagship Studios
    - Castaway Entertainment
    - Hyboreal Games, that later became U.I. Pacific Games Inc.

    Note that ArenaNet (behind Guild Wars) was not among those despite also with significant staff from Blizzard Entertainment, because those formed the company before the "exodus" and were not primarly from Blizzard North either, but e.g. their Warcraft III 3D engine developer, Battle.net lead designer, and the World of Warcraft lead programmer. (this must have been turbulent times at Blizzard, and interestingly, we have not had a new product from them since) Of the companies above, it seems like only Flagship Studios has anything more than something suspiciously vapor-ish going on. :-/

    --
    Beware: In C++, your friends can see your privates!
    1. Re:A bit old... by moore.dustin · · Score: 3, Interesting

      Well Flagship got the big dogs and thus, money to produce their games. The other companies are following a much harder route to get their game out. I would give the another year or so till it looks like vaporware.

      Also, Blizzard has done fine since the people left. WoW changes a ton in alpha/beta and much of its success can be attributed to those changes. Same with War3, the expansion was nothing spectacular, but the improvements to Battle.net were. Plus, Ghost was in production, but axed because of the timing of the product. Starcraft 2 looks more than promising as well.

    2. Re:A bit old... by SatanicPuppy · · Score: 1

      I don't think it looks like vaporware...I think it looks like Diablo.

      And while that was cool and all, I don't know if I really want to play it again. There has got to be more to a game than "I got super ultra mega rare item X." I've played so many games that were like that, it's just paled.

      --
      ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
    3. Re:A bit old... by Jartan · · Score: 1

      I would say Arena.net got the true "big dogs". It's not something that people write news about but it's pretty well an accepted thing in the industry that the success of Blizzard North games was due to massive rebalancing and idea storming and general fixes by Blizz Central.

      Diablo 1 was originally turn based till someone from Bliz Central looked at it and basically forced Blizz North to try making the game real time. Also the reason Diablo 2 was purportedly late wasn't that Blizzard was doing their usual of polishing polishing and repolishing. It was because Blizz North was dorking around playing Everquest in the office for months. Blizz Central again had to pick up the slack and get D2 out the door.

      Moving forward it will be interesting to see if Bill Roper really has what it takes from a management perspective. It's hard to say when it seems like he was having all the shots called for him before. Maybe he's really good and people were getting in his way. Or maybe they were calling shots for him because he's really a fake.

      If Flagship pulls a catstrophe like Sigil and Brad McQuaid though I suspect venture capitalists to start getting really tight around the purse strings around these "rock star" developer types.

      To me Blizzard and Arena.net bar more watching. Does Blizzard still have the magic? SC2 can't fail and they won't likely try to innovate in it much due to SC1's rabid following in Korea. What comes after that though from both Blizzard and Arena.net will be very telling. If Blizzard can still keep pumping out the industries premier content it will be a big victory for game design via engineering and all these posturing "artists" will finally start looking like the schmucks most of them are.

    4. Re:A bit old... by cafard · · Score: 1

      What comes after that though from both Blizzard and Arena.net will be very telling.

      Warcraft 4, WoW 2, Starcraft 3, Diablo 3...

      --
      This post is awesome.
  3. Good Choice... by morari · · Score: 2, Funny

    Better than sticking around and being associated with abysmal titles like World of Warcraft.

    --
    "He who can destroy a thing, controls a thing." --Paul Atreides, Dune
    1. Re:Good Choice... by SatanicPuppy · · Score: 4, Funny

      Yea, boy I'd hate to have that on my resume. Who would ever hire anyone who had "I was on the WoW development team" on their resume? Might as well say, "Head of iPhone graphical interface development team" or "Lead designer for Google search algorithms."

      --
      ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
    2. Re:Good Choice... by Zeussy · · Score: 1

      I dont know. WoW is dispised in my games industry circle, it has had a very detrimental effect on the industry. This one game has significantly dropped the sales of the games industry as a whole. The fact that it isn't really that good of a game, it was made of the masses to be sold to the masses. Soap opera's are aweful shows, but it doesnt stop something like East Enders being watched by 13million people each night.

