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Blizzard Has Canceled Titan, Its Next-gen MMO

Ptolemarch writes: Blizzard never officially announced it, but now it's gone: Titan, the next-generation MMO that had been in development for seven years, has been canceled. Mike Morhaime said, "[W]e set out to make the most ambitious thing that you could possibly imagine. And it didn't come together. We didn't find the fun. We didn't find the passion. We talked about how we put it through a reevaluation period, and actually, what we reevaluated is whether that's the game we really wanted to be making. The answer is no." Polygon adds an article detailing everything publicly known about Titan (which wasn't much). MMO-Champion's report mentions rumors of a new project at Blizzard called Prometheus.

155 comments

  1. The luxury of money by Anonymous Coward · · Score: 0

    Activision-Blizzard recently bought itself independent. Can they really afford to write off the couple-million-and-change Titan undoubtedly cost to make?

    1. Re:The luxury of money by Anonymous Coward · · Score: 1

      Prometheus was a Titan (gave fire to humans, suffered eternally for the slight to the gods)
      So, I am willing to bet that some of that investment will live on

    2. Re:The luxury of money by halivar · · Score: 5, Insightful

      Better that the EA model of "eh, fuck it; publish what we got and close the shop."

    3. Re:The luxury of money by gnupun · · Score: 1

      Can they really afford to write off the couple-million-and-change Titan undoubtedly cost to make?

      It's probably near the $20-40 million range for seven years rather than $2 million. But that's okay since they make well over $100 million per year just from world of warcraft.

    4. Re:The luxury of money by Adriax · · Score: 1

      You forgot "and have another studio finish the rest of the planned features for release as DLC."

      --
      I don't suffer from insanity, I enjoy every minute of it!
    5. Re:The luxury of money by bhcompy · · Score: 3, Informative

      Unlikely it was only $20-40m. They were deeply invested in the game and it was nearly beta when they shitcanned it last year. Star Wars The Old Republic cost over $150m (est.), Warhammer Online was somewhere near $100m in 2008 dollar, etc. CCP reported a loss of $21m in R&D after shutting down the World of Darkness MMO development, and CCP is developing no where near the scope or cost of Blizzard. This is at least a $100m loss, likely closer to $200m-$250m. Bobby Kotick himself said that in order to challenge WoW a developer would need to make a $500m investment(to which John Smedley replied that $500m was too much, but $100m is the minimum).

    6. Re:The luxury of money by Charliemopps · · Score: 5, Insightful

      Activision-Blizzard recently bought itself independent. Can they really afford to write off the couple-million-and-change Titan undoubtedly cost to make?

      That's the "Loss aversion" or "sunk cost" fallacy.
      In any financial transaction your only questions should be:
      How much will this cost me to do/complete?
      How much will it make me when I'm done?

      The entire act of "gambling" is based on people thinking about what they've lost rather than what they could gain. The fact of the matter is, what they have lost is irrelevant. Their future actions are what count and if they continue they'll just lose even more money.

    7. Re:The luxury of money by gnupun · · Score: 4, Interesting

      This is at least a $100m loss, likely closer to $200m-$250m

      I was so wrong thinking a game like this requires only 50 developers. Here's what they spent/used for WoW:

      Austin GDC 2009: Frank Pearce explains what it takes to craft 7,650 quests, 70,000 spells, 40,000 NPCs, 1.5 million assets, and 5.5 million lines of code; some 4,000 employees, 13,250 server blades, and 75,000 CPU cores keep MMORPG running.

      http://www.gamespot.com/articl...

    8. Re:The luxury of money by ArcadeMan · · Score: 1

      Only 7650 quests in all of WoW, but 70K spells? These numbers seem wrong to me.

    9. Re:The luxury of money by Razed+By+TV · · Score: 2

      Better that the EA model of "eh, fuck it; publish what we got and close the shop."

      Starting out, it sounded like Blizzard really had something with Titan. Or at least they made it sound that way. I wouldn't mind seeing a half finished product, just to see what they had.

    10. Re:The luxury of money by Anonymous Coward · · Score: 0

      Think of all the money they would save if they focused on making fun content instead of, as all MMOs do, focus on creating dull, repetitive tasks that either OCD folks get hooked on or the 1337 dudes deal with just so they can top the meters.

      Of course, then they wouldn't have legions of hooked players forking over $1,000s of dollar to play the same thing over, and over, and over. So, their strategy is obviously the better money maker than mine.

    11. Re:The luxury of money by bhcompy · · Score: 1

      Think of all the money they would save if they focused on making fun content instead of, as all MMOs do, focus on creating dull, repetitive tasks that either OCD folks get hooked on or the 1337 dudes deal with just so they can top the meters.

      This is what MOBAs are.

      Of course, then they wouldn't have legions of hooked players forking over $1,000s of dollar to play the same thing over, and over, and over. So, their strategy is obviously the better money maker than mine.

      And MOBAs are making money without the necessity of monthly subscriptions(World of Tanks does have a subscription model for premium accounts, but it's not required to play). People are still playing the same thing over and over, but it's competitive and it's against other humans, just like playing Counterstrike or Starcraft or something.

    12. Re:The luxury of money by KamikazeSquid · · Score: 2

      They probably counted each spell multiple times, one time for each upgrade ... Fireball 1, Fireball 2, Fireball 3, etc.

    13. Re:The luxury of money by crioca · · Score: 5, Interesting
      If I was going to worship any god, it would have to be Prometheus.

      Dude decided to defy the gods and give humans the gift of friggin' technology just because he felt it was the right the thing to do. For his kindness he was chained to a rock and is disemboweled every day for eternity.

      And what does he ask in return? Nothing. He's just like "Nah dudes, I ask something in return for it's not a gift. And this whole "eternal torment" thing? Don't worry about it, I'm not going to hold y'all responsible for my decisions." Total bro.

    14. Re:The luxury of money by Anonymous Coward · · Score: 0

      Sorta like Snowden?

    15. Re:The luxury of money by Anonymous Coward · · Score: 0

      Man, you're so smart you should try to get a job at Blizzard and show them how to make fun games.

    16. Re:The luxury of money by Reeznarch · · Score: 3, Informative

      Pretty much every effect that can happen to a player or NPC in the game is counted as a spell. Things like potions, scrolls, mounts, item effects, boss abilities, all that kind of stuff.

    17. Re:The luxury of money by ASDFnz · · Score: 1

      Dude decided to defy the gods and give humans the gift of friggin' technology

      It is actually even better than that, he defied the OTHER titans (titans being the level above even the gods).

    18. Re:The luxury of money by Andtalath · · Score: 1

      For me, games are fun until they reach a level where I just feel like I'm repeating myself.

      LoL died for me when the positions got locked so that you ALWAYS had the same teamups (not specific characters, but roles), for instance.

      That, incidently, is why I prefer SP games since less repetition is needed.

    19. Re:The luxury of money by znrt · · Score: 2

      suffered eternally

      today's eternities aren't what they used to be, built to last forever ...

    20. Re:The luxury of money by pr100 · · Score: 1

      Yeah. Colloquially also known as crying over spilt milk or sending good money after bad.

      People who've been closely involved in a previous decision are much more likely to make this kind of error. Which is partly why in business it's good to have input from others - they won't have the same emotional involvement or concerns about being seen to have made a bad choice. Hence they are better able to abandon something when necessary.

    21. Re:The luxury of money by Ihlosi · · Score: 1
      Prometheus was a Titan (gave fire to humans, suffered eternally for the slight to the gods)

      Wasn't he saved by Chuck Norris err I mean Hercules eventually?

    22. Re:The luxury of money by Bengie · · Score: 1

      8mil subs times $15/month is more than $100mil/month. You should have said something more like "they make well over $1bil per year just from World of Warcraft".

