Flagship Studios' Founder Discusses Its Demise
1Up is running a lengthy interview with Bill Roper, founder of Flagship Studios. The game company, known primarily for its Hellgate: London and Mythos titles, announced massive layoffs last month, and is now simply winding down and taking care of a few final issues. Roper gives quite a bit of detail regarding the financial machinations of a game developer and the current status of the games' code. Co-founders Max Schaefer and Travis Baldree gave a related interview recently as well.
"The subscription money we did get, we all poured directly into keeping the game online, keeping it up and running. But the development demands far outstripped the revenues. There just wasn't a good contemplation early on of how that would work. It wasn't like: This is the budget that comes in every month; we'll do whatever we can do with that. We just said [that] development will get done out of the revenues, and whoever pays for development, they get paid back out of the revenues. And there wasn't really enough revenues coming in to cover the expected and required development."
and you get a crappy return. From what I understand, there were a lot of bugs and problems with the game, to the point where it wasn't worth picking up. If those bugs had persisted, those already playing the game would have left (to varying degrees of course). In the end, they released a product that wasn't where it needed to be, and they lost out on their big opportunity to make a splash.
It's a shame when a studio that is at least trying something different goes under. It was a shame that Hellgate was basically a beta product until only recently. If you release a finished product at the start then you don't have to pay for developers from your monthly revenue.
“Common sense is not so common.” — Voltaire
And this is why, ladies and gents, if you want to make a go of a business, you'd better understand the business end of things as well as the sales and product ends. And if you don't fully understand the business end, you hire someone who does.
And people wonder why VC firms are so obsessed about the cash flow of startups (after learning their lessons of the 90s).
"Trolls they were, but filled with the evil will of their master: a fell race..." -- J.R.R. Tolkien on Olog-hai
http://www.metacritic.com/games/platforms/pc/hellgatelondon
Pretty much all the reviews point out that while it's a nice enough game, it's competitors are similar if not better, are cheaper, and were already out there. Hellgate was well polished but dull is what it sounds like, and there were better products out there.
There was no money coming in because your product wasn't competitive.
While I hate to see people lose their jobs, and sincerely hope all the people who created the game get hired again quickly at studios with better guidance, it's somewhat of a relief to me that creative financial management couldn't be used to make a bad game into a success. There are a glut of games on the wii especially but consoles in general that aren't worth a dime because they're bankrupt in the innovation and creativity department. It would be nice if those games weren't made.
I personally prefer games that aren't as polished graphically but have great concepts. They're more fun to play as well as being cheaper. It's nice when they're both, but the old adage about a horse built by comittee is a camel rings true. A small group of individuals can often come up with a better, riskier idea for a game than you'll get coming out of a big studio, at the small price of not having overdone graphics.
Here's to hoping that EA will suffer the same fate.
The problem is that revenues should not cover development plus operations. Revenues should cover amortisation on the development costs, plus your overhead and cost of goods sold.
The problem is that most software business are heavy on the development costs early on, so *cash flow* is the issue, not profitability. This can be overcome by owner investment, outside investment (VC)... to overcome the cash flow problem by reducing development is just shooting yourself in the foot.
Of course, if you're going to sink money into a venture, you want to make sure that the future has a good likelihood of paying off well... and you can be damn sure that VCs want to be assured of that as well. Like he said in TFA, they didn't have a post-release plan or budget, and they never bothered to figure out if they'd be cash-positive, or even if they'd be profitable.
BTW, the same is true for your consulting business example -- this is especially true for hiring a sales force. Admin overhead is scalable (part-time help, etc), but good sales staff are *expensive* and less scalable -- and the results aren't immediately shown in the cash stream. This is why most successful small consulting businesses are dependent on the owner making most of the sales, and are owned by good salespeople (along with other talents).
"Trolls they were, but filled with the evil will of their master: a fell race..." -- J.R.R. Tolkien on Olog-hai
On the other hand, they probably wouldn't have gone anywhere without the promise of subscription revenue. Clearly, they had the same problem that Cyan did with its Uru Live product: not enough income to pay enough designers and coders to actually produce anything new on a month-to-month basis... which is what the subscribers were promised. The sponsors wouldn't have given a damn for yet another 3D dungeon crawler, and probably would have laughed Roper out of the room at the suggestion that they bankroll a Battle.net analogue.
While the free service was a joke, it was popular enough to fracture the player-base even further than the Normal/Elite/Hardcore/Hardcore Elite split did.
I so hope they release a patch so people can play multi-player with out them. Or even a stand alone server.
Not that I expect to play that much as I lost interest around level 20. Personally, they made the game require to much hardware for most my friends to buy it, and not being able to play LAN makes it less fun.
The spirit of resistance to government is so valuable on certain occasions that I wish it to be always kept alive
It's first person. It completely changes the feel of the game compared to a Diablo clone, so that was pretty innovative.
A first-person game where you shoot guns?! I don't know if an idea that innovative could ever catch on.
That's kind of like saying Deus Ex is just another FPS with some RPG elements. A game is more than just the genre it belongs to. Just because you want to categorize it doesn't mean it doesn't bring something new to the table.
When I first read about Hellgate London, I saw the teaser trailers which had an interesting, dark, backs to the wall kind of story, and plenty of bad-ass sexy CGI girls shooting stuff.
The game, when I saw the youtube in-game shots, was just another shoot-em up, with nothing like the gritty details of the pre-rendered videos.
I don't know how many games I've seen that do this; use some trick to capture people's attention, but present nothing in the real game itself.
I contrast this with UT3, which, while having really good graphics, makes no pretences about being anything else than a shoot-em up, or with WoW (which I've never played) which has an open ended player controlled story, or with games like Warhammer, which has a massive background (if somewhat juvenile) backstory.