      Just because a game has sold lots of copies doesn't mean it is a great game. The other question has always arised, this applys to many MMO's. How many people have just forgot about their subscriptions, and just browsing down their statement don't really notice that $15, and do something about it.

      WoW would be something you put one your resume, but I don't think it would be seen in the same light as Bioshock or Half-life2. World of Warcraft isn't even in the top 10 of MMORPG.com's game rating list: http://www.mmorpg.com/gamelist.cfm/sort/rating/gam eID/0. It's a bit odd, that it is played by the masses but the masses except there are many better games. Although it does make me laugh that Planetside is rated above it.

    3. Re:Good Choice... by Tridus · · Score: 4, Insightful

      The masses don't read mmorpg.com, they're reading worldofwarcraft.com.

      In fact, the chart at mmorpg.com exists soely for the purpose of ballot box stuffing by various smaller game communities. It means even less then your typical Internet poll (which means nothing).

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      -- "So they told me that using the download page to download something was not something they anticipated." - Bill Gates
    4. Re:Good Choice... by Onan · · Score: 2, Insightful

      WoW would be something you put one your resume, but I don't think it would be seen in the same light as Bioshock or Half-life2. World of Warcraft isn't even in the top 10 of MMORPG.com's game rating list: http://www.mmorpg.com/gamelist.cfm/sort/rating/gam e. It's a bit odd, that it is played by the masses but the masses except there are many better games.

      As far as I know, every game you mention or refer to is Windows-only. Which is, I suspect, a big part of why they're all less successful than WoW.

      There are somewhere around 20-30 million mac users with machines recent enough to run WoW well, and no good access to all of the games that you tout as being superior. It seems very likely that the semi-gamer subset of those 20-30 million people makes up a big part of WoW's 8 million subscribers.

      This is the big thing that all of the Blizzard émigrés failed to take with them, and an important part of why none of their more recent ventures have been a real challenge to Blizzard's offerings.

    5. Re:Good Choice... by Anonymous Coward · · Score: 0

      With all due respect, you are a fucking idiot. I am a long time veteran of the games industry and a developer of MMO's. Your post could be boiled down to "WoW is super successful and it's really hard to compete with it. As a defense mechanism, I'll make some niche product that is very popular with hardcore gamers and therefore is a 'better' game." To be fair, you're right in saying that just because it's popular doesn't mean it's good, but let's be realistic. WoW is flawed to be sure, but 95% percent of game developers, myself included, will likely never work on a game that works so well on so many levels. The guys at Blizzard at to be given credit for creating something that appeals to so many people for so long.

      If you can create something better, please, please, please do so. I would love to play it - honestly! Until then, STFU and learn from the successes in our industry.

    6. Re:Good Choice... by earnest+murderer · · Score: 1

      No. You have some problems with your argument there. If every machine sold since January 2004, a year before World of Warcraft shipped, were included in that tally, the total number of computers shipped doesn't even come close to 20 million. http://www.systemshootouts.org/mac_sales.html This figure doesn't even break down non-pro mac books, mini's and older iMacs and Pro line hardware that can't cut it,. Machines still sold by Apple that represent large portions of Apples product line but do not run WoW "well" no matter how many features you disable. I don't mean to say Blizzard can't make money with it, but your suggestion that one of the best selling games/developers of all time is being driven by an audience with less than 2.5 percent of the global market share is absurd. Certainly publishers make good enough money porting to the Apple platform, but the vast majority of games that get the treatment are proven sellers that are basically guaranteed to be good enough to generate a fair return on the cost to port the code. These games aren't made successful by the macintosh version, that's just a little extra on the side. On a good day.

      --
      Platform advocacy is like choosing a favorite severely developmentally disabled child.
    7. Re:Good Choice... by Anonymous Coward · · Score: 0

      The masses also think the teen pop crap produced by the RIAA is the epitome of good music.

      They're also likely to take a McDonald's Double Cheeseburger over a nice medallion of filet mignon.

      Well, at least the peasants can feel good about playing the (*snicker*) "BEST MMORPG EVER! LOL ORCS!"