    23. Re:The luxury of money by geminidomino · · Score: 1

      It's been a while since I read it, but I think it might have been Perseus.

    24. Re:The luxury of money by UnknownSoldier · · Score: 1

      According to Vivendi, (the original) World of Warcraft took 4.5 years to develop and cost $63,000,000 (63M).

      I'm assuming Titan had similar production values.

      Other people are estimating the same cost.

    25. Re:The luxury of money by Anonymous Coward · · Score: 0

      AHAHHAHA, you said PERSE! :D

    26. Re:The luxury of money by godefroi · · Score: 1

      We never knew anything about it. What makes you think they "really had something"?

      Speculation by websites desperate to publish "news" for ad impressions does not count.

      --
      Karma: Poor (Mostly affected by lame karma-joke sigs)
    27. Re: The luxury of money by Anonymous Coward · · Score: 0

      Shut up snowden

  2. Warcraft Killed it? by TechyImmigrant · · Score: 2

    "We're not trying to replace World of Warcraft with this new MMO," Morhaime told Wired at the time. "We're trying to create a different massively multiplayer experience, and hopefully World of Warcraft will still be going strong when that one is released."

    So the execs didn't let the new thing cannibalize the old, but still profitable thing?
    I'm sure that'll work well for them.

    --
    I should use this sig to advertise my book ISBN-13 : 978-1501515132.
    1. Re:Warcraft Killed it? by Anonymous Coward · · Score: 0

      Destiny killed it. It was too similar. Once Bungie signed with Activision it was all over.

    2. Re:Warcraft Killed it? by sandytaru · · Score: 2

      I don't think any game they're making that killed it. I think the MMO environment and landscape killed it. We had three high profile MMO releases in the last year + change (XIV ARR, TESO, and Wildstar) as well as Destiny. There comes a point where you look at what you've been doing, and compare it with what other people are doing, and you have to ask yourself if it's really going to be worth it in the end. Blizzard recognized that their ideas weren't gelling compared to what the current markets want, and made the correct call to can it for now. Is there anything sadder than a dead MMO?

      --
      Occasionally living proof of the Ballmer peak.
    3. Re:Warcraft Killed it? by SuricouRaven · · Score: 1

      MMOs right now are essentially 'WoW' and 'the other ones.' Your theory sounds entirely plausible. If they were to lure too many WoW players away they may start to make other MMOs look more attractive too.

    4. Re:Warcraft Killed it? by sinij · · Score: 1

      Ultima Online is still around with people still paying subscriptions. It turns that prolonged death spiral with minimal investment is more profitable than trying to replicate poorly-understood success. It would have been highly ironic if Blizzard failed to clone WoW with Titan.

      It turns out, even Blizzard doesn't understand its own success enough to replicate it.

    5. Re: Warcraft Killed it? by Anonymous Coward · · Score: 0

      Yeah there is, a dead FPS.
      MMOs still have lore and get a new challenge of trying to solo the whole damn thing. FPS, once dead, just has bots that either headshot you from spawn or just run into walls and let you execute them.
      FPS = online only FPS for this post.

    6. Re:Warcraft Killed it? by ArcadeMan · · Score: 1

      FF XIV ARR has catgirls.

      No further argument is needed.

    7. Re:Warcraft Killed it? by 0xdeadbeef · · Score: 1

      Wait, are you implying the current crop of new MMOs are what the market wants? lol.

      They more likely canned it because it too closely resembled one of the stinkers you mentioned.

    8. Re:Warcraft Killed it? by TechyImmigrant · · Score: 1

      Ultima on the Apple ][ was great. I wonder if the online version is better.

      --
      I should use this sig to advertise my book ISBN-13 : 978-1501515132.
    9. Re:Warcraft Killed it? by Anonymous Coward · · Score: 0

      That article just says the executives made a decision, and everyone nodded their head.

    10. Re:Warcraft Killed it? by Anonymous Coward · · Score: 0

      So it's only worth playing if you're a weeaboo or a furry? Sounds about right to me.

    11. Re:Warcraft Killed it? by GTRacer · · Score: 1

      12-year old FFXI has catgirls. What XIV did to revolutionize the MMO landscape (aside from crashing and burning only to resurrect from its ashes) was to add catguys.

      --
      Defending IP by destroying access to it? That makes sense, RIAA/MPAA. Go to the corner until you can play nice!
    12. Re:Warcraft Killed it? by ArcadeMan · · Score: 1

      Unfortunately, they also added female Roegadyn at the same time. I go cry in the corner every time I see one, nyah!

    13. Re:Warcraft Killed it? by sandytaru · · Score: 1

      Well, TESO is already turning into a ghost town so that clearly wasn't what the market wanted, but I have friends still enjoying Wildstar, and I myself am still finding stuff to do in XIV ARR. (Two million subscribers is a lot to say have poor taste.) Destiny is too new to know how much staying power it'll have just yet.

      --
      Occasionally living proof of the Ballmer peak.
    14. Re:Warcraft Killed it? by _xeno_ · · Score: 1

      No, they have two million players, not two million subscribers. There's a very important difference there.

      Remember that the game has a free trial now. Inflating that player count is very easy.

      Weren't they suppose to be announcing active player numbers recently? Notice how that never happened? Gee, wonder why.

      The idea that a failed MMO from 2010 could someone be a competitor in 2014 while requiring a subscription is just so laughable I don't even no where to start. And, yes, I've played 2.0. They removed everything interesting from their horrible launch and ripped off as much of World of Warcraft as they possibly could. It's still not worth playing and the lack of active subscriber numbers bears that out.

      Wildstar is still in flux because they managed to scare a ton of their original player base away but they're now working hard on earning them back. Destiny has already entered that wonderful "wait until the next patch" period where it's flat-out not worth playing until updated. (And how I wish Destiny players would stop whining about that, but that's a different issue.)

      I notice you didn't bother mentioning ArcheAge, which is the current "big MMO" that's drawing a ton of players away from other MMOs. It sounds like it's the MMO that people wanted TESO to be. Could be interesting or could flame out in a couple of months. We'll just have to wait and see.

      --
      You are in a maze of twisty little relative jumps, all alike.
    15. Re:Warcraft Killed it? by sandytaru · · Score: 1

      Haven't tried ArchAge myself. Heard mixed things about it from my friends who have. I may look into it, but I don't think it's going to scratch my particular itches.

      As for sub fees, the MMO demographic is aging, and for myself and my friends, $12 a month to not have to deal with broke teenagers and buy to win whales is great.

      --
      Occasionally living proof of the Ballmer peak.
  3. Should have called it Zeus by Anonymous Coward · · Score: 1

    Zeus is the one who killed the Titans. Including his own father, who to be fair, tried to eat him.

    1. Re:Should have called it Zeus by ildon · · Score: 1

      For your analogy to be correct, they'd have had to call the project Olympian. The project was not called Cronus (Zeus's father).

  4. I'm happy about it by i+kan+reed · · Score: 5, Insightful

    Everything blizzard has done that's been online only has just completely disinterested me. I miss their games that were designed to be games, rather than continuous profit centers.

    Starcraft 2, was probably okay, but online only DRM, changed out for online only multiplayer was still enough to sour me on the idea.

    1. Re:I'm happy about it by tlhIngan · · Score: 1

      Everything blizzard has done that's been online only has just completely disinterested me. I miss their games that were designed to be games, rather than continuous profit centers.

      Thank Activision for that - Kottick is all about profit and milking. Even SC2 had milk opportunities linked to the online DRM.

      Destiny right now is surprising in how little is being milked - you'd expect it to have tons of day 1 DLC to milk more money out of you, but so far not yet. (I'm guessing the smart move is wait for it to be established first and then start milking gamers? May make sense since it's possible to put off a lot of people if they feel they need to pay $10 more after buying their shiny new $70 game).

