Tabula Rasa To Shut Down
NCSoft announced today that it will be closing down Tabula Rasa on February 28th. The sci-fi shooter-flavored MMO struggled for quite some time, despite recent attempts to draw in new players by announcements of new features, price reductions, and using Richard Garriott's trip into space as a promotion. We discussed Garriott's departure from NCSoft a couple weeks ago. This is NCSoft's second failed MMO, and apparently layoffs are in the works. They seem to be making an effort to make the game's last few months as fun as they can for their remaining players, though. "Before we end the service, we'll make Tabula Rasa servers free to play starting on January 10, 2009. We can assure you that through the next couple of months we'll be doing some really fun things in Tabula Rasa, and we plan to make staying on a little longer worth your while."
Asking around, no one so far has even heard of this game. I watched the intro video, looks cool. Too bad it's already over; I would say next time, look into advertising.
This is exactly why MMO's don't lend themselves well to keeping a historical imprint on society. One part of what defines us is what we did for entertainment, but without a real hard copy of a game (be it CD, cartridge, etc.), the archaeologists of tomorrow will never know what time we REALLY wasted. In fact that's one BIG problem with everything going to bits, everything needs electricity at some point to keep the records. One big EMF smackdown on the earth and its as if we never even existed past the early 2000's.
Back in 1997, I was playing a character on the old TrekMoo, when the Q (the admins) were in the process of moving to new servers. They decided to all scorched universe on the remaining players and I have to say, that was a heck of lot of fun. The Borg invaded, the Romulans and Klingons got their ass kicked and we intrepid few in the federation were forced to make some tough choices that included sacrificing our ship. It was a small community of text based adventurers, but the collaborative effort made it a hell of a lot of fun.
I'm surprised there aren't more scorched earth games, where we build up communities just to have them torn down. I hope the loyal players of playing Tabula Rasa get to have the same kind of experience. I know it influenced me as to what good collaborative theaterical improvisation was all about.
And before anyone points Quake out, recall how long it took for them to release the source, and also recall that the release included none of the actual graphic assets or maps.
Who wants to be the first to suggest to open source the leftovers?
Who wants to donate endless hours in development and management of the game? Who wants to pay for the servers? Who wants to contribute assets to the game: art, animation, story, dialog, etc?
This seems to fit with both the Google and the yahoo business model. Take your pick.
Not that I don't mind a little level grinding now and then. It's just that sometimes I want something with a little more meat to it.
Maybe someday I'll play a game that puts the "character" back in "character building".
For a lot of reasons not the least of which being such a thing would require a phenomenal amount of writing to be done to make all these unique quests and allow for all the branching. Hard enough to do something like that well in a single player game and in a huge multi player game, well it's near impossible. There's also technological hurdles to implementing such a thing.
At this point the closest you'll find to a game world you change is, again, in WoW. There are some quests that deal with a phased world. There are literally multiple versions of a given area and you experience the one relevant to your quest progression. So you do something and the world changes permanently because of it. However each person gets to do it. You are all in the same world, but there are multiple versions. Works pretty well.
At any rate the sort of thing you want isn't ever likely to come fully to fruition. You'd need something near a real artificial intelligence on the back end to deal with all this and a massive staff of writers and designers to try and implement this ever changing unique experience for millions of people.
With games you need to be satisfied to live in a small sandbox. There are going to be rules and boundaries of various kinds. That's part of what makes it interesting, fun, and doable. It is just like cards, you have to have a set of rules, limits on the deck and so on. If you just got people together and started drawing random shit on paper and trying to make a game you'd have the card game equivalent of Calvin Ball.
In terms of deep story and changing universe, you need to stick more to single player games, that's really the place it works. Play Mass Effect for a deep story, play WoW to kill night elves.
I think Ultima Online was closer to providing that experience than WoW has been -- player owned towns were not uncommon and early on it was a constant battle with the forces of chaos since PvP was unavoidable and reds were always griefing.
MUDs do an incredibly good job of providing an experience like that, since literally all the content is player generated and any NPCs are usually experimental AIs. The problem is it's not nearly as easy to generate graphical content as it is text content. Even if you did the whole game would probably eventually deteriorate into an MMORGY.
I'm trying to teach myself to set people on fire with my mind... Is it hot in here?
I really thought TR had potential. It's true that the launch was a little rocky and it was rough around the edges but as you really progressed through the game, the story was actually rather compelling.
I had some misgivings about the limited character creation system where is was basically a cookie cutter system where you could only change the face as a whole, hair, skin color and a couple accessories; as well as the clunky and convoluted crafting system that they took way too long to fix. I think they really had the game to a point where they could tweak settings here and there and still add more content.
I thought the graphics were great, the enemy character models looked real and had a lot of detail. Gameplay was almost constant out in the field. They even took player created events and made a separate zone for them to hold it. It was a prime example of the developers listening to the players and giving them what they want.
I think ultimately where they failed was in the advertising arena. When I talked about the game to other gamers, 75% of them had no idea what I was talking about. It is a sad day indeed for TR fans, but I suppose I can invest more time into CoH now.