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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.

27 of 155 comments (clear)

  1. 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 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.
  2. 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 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.

    2. 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.
  3. 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."

  4. Blizzard Titan / Iceberg Titanic by khr · · Score: 2, Funny

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

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

      Legos.

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

      Wrong, Minecraft was based on Infiminer

    7. 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.

  6. 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).

  7. 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.
  8. 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.

  9. 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...

  10. 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.

  11. 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.

  12. 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.

  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: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.
  15. 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.

  16. 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 ...