    2. Re:I'm happy about it by sinij · · Score: 1

      Star Craft 2, at competitive level was about executing a single optimal strategy with as much polish as you could. As such, entire gameplay devolved into timed pushes instead of actual strategy.

      As to single player SC2, it was mildly entertaining with Blizzard Cinematics. Maybe they should turn into animation studio if their key (and arguably the only) strength is cut scenes.

    3. Re:I'm happy about it by sinij · · Score: 1

      No, you can thank Robert "the packaged goods" Kotick that sacrificed fun at the altar of profit.

    4. Re:I'm happy about it by jandrese · · Score: 1

      SC2 was basically made to give competitive Starcraft players something to spend their money on. It worked really hard not to rock the boat with that crowd, but if you're not part of that crowd then all it offers is some well crafted single player missions for you to play through and then put away. You don't really have a hope of competing online against guys who have been playing since 1998.

      --

      I read the internet for the articles.
    5. Re:I'm happy about it by sinij · · Score: 2

      I have been playing since 1998, made to Diamond in Season 1 and 2 and still think that competitive SC2 game play is highly formalistic and largely a miss. As a result I did not purchase expansions.

      Watching other play, I think SC2 is actually more fun at Silver-Bronze level, where there isn't skill level to instantly identify right strategy. Anything above that level becomes a repetitive exercise in doing one thing over and over and over again.

    6. Re:I'm happy about it by Anonymous Coward · · Score: 0

      Anyone remember the old promised Warcraft first person RPG that they talked about for a while before cannibalizing the models and some of the story to make WoW? Or maybe that StarCraft FPS that was hyped up until they decided to just port those quality until models into StarCraft 2? (and then make StarCraft 2 a DRM nightmare such that I really don't care what plot or gameplay it has)

      Twice burned and now I am sufficiently apathetic toward Blizzard that they could release both of those and a 'LAN-friendly' bundle of all of StarCraft 2 and Diablo 3 for $10 and I wouldn't notice.

      I'm not above playing WoW style MMOs, but they need to have enough story to keep me interested. On that note: 'Ignore everything that happened in WarCraft 3, it's still Orcs vs. Humans, forever!' is not an interesting story.

    7. Re:I'm happy about it by Notabadguy · · Score: 1

      Welp, since there's no PC version of Destiny.....me and mine won't be playing it.

    8. Re:I'm happy about it by kick6 · · Score: 1

      they're not waiting long: DLCs will be about before the end of the year. Extra-cost DLCs.

    9. Re:I'm happy about it by Anonymous Coward · · Score: 0

      I would pay a shit-ton of money to play a Rock 'N' Roll Racing MMO.

      Shit. Ton.

    10. Re:I'm happy about it by tlhIngan · · Score: 1

      No, you can thank Robert "the packaged goods" Kotick that sacrificed fun at the altar of profit.

      That's what I said. He's into milking. Make as much money as possible. Hell, he's the main reason why Xbone and PS4 games in Canada cost $70 rather than $60.

      Welp, since there's no PC version of Destiny.....me and mine won't be playing it.

      Well, there's a lot of talk about it. And if there's money to be made releasing it for PC, you can bet it'll come out. Even if it's a completely crappy port and they charge $70 for it (ever notice how PC games cost as much as console games nowadays?), if they can make a buck, they'll do it.

      Though, given the middling reviews, I'm glad I decided to hold off the purchase.

      they're not waiting long: DLCs will be about before the end of the year. Extra-cost DLCs.

      3 months is ages for DLC. I'm guessing it's to build up the audience - don't scare 'em away too much by presenting them with $40 of DLCs they may "need" to get. After 3 months, you'll get the Christmas rush and then you can generate post-Christmas buzz with the DLC and slap newcomers with plenty of extra-cost catch-up DLC.

      Remember, this is the era of day-1 DLC.

    11. Re:I'm happy about it by Anonymous Coward · · Score: 0

      Yea, the FPS Ghost. It looked amazing, and they scrapped it for no reason.

    12. Re:I'm happy about it by Anonymous Coward · · Score: 0

      I own that game. Good times

    13. Re:I'm happy about it by Anonymous Coward · · Score: 0

      even if there was a pc version. you wouldn't want to play it.

      consolized shit is now the standard. press right trigger to continue.

    14. Re:I'm happy about it by jxander · · Score: 2

      Kinda reminds me of chess.

      At low/mediocre level play, people will make "bad" moves on which a top-tier professional would easily capitalize. Lower skill players don't always know the perfect strategies, so it mixes up the games and keeps things interesting. You can try some bonkers strategy, and if it doesn't quite go to plan, you're not completely hosed

      At the top tiers, it's all about sticking to formula crafted by the absolute pinnacle players, and never deviating from those formulas unless you manage to become one of those pinnacle players

      --
      This signature is false.
    15. Re:I'm happy about it by Anonymous Coward · · Score: 0

      Star Craft 2, at competitive level was about executing a single optimal strategy with as much polish as you could. As such, entire gameplay devolved into timed pushes instead of actual strategy.

      You can also say that Chess is all about the move(s) at one or more specific turns. you might want to be more specific in saying your point.

    16. Re:I'm happy about it by Andtalath · · Score: 1

      Actually, the problem is that the formulas are to simple to execute.
      Meaning the only important thing is how fast you can do them.

      Basically, they planned everything to resemble how Starcraft turned out when played professionaly, and enabled and required that gameplay.

    17. Re:I'm happy about it by Talderas · · Score: 1

      Auto Assault?

      --
      "Lack of speed can be overcome. In the worst case by patience." --Znork
    18. Re:I'm happy about it by what2123 · · Score: 1

      (ever notice how PC games cost as much as console games nowadays?), if they can make a buck, they'll do it.

      No, I have not noticed that on new releases. That's one of the best reasons for PC games in general is that they are the same price at release and quickly fall in price within a few months. They are often filled with more content to begin with as well. Maybe if you are only talking about the games that start on consoles then move to PC later since they try to keep the continuity the same then in rare cases it's true.

    19. Re:I'm happy about it by Anonymous Coward · · Score: 0

      SC2 was online-only long before the Activision merger. From the beginning it was a vehicle for "Battle.net 2.0" which was their (Blizzard's, not Activision's) answer to Xbox Live and Steam.

    20. Re:I'm happy about it by ildon · · Score: 1

      SC2 is only about timed pushes and static strategies at the lower to middle levels. At higher levels, there is a lot of thinking on your feet and directly reacting to what information you can obtain from your opponent, and actively denying them information about your strategy or even purposefully feeding them disinformation (although that gamble is usually considered dangerous/expensive).

      You can get to Diamond with a static timed strategy, but (unless there's a specific cheese or imbalance in your favor during that patch) you will never get any higher than that until you branch out into more complex strategies and learn to actively read and respond to your opponent.

  5. Dear Bungie... by scubamage · · Score: 0

    Maybe this is what you should have done instead of the steaming steamer that is Destiny.

    1. Re:Dear Bungie... by subanark · · Score: 1

      Well rumor has it that Bungie bought what was complete of Titan, did some work, and released it as Destiny.

    2. Re:Dear Bungie... by Anonymous Coward · · Score: 0

      No way. I was working at Blizzard when they revealed progress internally. Titan was a cell-shaded MMO with exaggerated characters (think TF2) with classes, like Juggernaut (tank, slow but stronger defense from the front) and Jumper (teleporting short distances instead of jumping) that also employed a "civilian life" mechanic that included tasks akin to Farmville to keep daily players busy. Theoretically, they were angling to get casuals in with the civilian side, then lure them into the combat mechanics as they assume their alter-ego "by night." I saw some of the early gameplay and cinematics, it was interesting but probably too big of a task, and too new to pull together into something cohesive.