    8. Re:Good Choice... by Anonymous Coward · · Score: 0

      MMORPG.com's game ratings are utterly useless, which is something the people that post on their forums can't seem to understand. Last time I checked, the top 30 or so games all had a rating between 8.0 and 8.3. With so many games in such a small range, it's impossible to draw any meaningful conclusions from the list.

    9. Re:Good Choice... by morari · · Score: 1

      WoW is flawed to be sure, but 95% percent of game developers, myself included, will likely never work on a game that works so well on so many levels. Works well on so many levels?! I really hope that not all "game developers" are thinking that way. MMOs are a plague within the gaming industry. I vote that we begin referring to them as MMTS instead; Massive Money and Time Sinks. They hardly exist to be entertaining, just addictive enough for people with nothing better to do in life to spend some more and click some more. Above any other video game formula, MMTSs stand out as the most haphazardly money driven. But hey, maybe Blizzard will put all of that revenue to good use and please people with StarCraft II (though I'd rather see Diablo III, Return of the Lost Vikings, or Rock 'N' Roll Racing: Galatic Championship).
      --
      "He who can destroy a thing, controls a thing." --Paul Atreides, Dune
    10. Re:Good Choice... by thepontiff327 · · Score: 1

      The funny thing is every game in development wants to be the next WOW. They say the don't but they lie. Its all about money at the end of the day. I suspect the reason people hate wow is for the same reason I'll never buy an ipod. Its a good product but I refuse to conform to all the bubblegum teeny bop idiot masses and get one. The example is totally not relevant I'm just trying to relate.

    11. Re:Good Choice... by Onan · · Score: 1

      Three things:

      1) You are using a much stricter definition of running the game well than I think is appropriate from a market-analysis standpoint. People with a few-years-old machine are likely not the type to define their self-worth by their framerates, so pretty much anything that isn't actively swapping or crashing will allow them to enjoy the game.

      2) That 2.5% share that you cite presumably includes office machines, which are pretty much outside the scope of a discussion of the market for games. If we assume that a much higher percentage of office machines use Windows, and that most people will one machine at work and one at home, that figure pretty much doubles immediately. If we assume that some people have multiple work machines (a desktop and a laptop, for example), or that this figure may include servers, the number goes higher still.

      3) A direct comparison of Windows versus mac installed base is not meaningful, because the game market for each is not equally saturated. If you write a game for Windows, you are competing for that larger installed base with every other game developer publishing titles in your genre. Whereas if you write a mac game, you have a good shot at acquiring close to 100% of users who have any interest in your genre at all.

      I would be very surprised if less than 10% of WoW's subscribers are on macs. My actual guess would be somewhere in the 20%-30% range. And 20% of the popularity of WoW is enough to make any other game a shining success.

    12. Re:Good Choice... by SatanicPuppy · · Score: 2, Insightful

      And Diablo II wasn't a timesink? You blow through it once, kill Baal, the end, right?

      Wrong. Then begins the leveling grind, and the item grind, and the gem grind, and the rune grind.

      The only difference is a persistent world, better bosses, and 15 bucks a month.

      --
      ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
    13. Re:Good Choice... by morari · · Score: 1

      I can't say I had much interest in going back through and grinding, save for the couple of times I went with friends in LAN play. Diablo had a story, you didn't need to grind indefinately to feel some sense of satisfaction. And fifteen dollars makes a pretty big difference. For instance, I am completely unwilling to pay such a monthly fee for the privilege of being in a virtual world. It's an utterly ridiculous concept, especially since Blizzard had already ruined multiplayer on Battle.net with Diablo II's player killing system.

      --
      "He who can destroy a thing, controls a thing." --Paul Atreides, Dune
    14. Re:Good Choice... by SatanicPuppy · · Score: 1

      You may not have, but a lot of people did, and playing with multiple people in the same zone was a problem unless they were friends of yours, or nothing could be looted. God forbid you kill a boss with people around, because that stuff won't have time to hit the ground before it's gone.

