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Ubisoft To Shut Down Shadowbane

tyen writes "Ubisoft has announced the shutdown of Shadowbane, the first major, fantasy role-playing MMO with true PVP (full asset destruction possible). The shutdown will take place in about two weeks, at the start of May. No official reason has been given by Ubisoft, but running an MMO for free for the past three years, with no significant improvement in market growth during that period, could play a part in the decision. There's been no response from Ubisoft yet on calls to open source the code. "

10 of 74 comments (clear)

  1. Possible reason? by Warlord88 · · Score: 2, Interesting

    Could there be any reason aside from lack of revenue generation?

    1. Re:Possible reason? by hairyfeet · · Score: 4, Interesting

      Well then the problem is they don't know HOW to make money on this game. The answer? Micro transactions. Both of my boys are playing "free" MMORPGs and both have been working extra hard around the house so we would put money on a Walmart Visa so they could buy little things in the games, like new characters and armor. With micro transactions I don't have to worry about shelling out cash every month just to keep their characters from being lost and the game companies get cash. Seems like a win/win to me.

      I truly believe that with the exception of WoW and maybe a few others that monthly subscriptions will simply die out. In uncertain times like these nobody wants to invest the cash when they don't know what is coming next. With micro transactions if I have a bad month at the shop I don't have to worry about the boys losing their stuff because I'm a little short of cash and it makes it quite easy to get them to do chores because it equals an extra buck or two to buy new gear, so win/win for me. But if they haven't made any cash off of Shadowbane in 3 years then they simply haven't been doing it right. I bet with micro transactions even if Shadowbane isn't that popular it would still have a big enough revenue stream to keep it going and generate a little profit.

      With the economy in the dumps you simply have to go with what works and from the looks of its popularity in Asia I'd say that micro transactions are the way to go. Because I truly doubt that the WoW style subscription model is going to work out long term. It is simply too risky. But you could mix micro transactions with say ads for your other products(as well as advertisers) and keep enough of a revenue stream that even a small user base would generate enough cash to make it worth keeping. So while I haven't played Shadowbane it sounds like Ubisoft simply didn't know how to capitalize on what they had. But the only way subscription based makes sense is if you can get and keep a quite large user base and there are simply not enough MMORPG players to go around and too many of those are locked in to WoW.

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    2. Re:Possible reason? by Solitude · · Score: 3, Interesting

      I would never, ever play a microtransaction game. I've been playing since my 7x GM tankmage in UO, 50 druid in EQ1, Doctor/Bounty Hunter in SWG (pre NGE), and current 75 mage in WoW. Along the way I've tried EQ2, Asheron's Call, AC2, AO, AoC, Vanguard, and LOTRO. I've never had a character deleted. I've come back 1, 2, 3 years later either paid or during free come back promotions and my characters have always been there.

      I would never play a game with ads in it either.

      Want your MMORPG to succeed? Fix the bugs. Don't let overpowered classes/specs/builds run rampant for too long (i.e. crossbows, tamers in UO, combat medics in SWG, rogues in WoW). Make new content. Set up a decent grind.

      The subscription model is in no danger of dying.

  2. Re:First MMO with True PVP? by Anonymous Coward · · Score: 2, Interesting

    Unchecked PvP where you lose your stuff is what destroyed Lineage 2. Shadowbane didn't invent the idea. My guess is that it helped destroy Shadowbane too.

    In L2 they started things out with pvpers being on the short end of the stick for almost a year, by flagging them red and letting non-pvpers kill them without turning pvp themselves. It was a really good system and I'd like to see another game use it as well. At some point, they decided to turn this off to allow massacres to take place.

    This is the point at which twinking started to have a direct effect on others. When people "twink", e.g. buy virtual currency to make their character godlike, people who are playing honestly can't enjoy it anymore. It didn't really matter a whole lot when pvpers were the target of roving groups of non-pvpers. However, when they turned the system off, now the non-pvpers were hunted.

    If I've been working hard for months to get really expensive armor and weapon and someone who twinked comes up and slaughters me and laughs about it, how long do you think I'm going to keep playing? And, how long is that game really viable for?

  3. Re:Not done yet by Anonymous Coward · · Score: 2, Interesting

    the market is not flooded. It's dominated by one major force that has huge shares and everybody else is fighting for scraps.

    Whether or not WOW is worth the share it has is another question, but it's the number one reason why there's so little room.

  4. guess it's hard to advertise a free game. by wubboy · · Score: 2, Interesting

    Why is it I only find out about these free mmorpg's just as they shut down?

    Wub

    --
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  5. behind the Shadowbane curtain by SethJohnson · · Score: 4, Interesting



    I once hit up a friend of mine for a job who worked at Shadowbane's developer, Wolfpack Studios. I was hoping to work on the back end database. Turned out they didn't have a formal rdbms behind the game. All player data, etc. was stored in flat files. I offered to help migrate them to a more reliable, higher performance database architecture, but they weren't interested. I think the lifecycle of the product had moved beyond architecture development and they only had the budget for ongoing maintenance (circa 2003).

    Seth

  6. Re:PvP by SeekerDarksteel · · Score: 4, Interesting

    Shadowbane's group v group combat was very interesting. Unfortunately it was about the only thing worthwhile about the game. The completely open nature of pvp did make running around solo or in small groups a pain in the ass, and there was massive class disparity. But there was just something about 10 v 10 group combat that no other game has seemed to get the same. One of my fondest memories of the game was when my guild was defending a mine. We had one priest, one bard, and 8 crossbow warriors. One guy would call out a target and all the crossbowmen would skewer the target. We held off three consecutive groups that way.

    The only other thing that I liked was the extremely flexible nature of character classes. A single class could have many different viable builds, each one drastically different. The same class could be a super-high defense low damage tank, a high-damage decent defense melee dps, or a decent ranged nuker. Some of the builds were in fact completely unintentional and only came about due to experimentation.

    --
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  7. Only MMO I ever enjoyed... by Anonymous Coward · · Score: 1, Interesting

    Shadowbane is, to this day, the only MMO I ever enjoyed. Without a robust PvP model like Shadowbane had, no other MMO seems worth the hassle (or the $15/month).

    1. Re:Only MMO I ever enjoyed... by Anonymous Coward · · Score: 1, Interesting

      Darkfall has advertised it should have a very robust PvP model. It seemes to be modeled after pre-Trammel UO, where skills are king and equipment is secondary.