    3. Re:Dear Bungie... by Anonymous Coward · · Score: 0

      I doubt it. Destiny was teased as far back as 2009 in ODST.

  6. Good for them by Crashmarik · · Score: 1

    It's nice to see people that care about doing it right.

    There are so many awful MMOs out lately that are little more than designers frankensteining bits from MMO A , B, C together, then tossing bits of warcraft and calling it something new.

    1. Re:Good for them by Anonymous Coward · · Score: 0

      There are so many awful MMOs out lately that are little more than designers frankensteining bits from MMO A , B, C together, then tossing bits of warcraft and calling it something new.

      It is really refreshing to see a game company take a look at a project they've been working on for years and manage not fall prey to the sunk cost fallacy and just let the project die. If they were, say, Someone Else, they'd just release it anyway, watch it flop, throw even more money into that hole, remove everything that made it interesting, and then release a very anime yet very bland version of World of Warcraft and then call it a day.

      It's the ability to take a failed project and let it fail that makes me respect Blizzard. I wish more game developers were capable of doing that. Especially compared to a certain Someone Else that's taking yet another failed project and just bumping the sequel number by 2 so they can call it a next-gen RPG.

  7. So, when can we expect... by Anonymous Coward · · Score: 0

    World of Starcraft?

    1. Re:So, when can we expect... by jandrese · · Score: 1

      Not until after the WoW audience shrinks significantly. They've lost a few million players in the last couple of years, but still have more active players than any other MMO by a good margin.

      --

      I read the internet for the articles.
    2. Re:So, when can we expect... by UnknowingFool · · Score: 1

      That might be hard to balance out different characters. Blizzard has enough issues with PvP and PvE balance for humanoid characters in WoW. For example, if you are an Ultralisk you can pretty much stomp on any other ground based character but completely helpless against some aircraft.

      --
      Well, there's spam egg sausage and spam, that's not got much spam in it.
    3. Re:So, when can we expect... by Anonymous Coward · · Score: 0

      That might be hard to balance out different characters. Blizzard has enough issues with PvP and PvE balance for humanoid characters in WoW. For example, if you are an Ultralisk you can pretty much stomp on any other ground based character but completely helpless against some aircraft.

      I have 20 max level WoW toons.... And somehow, have never run into an "Ultralisk" nor seen an attack aircraft other than the one-time setup for Sholazar Basin or maybe the zep that drops the mana bomb on Theramore (and that only in the cutscenes). No "Ultralisk" option on the character creation screen, so how do you get to create one?

    4. Re:So, when can we expect... by jxander · · Score: 1

      How about this, for an interesting concept... players could control multiple characters to balance it out. Not full sized armies or anything, but small swarms/squads

      ... just an off-the-cuff example, you could play as: 1 Ultralisk or 3 hydralisks, 4 terrans (Marine/Firebat), 2 Zealots, 1 Siege Tank, 3 Dragoons, or 8 zerglings, etc etc. (tweak as necessary)

      The bigger units would play like a traditional MMO character, and the groups would play like a pet-class, with one of the pack designated as the lead (or some newly invented mechanic specifically for them).

      --
      This signature is false.
    5. Re:So, when can we expect... by Rakarra · · Score: 1

      That might be hard to balance out different characters. Blizzard has enough issues with PvP and PvE balance for humanoid characters in WoW. For example, if you are an Ultralisk you can pretty much stomp on any other ground based character but completely helpless against some aircraft.

      Maybe, but even in WoW it's freely acknowledged by the developers that that 1 vs 1 combat is not balanced, that some classes will just be BETTER than other classes, but that together they achieve some sort of form of balance. Starcraft works along the same lines, though because of Starcraft's resource feature the 1on1 imbalances are more acute. An MMO would have to have a different style of combat system to make up for that, or scrap the whole imbalance entirely.

    6. Re:So, when can we expect... by UnknowingFool · · Score: 1

      That sounds a lot like DotA. I haven't played it but that's what it sounds like.

      --
      Well, there's spam egg sausage and spam, that's not got much spam in it.
    7. Re:So, when can we expect... by UnknowingFool · · Score: 1

      Maybe, but even in WoW it's freely acknowledged by the developers that that 1 vs 1 combat is not balanced, that some classes will just be BETTER than other classes, but that together they achieve some sort of form of balance.

      Personally I found many of the problems that Blizzards runs into when to balance is self-inflicted when they to balance PvE and PvP on the same character. For a PvE raider they don't like it when their damage has been nerfed because of PvP balance that they don't care about. For competitive guilds, they may lose a raid spot through no fault of their own.

      --
      Well, there's spam egg sausage and spam, that's not got much spam in it.
    8. Re:So, when can we expect... by jxander · · Score: 1

      Na. Dota is always just a single character per player.

      Did you ever play WarCraft 3? Remember the hero units that would level up and progress with you? DOTA is basically *only* those. You pick one hero (the list has expanded to ridiculous levels) and fight in 5v5 with other people, in a top-down isometric view that can be moved independently of your character (exactly like Starcraft or non-MMO Warcraft) instead of the over-the-shoulder camera that moves with you in MMOs

      --
      This signature is false.
  8. Blizzard Titan / Iceberg Titanic by khr · · Score: 2, Funny

    So Blizzard sunk it like the Titanic when it hit frozen water...

  9. How hard is this? by Anonymous Coward · · Score: 0

    Just make Galaxy of Starcraft and call it a day.

    1. Re:How hard is this? by ArcadeMan · · Score: 1

      And how many people will want to play a game called "A day"?

  10. And where did that come from? by sirwired · · Score: 1

    Blizzard is perfectly aware WoW has a limited shelf-life, and I don't see any indication from the announcement that they canned this product because of a fear it would take resources or marketshare from WoW.

    Seems to me that it just wasn't that good...

  11. Concur. by Anonymous Coward · · Score: 0

    I admire Blizzard for insisting on maintaining its unique run of fine games. However, it ain't all a customer love-fest. If Blizzard is going to put years into a project, it's going to have to pay out for years, too (exactly to support costly experiments such as this).

    How many games have we seen splash for a single weekend or two, then disappear in a puff of disinterest as soon as players tuned into "the grind," douchebags map-hacked and trolled without apparent restraint, bugs prevented easy interface and play, and on and on? It seems as if most new releases have to survive a weeks-long "broken" period in which savvy gamers wait to see whether a support staff exists for the game, or just a marketing department. A weekend splash pays for itself, maybe, but it doesn't solidify the foundation, as most Blizzard releases eventually do.

    It seems to me that the still intractable problems of MMOs are 1) It's difficult to evoke decent behavior from anonymous players--most of us have an a-hole in our souls; 2) It's difficult to make progression over long periods of time "fun;" 3) Nobody has figured out how to generate infinite, unique, and yet meaningful content for years at a time. Thus you have to rely on the players to create the re-playable game-scape, some proportion of the players are incurable buttholes who will degrade gameplay; and thus grinding up to an elite level is no fun and sometimes futile.

  12. What where they copying? by Anonymous Coward · · Score: 5, Interesting

    Blizzard does great games.

    But every new game they put out has been an iteratively improved copy of a lower-tech game with great gameplay put out by someone else.

    Dialbo is Nethack (and variants). Warcraft was Dune 2 (and arguably goes back to Empire). World of Warcraft was EQ (which came from DikuMUD).

    Now, they made significant improvements to them. All 3 of them have lineages that go back to pure text games, and they where addictive as hell even as text games.

    Blizzard has the ability to take such a game, and amp it up hugely -- well polished, with lots of iterative design evidence. I haven't seen reason to believe that they are great at creating new types of games, however.

    1. Re:What where they copying? by UnknownSoldier · · Score: 2

      Yeah, I would 100% concur with that analysis.