      A lot of the core stuff in WoW is an outgrowth of Blizz's experience with D2. Hell, one of the big things that was released in the second expansion was gems and socketed items, just like in D2.

      I understand that you want something with a linear storyline, but MMO's are undeniably popular. It may not be to your taste, but it's clearly popular with a lot of other people, and if they enjoy it, that's all that matters. If no one liked it, no one would play it.

      --
      ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
    15. Re:Good Choice... by morari · · Score: 1
      I disagree. Just because something is popular doesn't mean that it is superior or even justified on a basis of taste. Brittney Spears was popular for quite a while and every mindless summer blockbuster is popular at the theaters for a while. These shallow products, produced solely to take your money, hurt whatever industry they are in. It narrows the fields of what is successful and thus pressures others into doing the same just to obtain some financial backing.

      I would however agree that a lot of said core features are a direct evolution of what Diablo II had to offer. I think that's an inevitability though when you have one company making two different action RPGs. Socketed items were a good idea, they allowed you to further customize your items to fit your style (I liked skulls personally, 'cause leech life went well with my Druid). Heck, even other outside games have copied Diablo II's features because it is the game in that particular genre. It also had an ending though. I'm not necessarily looking for a linear storyline in games, but something that gives me a reason to play is best. Most games fail at this when they plop you into some overly cliche fantasy world where you just have to "stop evil and save the world" with little else to the explanation. The same goes for the tried and true first person shooter "plots", with mechanics that tend to end up being even more boring since you don't have leveling to look forward to.

      In the end, MMOs will continue to thrive. They had for years, long before the recent explosion in popularity. There's nothing anyone can do about that. And I'm (unfortunately) not one to dictate others' tastes in entertainment. My concern is of how this is changing the climate of one genre of entertainment. When every developer in the world feels that they need to make a giant multiplayer game and then charge users to play, that's when I can no longer enjoy video games. Within the PC market especially, where the only thing that does seem to sell are MMOs and mediocre yet high-profile sequels to franchises that proved themselves a decade ago.

      --
      "He who can destroy a thing, controls a thing." --Paul Atreides, Dune
    16. Re:Good Choice... by AlexMax2742 · · Score: 1
      And the suits who make this content fit for the masses are now orders of magnitude more wealthy than you.

      Rack'em.

      --
      I'm the guy with the unpopular opinion
  4. Pricing by Nasarius · · Score: 2, Insightful

    I haven't been following the development of Hellgate all that closely, aside from playing the Mythos alpha a bit, but I can't help but think that the "elite" pricing is a terrible idea. $10/month for updates and a few small bonuses is crazy. The pricing model that Guild Wars uses would have made a lot more sense, and given them an excuse to announce a new expansion every few months, rather than a vague promise to add new content. Not to mention that people who join up a year after release will presumably get all the same content as those who have been paying for a year ($120). When you give people who have paid for the game second-class status, it's bound to cause resentment.

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    LOAD "SIG",8,1
    1. Re:Pricing by ricree · · Score: 1

      I suppose it really depends on how good the out of box content is. If it is good enough out of the box, that will take a lot of the problem away. People will still bitch about it, but as long as it is a good and complete game from the start it shouldn't be too big a problem.

    2. Re:Pricing by fractoid · · Score: 1

      It depends on what the 'premium' content is. If it's like Blizzard's codes that they give out at BlizzCon and so forth, for vanity pets and other status symbols that don't affect gameplay, then it won't be a problem. Some people will cough up for the ego boost of having a cute pet or a different coloured shirt or whatever, and the rest won't mind too much. If, on the other hand, it's like your Penny Arcade link (you can't equip items above a certain level without playing, for instance) then it will suck mightily and may well sink the game (since if you have to pay per month to play the 'real' game without a massive disadvantage, it's pitting itself against WoW and we already have an excellent WoW, called WoW).

      Also it depends on the level of PvP available - if it's a purely PvE game then it doesn't matter how good the next guy's gear is, as long as you can scope out upgrades for yourself to move the game along. If, on the other hand, his Catastrophic Axe of Instagib is actually going to be swung at your Flexible Shield of Damp Cardboard at some point, that point is probably the point where you'll quit the game.

