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
This happens in a lot of businesses where development plus operations costs are greater than the revenues generated. Without enough incoming cash to go around, the development effort fails. Without a good development effort, the revenue increases fail. It becomes a really nasty Catch-22.
It's actually similar to building a consulting business to the point that office and sales staff is necessary. It's very difficult to grow fast enough to pay the overhead.
In a lot of businesses, it's necessary to either be very small and lean, or huge enough that the overhead is minimal in proportion to "productive" and "billable" efforts.
Being in the middle is the most dangerous place of all.
News at Never o'clock.
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.
My understanding is that Mythos was free to play... Maybe developing a free game at the same time as you're trying to develop a for-profit game was an issue. It seems like you'd want to spend your money making the profitable game and then make freebies once you've got a revenue stream going that covers your costs...
You are using English. Please learn the difference between loose and lose; they're, there, and their; your and you're.
So is this the Ion Storm of the 2000s?
Comment removed based on user account deletion
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 a Diablo clone set in a post apocalyptic future. It's hardly innovative.
It's first person. It completely changes the feel of the game compared to a Diablo clone, so that was pretty innovative. And it had some pretty unique weapons for a Diablo clone, my favorite being a napalm launcher.
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.