      Blizzard was know for polish, polish, polish. But with the fiasco over Diablo 3, Starcraft 2, and the continued "dumbing down" of WoW they only care about 1 thing now: Profits.

    2. Re:What where they copying? by torkus · · Score: 5, Interesting

      I used to be a WoW fanatic even back before the first expansion. It was grueling in some ways until you discovered some of the shortcuts, easier ways, and ultimately found a good guild. You had to actually pay attention to learn...and typically were rewarded with a good experience if you have a group reasonably adept at the same.

      Then all the easy-way-out things came along. Forget tricky shortcuts or easier ways to level or learning the pattern of mining nodes to run...now you could just throw gold at most of the problems and grind the others. I stuck around for 2 expansions if memory serves, left, came back a while, left again, came back to play a few hours killing time and realized it just wasn't fun anymore. Everything had to be equal like between squabbling children. Seemed like they painted an I-WIN button over the grind button.

      Buy hey...keep paying! Buy this, buy that...etc. No thanks. Somewhere along the way I shrugged off the MMO world and found better games to play in RL (and no, not sports). I'll stick to hard but short-lived games games like the old 8-bit days (or kill some time with candy crush) and call it a day if I get bored.

      --
      You can get rich if you own a politician, but you have to be rich to buy one in the first place.
    3. Re:What where they copying? by Moheeheeko · · Score: 2

      you forgot that Starcraft was WH40k

    4. Re:What where they copying? by Anonymous Coward · · Score: 0

      To be fair, WoW was already an easy mode dumbing-down of EQ at launch. So you really couldn't expect it not to continue?

      The same is true of Diablo compared to Nethack.

    5. Re:What where they copying? by Yosho · · Score: 2

      But every new game they put out has been an iteratively improved copy of a lower-tech game with great gameplay put out by someone else.

      When was the last time a game developer put out a game that wasn't inspired by something else?

      --
      Karma: Terrifying (mostly affected by atrocities you've committed)
    6. Re:What where they copying? by Anonymous Coward · · Score: 0

      Heresy! Diablo and its sequels are but pale shadows of the deep awesomeness that is nethack.

    7. Re:What where they copying? by UnknownSoldier · · Score: 1

      I left shortly after the first expansion. I briefly checked out the Panda expansion and left again. You summed it up perfectly!

      > Seemed like they painted an I-WIN button over the grind button.

      With the removal of lockpicking, and dumbing down poisons they really nerfed the whole feel of Rogues, etc.

    8. Re:What where they copying? by Anonymous Coward · · Score: 0

      Minecraft

    9. Re:What where they copying? by Rinikusu · · Score: 2

      Legos.

      --
      If you were me, you'd be good lookin'. - six string samurai
    10. Re:What where they copying? by Anonymous Coward · · Score: 2, Informative

      Wrong, Minecraft was based on Infiminer

    11. Re:What where they copying? by Andtalath · · Score: 1

      Calling Diablo a roguelike is actually kinda silly.

      Even the first one, which was probably the most roguelike of them (except no permanent death without the ability to load existed) was primarily just an Action RPG with some roguelike elements.

      But, yeah.

      They are more like apple has been since 2000.
      Taking stuff from various sources and refining them until you have a product which has got a neat package och nothing being entirely wrong.

    12. Re:What where they copying? by Andtalath · · Score: 1

      Never.
      Creation is never taken out of nothing.

      It's always in some way derivative.

      Otherwise it wouldn't be interesting to make or to partake in.

      It would require a crazy person to design something not founded on some principle of entertainment they already knew.
      Incidently, some of the most outrageous entertainment, especially truly random humor, is based on drug experiences.

    13. Re:What where they copying? by allcoolnameswheretak · · Score: 1

      I have been a Warcraft fan from day one, when my small, young and eager hands got hold of a copy of Warcraft: Orcs and Humans. Back then I didn't have so many games to choose from, so I guess I played it at least three times (Demon/Water Elemental spam 4 teh win!). Warcraft 2 I played at least two times, and Warcraft 3 three times again.

      Yet I never touched World of Warcraft, at all. I was intrigued at first, but when I started hearing about how the MMO mechanics work, my interest faded fast. I much prefer enjoying a tailored single player experience to the streamlined multiplayer questgrinding typical of MMOs. Also I like to play games in my own sweet time and not have to make appointments or reserve a regular time slot for that. This creates a pressure to play, which completely sucks out the fun for me.
      Also, I don't like how MMO's "feel". Recently I tried the Elder Scrolls Online Beta, and movement and combat in it is so "floaty", it makes everything feel fake. You can walk through NPC's and most of the items and objects in the world are static, as if glued in place. In single player Skyrim dishing out and receiving blows actually feels physical, NPC's get in your way, items can be moved around... the game experience is just vastly superior.

      The only MMO I spent some considerable time with was The Old Republic, because I heard that you can essentially play it as a single player game and that it has a very good plot. Both of these are true, but the technical shortcomings of being an MMO persist. I also don't like the monthly subscription model. I wish companies would charge me for the amount of time I actually play. Sometimes I can only play a game for a couple of days a month, because I'm on business trips or have other assignments. Then the subscription I just bought is almost wasted, discouraging me from buying the next.

      I guess MMO's are not ready for me yet

    14. Re:What where they copying? by RykerrK · · Score: 1

      You may want to pay a small amount of attention to Warlords of Draenor. I'm sure at some level there will still be a grind akin to your description, but one of the more interesting changes they're making is not allowing flying in the new zones, and basically turning "raid finder" raids into the step-up Heroics. I came back after two years and I'm definitely interested to see what happens next. It looks like the training wheels are off and they're going back to the basics.

    15. Re:What where they copying? by UnknownSoldier · · Score: 1

      I can understand the "floaty" feel. If you want a more "tangible" world I would suggest game:

      * Terraria

      Yes, it is 2D but the gameplay smeggin rocks! The mechanics are ton of fun once you get over the initial dying. A progression of exploration, items, and challenging boss monsters.

      You can play single player or multiplayer.

      If you need help, I can suggest reddit.com/r/Terraria

    16. Re:What where they copying? by UnknownSoldier · · Score: 1

      > How often does a new genre of gaming get created?

      Pretty often in the 80's since the established genres were still being created! Today, not so much. Everything is cross genre these days.

      id invented the First Person Shooter with Wolfenstein 3D (though purists might argue it was earlier
      Doom settled the deal though: Doom Clone vs FPS

      Colossal Cave Adventure was the first text adventure, but Infocom (with Zork) refined it.

      > I often hear Blizzard criticized for not being original enough

      That is definitely one criticism -- they just copy other people's gameplay and polish the art. They _used_ to have fun execution. Diablo 3 was a complete clusterfuck of bland and boring itemization

      The other is the disrespect for player's time, and the constantly dumbing down and half-baked game play mechanics in all their latest games.

    17. Re:What where they copying? by Anonymous Coward · · Score: 1

      The vast majority of people like you who complain about "I-win buttons", never bother to experience the hardest parts of the game. WoW is harder than it's ever been (heroic raiding), if you choose to seek it out. If not, well, why should it kick your ass? Leveling is not
      Essentially setting the difficulty to "very easy" and then complaining that it's too easy say more about you than it does about the game. It's just a pity people get the wrong idea from people like you.
      I understand the game lost some appeal to you and that's fine. Blizzard makes lots of changes and not all of them are good. But wanting leveling to be challenging in an open world is stupid. It just means people will go to a simpler zone and grind out easier targets for longer - and get bored stiff in the process. WoW's real game always only really starts at level cap. And there's more to do at end game than ever.

    18. Re:What where they copying? by UnknownSoldier · · Score: 2

      > WoW's real game always only really starts at level cap.

      So basically all the fun a person has while leveling doesn't count ??

      That's crap and a total cop-out.