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    3. Re:Pricing by anduz · · Score: 1

      I agree.
      I have to admit that I was rather interested in Hellgate: London until they came up with that nonsense, and the more marketing blurb they spin on it to make it sound decent the less interested I become. This is obvioussly guessing, but I think there is a real risk that you would end up paying more for less through a subscription system like this compared to regular expansions - at the same time having less knowledge about excatly what it is you're paying for because things are added gradually.

      I'm sure they'll sell a lot of copies and subscriptions, but I won't be one of them if they stick with their current business model.

  5. Stop poking me! by kerohazel · · Score: 5, Funny

    I think it's fairly obvious he left because his bosses kept touching him.
    (Bill Roper did all the voices, or almost all of them at least, of the early Warcraft titles.)

    --
    Skype is too convoluted... Now I'm reverse-engineering the Kyoto Protocol.
  6. Not everything boils down to money by Moraelin · · Score: 4, Interesting

    Hmm... now I didn't RTFA, but the summary doesn't mention anything even remotely equivalent to "we wanted more money". So do you have any other information you base that on, or is it just pulled out of the ass? Especially given that I suspect they were better paid at Blizzard than at some startup company noone heard about yet, that assumption seems somewhat fragile.

    The only thing which would come even close is the talk of long term contracts and compensations, but he _does_ spell out that they wanted to know how to plan their future, so it doesn't necessarily come out as greed. It doesn't say they went and demanded contracts for life, it says they went and asked for a communication channel. There's a big difference.

    It may come as a surprise, but some people do actually like to know what happens next. You know, game is finished now, what happens next? Do we stick around and make an expansion pack? Extra content? A new game? Should we start sending out resumes now? Uncertainty about that can bring morale downwards quite a bit.

    As for position of strength, I beg to differ. World Of Warcraft turned out to be a bigger money printing machine than anyone expected, Vivendi included. People thought the old Everquest was a money printing license, and is what got half the developpers and publisher in a frenzy to try to make yet another MMO. And most attempts to imitate it failed pretty badly. Well, WoW overtook it by a whole freakin' order of magnitude. It has some 95% of the MMO market IIRC.

    Basically, as dev team achievements go, these guys pulled an _amazing_ achievement. I don't know what happened there, but that team had some incredible talent and worked surprisingly well. Design talent, programming talent (considering almost every MMO before was traditionally a _horribly_ buggy mess, and would spend eternity creating two new bugs for each one fixed... and some got into a dead end and got cancelled), etc.

    It takes a pretty brain-damaged PHB to just squander such an asset over something as petty and trivial as being asked to have an official communication channel. Whatever happened to transparency and communication? Because the way I read it, that's really all they were asking for.

    I know it's all the rage to treat employees as dime-a-dozen expendable, replaceable peons, but sometimes it comes out as particularly retarded. We're not talking pizza-delivery kind of expendable, but a team which was one of the legends in their field, and head over shoulders over most of the rest. They're not _that_ easily replaced. Not considering them even important enough to be informed what next, before they read the press release, seems kinda extreme, as low opinions go.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:Not everything boils down to money by moore.dustin · · Score: 2, Interesting

      Hmm... now I didn't RTFA, but the summary doesn't mention anything even remotely equivalent to "we wanted more money". So do you have any other information you base that on, or is it just pulled out of the ass? Especially given that I suspect they were better paid at Blizzard than at some startup company noone heard about yet, that assumption seems somewhat fragile. Give me a break, what else is it about? They wanted open communication to what know about their future, which means money. Considering the people we are talking about, it was all about money. You think Roper feared for his job security? Please. Also, they were better paid at Blizzard? That was the problem for them, they were being paid. They wanted a part of the action and they deserved it for sure. Vivindi was in a pinch something fierce in 2003 and Blizzard was its most valuable piece that could be offloaded to help them. When they did not get any sign it or anything was going to happen, they jumped ship.