      WoW has turned into one major grind-fest. Grind for gear while the next patch nullifies and obsoletes it. B_O_R_I_N_G.

    19. Re:What where they copying? by Anonymous Coward · · Score: 0

      Ever heard the phrase "We stand on the backs of giants"?

      Just about everything is a development on top of the old in the modern world, be it improvement, or a new way of doing it.

    20. Re:What where they copying? by HCase · · Score: 1

      The first person shooter was invented the first time someone picked up a rock. It was refined with squirt guns with many revisions in between. Id just helped move it to a computer.

      Ebay didn't invention auctions. Paypal didn't invent currency. Id didn't invent chasing imaginary creatures with imaginary firearms.

    21. Re:What where they copying? by grumbel5969 · · Score: 1

      But every new game they put out has been an iteratively improved copy of a lower-tech game with great gameplay put out by someone else.

      Was Lost Vikings inspired by anything in particular? RPM Racing and Blackthorn took a lot of inspiration from RC Pro Am and Flashback, but I can't think of anything that quite matches Lost Vikings.

    22. Re:What where they copying? by Rakarra · · Score: 1

      and basically turning "raid finder" raids into the step-up Heroics.

      Well, they're not changing that much (unless you have an established group) from the current system other than relabeling what the raids are called. Warlords's "heroic raids" will be the same difficulty as Pandaria's "normal raids," Warlords's "normal raids" will be the same difficulty as Pandaria's "flex raids." The new Mythic Raids fulfill the same difficulty level as the old Heroics. "Raid Finder" remains unchanged. So there are the same four raid tiers that there are now.

      The reason for the change is that since flex scaling was added to the next raid tier as well (what used to be 'normal'), it didn't make much sense to call a raid tier "Flex Raids" anymore, as if that designation was special or unique to the tier.

    23. Re:What where they copying? by Rakarra · · Score: 1

      > WoW's real game always only really starts at level cap.

      So basically all the fun a person has while leveling doesn't count ??

      Way back in 2005 in the earlier days of vanilla, I was told over and over again that the "real game" begins at level 60. Keep adding more tiers of endgame (60-70, 70-80, 80-85, 85-90, and now 90-100) and you have to start compressing that 1-60 experience or it really will take ages to get to the endgame.

      That being said, I'm not a fan of how the Cataclysm-redesigned leveling zones turned out. I like a bit more challenge and more exploration. I'm just happy they didn't touch Outland.

      WoW has turned into one major grind-fest.

      The comments here are funny. I see a bunch of people on one side who claim that any semblance of a grind has been wiped out, and other people complaining that WoW is nothing but grind.

      Grind for gear while the next patch nullifies and obsoletes it

      Well geez, what do you propose that would be better? If new gear isn't better than the old gear, then there's no reason to try to get the new gear. No reason to really try to progress -- in fact, progression would be way too fast, and you'd be sitting around doing nothing for 6 months because everything was easily beatable when it came out. That's the price for making different gear tiers equivalent.

      That, and it would lead to trying to grind old dungeons for the best gear, and that WOULD be an exercise in frustration that would dwarf anything in the game now.

      It was this way right from the very start, too. Good luck trying to beat C'Thun if your whole party is wearing items from Scholomance. Naxx40 if you've just barely beaten Molten Core? Good luck. And should shoulder pads looted from a level 40 instance really be as good as those from a level 60 instance? Almost every RPG from the last 30 years is built around the idea that dungeons closer to the end of game give you better items, and that you discard/sell/shard the previous gear that you'd gotten. I'm not sure what sort of a game we'd have if we eliminated 60+ progression, but I doubt it would have lasted more than a year. I'm not sure I really understand the mind-set where getting new gear to replace old gear is a bad thing.

    24. Re:What where they copying? by jwhitener · · Score: 1

      It is always amusing hearing stories about how the 'game became too easy' from WoW players:)

      I was a hardcore EQ player. When WoW came out we all laughed at it. It was like a mmorpg with training wheels. We kinda stopped laughing after WoW eventually sucked a lot of our userbase away.... but I digress.

      I guess 'easy' and 'hard' are very relative concepts. EQ you could literally sit (camp) at a spot, clearing the mobs around that single spot, for 3 actual real days. Trying to get 1 rare drop, out of 16 rare drops you need from other camping spots. In order to eventually do another quest and combine those rare drops into a key that lets you enter a dungeon, that requires 60+ real people working together days to beat. And there never was any concept of questing for experience in EQ. You wanted to level up? Prepare to just kill monsters over and over and over in an open world, where every good monster killing spot was competed for by thousands of players.

  13. Good by PopeRatzo · · Score: 3, Insightful

    Forget MMOs for a while and work on some good single-player games.

    MMOs are played-out. The biggest problem with them is you have to engage with other gamers and that's never a good thing.

    --
    You are welcome on my lawn.
    1. Re:Good by Moheeheeko · · Score: 1

      Sadly since the popularity of games like LoL and Dota has surged, the quality of gamers online has took a steep nosedive. I would welcome a few good single player games.

    2. Re:Good by Anonymous Coward · · Score: 0

      The biggest problem with them is you have to engage with other gamers and that's never a good thing.

      Dude, that's so gay, you n00b. ;-)

    3. Re:Good by Anonymous Coward · · Score: 0

      > MMOs are played-out.

      WoW is still generating north of $1B USD in monthly subscription fees every year, even after losing over half the playerbase from its peak. That's also not counting retail sales and microtransaction revenues. With this kind of success, it's the very *opposite* of "played-out".

    4. Re:Good by Ceriel+Nosforit · · Score: 1

      Heroin is making money too. What's your point?

      --
      All rites reversed 2010
  14. A Smart Decision by Anonymous Coward · · Score: 0

    I feel like the appeal of the MMORPG genre has been going steadily downhill for a while now. It's been done so many times in so many different ways, and none have found a way to make it work like WoW did. The audience just isn't as large as it used to be. Blizzard has some really talented employees and I have no doubt that this influenced their decision to scrap Titan. There's just not a profitable market for these kind of games anymore.

    Let's face it - things have changed a lot since 2004. The MMORPG was a unique and exciting experience back then, but it's long since lost its novelty. People are no longer interested in shelling out $15/month when they can jump into a game like League of Legends or DOTA 2 for free. The accessibility of these games has given rise to huge competitive scenes and communities that are growing larger by the day. Blizzard has experienced the same kind of success with Hearthstone, and I would guess that they realized this model is much more profitable than another MMORPG would be.

  15. Casual? by Anonymous Coward · · Score: 0

    What I miss are the casual games that I could just enjoy a) by myself b) with friends c) occasionally online.

    What happened to these games? I tried playing SC2 online, and it was impossible to have fun because the level of competitiveness was so high online that it stressed me out. Casual WoW? No chance in hell. Same with D3, none of them feel like the just "pick up and play whenever and enjoy" games.

    1. Re:Casual? by DocSavage64109 · · Score: 1

      Star Trek Online isn't bad for a free casual game.

    2. Re:Casual? by Anonymous Coward · · Score: 0

      It sucked when it first came out but it seems to be steadily getting better.

  16. hahahaha by Anonymous Coward · · Score: 0

    And not one single fuck was given - ignoring the billion of dollars we gave them to fund development of that game via WoW subs before most of us realized we're idiots.

  17. It isn't the first time for Blizzard by locopuyo · · Score: 3, Informative

    This isn't the first time Blizzard has scrapped a project. They did it with StarCraft Ghost as well. They even officially announced and released videos for that game.

    1. Re:It isn't the first time for Blizzard by Andtalath · · Score: 2

      And with Lord of the Clans.

      Both those games where outsourced though.
      They were both failed experiments of trying to hire others do stuff under their banner and realizing that they made crappier stuff.

      This is the first in-house game which was canned.
      Well, that have gone far enough to have even rumors about.

    2. Re:It isn't the first time for Blizzard by Talderas · · Score: 1

      The first time it was officially announced that Ghost was canceled was yesterday in the article linked to in this slashdot topic. Previously it had been on hold indefinitely with the last official statement coming in 2008. So sometime in the past six years it was cancelled without much fanfare. Of course, it had been considered vaporware for some time before the 2008 announcement.

      --
      "Lack of speed can be overcome. In the worst case by patience." --Znork
    3. Re:It isn't the first time for Blizzard by Anonymous Coward · · Score: 0

      They've actually canned in-house games before, but usually it's before any information about then leaks to the public. Diablo 3 was cancelled when they closed Blizzard North and put on hiatus for like 5 years.

    4. Re:It isn't the first time for Blizzard by Rakarra · · Score: 1

      The first time it was officially announced that Ghost was canceled was yesterday in the article linked to in this slashdot topic. Previously it had been on hold indefinitely with the last official statement coming in 2008. So sometime in the past six years it was cancelled without much fanfare. Of course, it had been considered vaporware for some time before the 2008 announcement.

      At least with Starcraft: Ghost, they had playable demos at Blizzcon.

  18. F*ck Titan. by MugenEJ8 · · Score: 1

    ...when's Diablo 4 meant to arrive?!

    1. Re:F*ck Titan. by Anonymous Coward · · Score: 0

      ...when's Diablo 4 meant to arrive?!

      I hope never. Diablo 3 was a huge disappointment. It took me 3 weeks for blizzard to get their acts together so that I could use my credit card to buy the game. Yes, I had to go through tech support so that they would allow me to give them money.

      When I was able to finally buy the game, all my friends were past hell level and pretty much done with the game. I also missed my chance to try out the market when it was still usable.

      The online only requirements of their games, along with the low quality that they've become are the reasons I will not open my wallet for them again.

    2. Re:F*ck Titan. by MugenEJ8 · · Score: 1

      I'm sorry you had such problems.

      D3 is a brilliant game, and Blizzard did a phenomenal job of a) releasing awesome new patches (especially 2.x) and b) getting my money. I bought it for PC when it first came out, then I bought the X360 version when that did, then RoS for PC, then UEE for X1 couple weeks ago... It's one franchise Blizzard has that will always get my money.

    3. Re:F*ck Titan. by Rakarra · · Score: 1

      Diablo 3 was a big disappointment to me on launch. But I think the game has made great strides and is pretty good now. And the new ladder season means everyone in the same ladder starts out on the same level.

      I also missed my chance to try out the market when it was still usable.

      You didn't miss out. The market was the biggest reason why regular D3 was such a disappointment.

    4. Re:F*ck Titan. by Anonymous Coward · · Score: 0

      Yes, I had to go through tech support so that they would allow me to give them money.

      And yet, you still bought it. It is no wonder why these large companies aren't asking themselves how to make a better entertainment experience for their customers when they'll continue to put up with this. The top level executives are rightly asking "do we really need all of this lube"?

  19. Depends whether they had the asset prodcuction ... by Anonymous Coward · · Score: 1

    The bulk of the cost is still the assets (terrain/npcs/scripted behaviors/testing - all the specific data needed for the game) - bug staff needed for that and farming it out/managing it.

    Working on the engine and server/client to be able demonstrate/prove the advanced features (whatever they were) could be likely (and for a median hardware target) would be only a fraction of the complete development cost (and of the subsequent marketing/royalties/operational costs which can be as much as the development costs).

    So 20-40 million over a bunch of years could still be likeley (2 million - doesnt go that far - barely starting actual design )

    They probably found that whatever it was they had planned just wouldnt work (even with all the internet/hardware improvements over the intervening years) and it would have to be dumbed down and still be too close to what all the other MMORPGs are. (thus nothing radcal to attract the 'big score' the company would want.)
    .

  20. Where does it go? by itamblyn · · Score: 1

    When a project like that gets cancelled, where does all the material go? Does someone just do a rm -rf ./project, or does it just get rebranded into something else?

    1. Re:Where does it go? by Dutch+Gun · · Score: 4, Interesting

      I can tell you from my own experience, having had a nearly-complete game cancelled on me once during my career.

      Game source material tends to be highly game-specific, and even more so for MMOs. It's saved forever in archives, of course, in case someone wants to pilfer something, but as technology marches on and tools are updated, it becomes harder to keep the game in a working state - especially for MMOs, who have extremely complex building and deployment requirements.

      In terms of game code (not engine code, which is designed to be reusable, of course), there are two basic approaches to starting a new game. If you're working on a sequel or have a similar game in the company library, you can branch an existing game and start stripping it down - this let's you start with a working game, and then you can swap out systems on the fly with whatever needs to change. If the game is distinct enough and wouldn't benefit from this techinque, you can start clean, working on top of whatever shared engine and libraries you have, but still may copy over specific subsystems, or use them as a starting point for new systems. This obviously occurs if it's your first game, but also if it's the first game within a new genre that wouldn't benefit from the copy-and-modify approach. For instance, when I worked on a turn-based strategy game and most of the company's previous games were 3rd person adventure games, it would have been pointless to start from one of those games' source code.

      For artwork, it really depends. Sounds, textures, and music are easily reused in many cases. Models and animations are a bit more of a question mark. Animations typically are matched to a specific rig and a specific set of game code that utilizes them. More often than not, all the game art tends to be too game-specific to be re-used for anything but a direct sequel, and often by then the assets aren't appropriate for the current state-of-the-art technology.

      So, in short, it's archived away somewhere and most likely, only parts of the source code will be reused as a launching point for a new product. Most of the art assets will probably never be reused, unless they're fairly generic environmental textures, sound effects, or music that happen to match a new product's genre and style.

      --
      Irony: Agile development has too much intertia to be abandoned now.
    2. Re:Where does it go? by Anonymous Coward · · Score: 0

      Canceling a game can also be very destructive for the careers of the people involved, specially for the ones with less experience, even if the company doesn't get rid of the workers right away. I've meet several decent programmers and artists who have been working for 5-8 years in the industry in nothing but cancelled projects and now have a hard time finding a job. Companies stay away from them because they haven't been able to ship a product in all that time, even if it has nothing to do with them.

      You may think it is better for artists because at least they can grow their portfolio, but many companies who will aggressively sue people who show non-published material around. There is nothing worse than having years of experience but nothing to show for it.

    3. Re:Where does it go? by Dutch+Gun · · Score: 1

      Yep, fortunately a major cancellation has only happened once to me. There were a couple other prospective titles I spent a few months on in a "demo" stage at all that never went anywhere as well, but those were fairly minor blips in a career shipping quite a few titles. I actually knew a poor soul unlucky enough to have worked for many years on Duke Nukem Forever, and ended up leaving the company with very little to show other than some minor resume filler material.

      As far as showing non-published or proprietary material, I've generally not found it to be a problem, as long as you're not foolish enough to post that material online where your former employers can find it. In any case, my advice to game developers is to build a portfolio of your own work that you can feel free to post online if you wish. If a prospective employer wants to see actual production code or assets, then you can discretely send off a selection of those in private.

      Everyone involved in the process generally understands that portfolio art and demo code is to be treated as confidential material - and in any case, no one would have any incentive in blabbing about it to your former employer. So long as you're somewhat judicious in your selection of material and how you distribute it, I don't really see any problem with it.

      --
      Irony: Agile development has too much intertia to be abandoned now.
    4. Re:Where does it go? by Rakarra · · Score: 1

      As far as I can tell, there are generally two things that can be rescued from a cancelled game:

      1) The game engine, if it was unique to the game. Of course if you're using someone else's engine this point doesn't apply.
      2) Story lines, either the overall story line, or minor subplots. Works best if this is a part of a franchise, otherwise your mileage may vary for what can be salvaged.