      As for position of strength, I beg to differ. World Of Warcraft turned out to be a bigger money printing machine than anyone expected, Vivendi included. People thought the old Everquest was a money printing license, and is what got half the developpers and publisher in a frenzy to try to make yet another MMO. And most attempts to imitate it failed pretty badly. Well, WoW overtook it by a whole freakin' order of magnitude. It has some 95% of the MMO market IIRC. Basically, as dev team achievements go, these guys pulled an _amazing_ achievement. I don't know what happened there, but that team had some incredible talent and worked surprisingly well. Design talent, programming talent (considering almost every MMO before was traditionally a _horribly_ buggy mess, and would spend eternity creating two new bugs for each one fixed... and some got into a dead end and got cancelled), etc. See, you have no idea what you are talking about. Roper and the guys helped with WOW sure, it was a team effort. That being said, WoW and War3 were developed exclusively in the main Blizzard office. All these guys that left were Blizzard North people who were behind Diablo. They had NOTHING to go to the table with other than patch 1.10 which was not about to impress the suits. Blizzard North was around for 4 years after the release of D2 and had nothing to show for it in 2003. At the same time, the main Blizzard office churned out War3 and WoW was an open book still. Again, Blizzard North had minimal involvement with WoW. They were D2 and whatever other unannounced project, if any, they had.

      Roper is a smart man, no doubt, and losing him hurt the company surely. Was he irreplaceable? Maybe for the Diablo franchise and the voice of the grunt, but not Blizzard as a whole.
    2. Re:Not everything boils down to money by UnknownSoldier · · Score: 1

      > it has some 95% of the MMO market IIRC.

      Uhm, no.

      Lineage has 2 million people, so even if you exclude everyone else, 8 million / 10 million is only 80%.

    3. Re:Not everything boils down to money by Samuel_Gompers · · Score: 1

      "Blizzard North was around for 4 years after the release of D2 ... in 2003." The math is off in that statement - Diablo II was released in june 2000, the expansion was released a year later in 2001.

    4. Re:Not everything boils down to money by Fozzyuw · · Score: 1

      Give me a break, what else is it about? They wanted open communication to what know about their future, which means money.

      You're confusing money with power which are not the same, but do share similarities.

      From the summary (I didn't RTFA), it sounds like he was more concerned about his influence than his paycheck. Which, as the GP pointed out, makes sense given the left a good paying job to start his own company. It sounds like he's also unhappy that the fact that, after being bought out, he had very little say in what happened to the games they make. Which, may or maybe have turned true, which is why he left. He didn't want to 'risk' loosing his voice as Vivandi wouldn't give him a direct answer.

      While money is an important driving force of many people in the work place, it's not the only thing that is important. I could be making crap loads more money as a medical software programming monkey than the often ignored importance of a "web-master" but I also wouldn't be enjoying my job as much. Besides the much larger work load and wider range of needed knowledge of being a "web-master" (programmer(front-end and back-end), project-manager, usability expert, network administrator, marketing metrics analyzer, graphical designer, Database Manager, etc), it also allows you more control over the aspect of "your baby"(tm). And that's what a project is for some people. You don't want someone else dictating how to raise "your baby" at every turn. And if push comes to shove, you want the final say.

      Some people simple want more power/control/influence than more money. So, no, it's not all about money. For a guy like Roper, he must have had a nice saving account by this time, otherwise, he probably wouldn't have risked starting his own business. I think it had to do with him feeling he lost his influence in the overall decision making (aka communication lines). Which is power, not money.

      In the end, there are really only 3 things that dictate ones job choice. Money, Power, Work. 'Work' being what it is you actually do (job description). People are willing to take a pay/power cut for a job they love doing.

      Cheers,
      Fozzy

      --
      "The past was erased, the erasure was forgotten, the lie became truth." ~1984 George Orwell
    5. Re:Not everything boils down to money by Anonymous Coward · · Score: 0

      Um no, lineage has 2 million accounts created, which is MUCH different than having 8 million paid subscribers. Don't mistake korean mmo math for american mmo math, they are not equal. Koreans love to inflate numbers to seem big britches on the global scale, it feeds a huge nationalistic pride