      Art is such a mixed bag. If you can immediately yank something to put into a game in a similar genre, great, though the longer you wait, the more the technical hurdles end up outweighing the usability of the assets, such that it's better to redesign from scratch.

  21. On track for best seller or it gets cancelled ... by Anonymous Coward · · Score: 0

    Yea, the FPS Ghost. It looked amazing, and they scrapped it for no reason.

    It was scrapped for the very same reason as Titan and other game scrapped by Blizzard. It was not shaping up to be a #1 best seller. Shaping up to be a good or a successful game is not enough, it has to absolutely be on track to be a massive success or it will get canceled. This has happened again and again and again over the last two decades.

  22. Ambiguity by Livius · · Score: 1

    I was really interested in reading about this blizzard that cancelled an entire planet...

  23. Re: On track for best seller or it gets cancelled by Anonymous Coward · · Score: 0

    You don't understand. It would have been a #1 bestseller because it would have extended starcraft, the best game of all time.
    Sadly, with SC2 they destroyed starcraft

  24. Prima donna employers by Anonymous Coward · · Score: 0

    This reminds me of talking to a Blizzard recruiter. She was telling me about the grueling interview process and how Blizzard wants "passionate" developers who have personal game projects to show them.

    I was thinking, "Are you nuts? Blizzard hasn't made a notable game since WarCraft I. If I were willing to go through your rigmarole, I'd just start my own gaming studio. I'm just looking for a job."

    Now, I'm reading that they can't even complete some of their shitty games after seven years. What dipshits.

  25. Re: On track for best seller or it gets cancelled by Anonymous Coward · · Score: 0

    You don't understand. It would have been a #1 bestseller because it would have extended starcraft, the best game of all time.
    Sadly, with SC2 they destroyed starcraft

    Actually as a 10+ year Blizzard veteran I understand very well. By #1 bestseller we mean on its own merits, a game that will have its own sales inertia and actively player community for years.

  26. Actually evidence proves not a prima dona by Anonymous Coward · · Score: 0

    And people just looking for a job create crap games.

    And people with only passion get emotionally attached with ideas and games and stick to them even when they are wrong, and create crap games.

    What is different about Blizzard is that it has passion and brains, brains enough to step back, make an honest appraisal, and say this isn't going to turn out to be as much fun as we wanted. We have to rework this to a large degree, or maybe admit our initial plan was flawed and we need a new one, and that new plan may be a different game.

    That's not being a prima dona. A prima dona would not admit to having made a mistake, a prima dona would have arrogantly doubled down on the original idea.

    Blizzard's routine major reworking of a game under development, or canceling it, proves the opposite of your claim -- not a prima donna.

  27. What where they copying? by Anonymous Coward · · Score: 0

    So tell me, gaming mastermind. How often does a new genre of gaming get created? How many gaming companies are regularly creating NEW types of games? Really? Seriously, I often hear Blizzard criticized for not being original enough, but how many others games companies are creating TRULY new genres or types of game. It happens VERY rarely, as in every other art-form. A huge part of art is building on what came before, do you think any musician creates new music without basing it on something else they heard. How often does a new style of music come into existence? It's not quite as simple as you make out, all art is about standing on the shoulders of the people who came before. WoW may have "copied" bits of Everquest, but Everquest also build on previous games like Ultima Online and D&D and various MUDs.

  28. Not surprised, and good for Bliz. by andr0meda · · Score: 1

    Actually this kind of 'disaster' cancelling occurs quite often in other companies as well. Typically it goes something like:

    The company reaches a point like: "We made a few games, we know our trade, we have the cash, now let's do something interesting." Then they throw all their best ideas onto a huge pile, and the game-design sanctioned people try to make sense out of it. At this point, a lot of creativity is already out of the door, since of course, the huge undertaking has to play safe ball to ensure success, and who knows better than anyone else how huge games work except game designers, right? In parallel, work starts on pre-production, concept art, prototyping, level design, game play mechanics, effects, you name it. After a while, it turn out that the really fun bits are not fun at all, no matter how much you tweak them, and everything starts to look like a tech-demo, because everyone is focusing on just a small fraction, and there's no coherence whatsoever. How could there be. Of course by then we're 2 year after the project starts, and canning it is starting to sound expensive. In the end, it comes down to a financial gamble: releasing crap can mean the end of the company (ahum: Destiny). You can sell crap once with success and maybe break even or profit, but you shit most of your loyal fans in the face, and usually they tend to not take that lightly. Or you can cancel, and swallow the loss and work on something that holds the promise to bring more grit (of which, of course, there is no proof yet).

    If there's one team that has the money and the minds to work on very ambitious projects, it's Blizzard. And apparently the teams values their future productions and fan-base as more important than selling Titan. That said, Titan did look impressive from the setup, so I hope the tech and team survives.

    --
    With great power comes great electricity bills.
  29. Bringing it to 2011 by Impy+the+Impiuos+Imp · · Score: 1

    Translation: Holy crap! EverQuest Landmark has fully destructable landscapes, digging and tunneling, and construction that makes Minecraft look like, well, Minecraft.

    --
    (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    1. Re:Bringing it to 2011 by Whorhay · · Score: 1

      The last time I had read or watched much about Landmark, Minecraft was still superior in nearly every aspect. The exceptions being that Landmark had prettier graphics with small voxels, instead of low res textures on large cubes. In Minecraft you can't make things as pretty on a small scale as in Landmark. But in Minecraft you can build things that actually have function and movement. The building in Minecraft also feels more like building to me, whereas Landmark looks like using a 3D modeling tool inside of a game. Minecraft is far more feature complete that Landmark, although that isn't necessarily a fair comparison as Landmark isn't a released game yet. It is kind of silly though to me as Landmark is licensing their voxel technology from another company that already had demo videos out there which appear to be just a few steps from being a better minecraft, Landmark almost looks like a step backwards from those videos in terms of being ready as a game.

  30. Bring on Warcraft IV by Anonymous Coward · · Score: 0

    Good we don't need more MMO's we want a quality game like Warcraft IV, etc...

  31. MOO4? by DarthVain · · Score: 1

    Masters of OrionCraft? :)

  32. Report financials and the MMOscape shrinks much by Anonymous Coward · · Score: 0

    A simple reporting of stats for MMO like asset backed security prospectus (http://en.wikipedia.org/wiki/Asset-backed_security) would un-distort the MMO financials reported by Blizzard.

    Helpful stats like:
    - Median account age (today - account creation date)
    - New accounts created in last 3 months
    - Trial/Free accounts
    - Trial/Free accounts converted into a paying account in the last 90 days
    - Accounts paying dues = 2 years and revenue generated by month and % active within the last 30 days
    - Accounts closed per month
    - Accounts closed per month which were paying dues = 2 years
    - Support fixed costs per month (servers, electricity, rent)
    - Support variable costs per month (person costs including shared portion of back-office/HR functions)
    - Number of support personnel
    - New development fixed costs per month (servers, electricity, rent)
    - New development costs per month (person costs including shared portion of back-office/HR functions)
    - Number of new development persons (developers, artists, managers, ...) broken down by job category

    Showing a growing number of users or a slowly declining base of long term users would throw MMO financials on its head.

    A similar tact of showing console game title units sold per month per title would let EA securitize Madden 2015 for example upfront the day it is shipped....
    Lifetime game title units sold per title too...

    This would make it much harder to report 'we signed up over 250,000 new users in the last quarter' without disclosing 'we lost 249,500 paying users in the last quarter' ....App stores too....since they like to report we have 5,000,000 apps but not 'of the 5,000,000 apps, 2,500 apps made over $250 dollars last quarter'...

    The tech/game media fails to ask these questions

  33. Comment removed by account_deleted · · Score: 1

    Comment removed based on user account deletion