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Businesses Games

Failed Games That Damaged Or Killed Their Companies 397

An anonymous reader writes "Develop has an excellent piece up profiling a bunch of average to awful titles that flopped so hard they harmed or sunk their studio or publisher. The list includes Haze, Enter The Matrix, Hellgate: London, Daikatana, Tabula Rasa, and — of course — Duke Nukem Forever. 'Daikatana was finally released in June 2000, over two and a half years late. Gamers weren't convinced the wait was worth it. A buggy game with sidekicks (touted as an innovation) who more often caused you hindrance than helped ... achieved an average rating of 53. By this time, Eidos is believed to have invested over $25 million in the studio. And they called it a day. Eidos closed the Dallas Ion Storm office in 2001.'"
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Failed Games That Damaged Or Killed Their Companies

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  • by Knara ( 9377 ) on Wednesday January 20, 2010 @02:41PM (#30835446)

    I never had a crash for Enter the Matrix, myself. I actually quite enjoyed it. I may have been the only one, I guess.

    The bonus footage that fit into "Reloaded" was cool, too. But, I'm in the minority of liking the majority of that trilogy, as well.

  • by Odeen ( 657624 ) on Wednesday January 20, 2010 @02:44PM (#30835508)
    Chronicles of Riddick: Escape from Butcher Bay: http://www.metacritic.com/games/platforms/pc/chroniclesofriddick [metacritic.com] One of very few movie-based games that's markedly BETTER than its movie.
  • by Jim Hall ( 2985 ) on Wednesday January 20, 2010 @02:51PM (#30835630) Homepage

    TFA mentions Tomb Raider: Angel of Darkness as the game that tipped Eidos/Core over.

    I first discovered the series with Tomb Raider 2. Since then, huge fan! I bought all the games for PS1, and a few for the Mac as well (I'd re-play the game on my in-laws' computer sometimes.)

    When Eidos announced Angel of Darkness for PS2, I was obviously caught up in the hype. More memory and higher res meant more intricate puzzles and larger levels - this would be an amazing game. Or so I thought. Aside from buggy gameplay (and there was a lot of that) they changed the game mechanic to the point that it was like playing an entirely different game, but with Lara Croft in it. No tombs, no puzzles, just a lot of running around shooting things.

    I quit the game before I got very far in it, the same sucked that bad. I recall making it just past the cemetary - which I understand is still pretty early in the game.

    Still, good things came out of this fiasco: Tomb Raider: Legend was actually very good! Amazing what a new developer can do to breathe fresh life into a project. (That said, Uncharted is a better series.)

  • Re:Bigger scale (Score:5, Interesting)

    by Skuld-Chan ( 302449 ) on Wednesday January 20, 2010 @02:52PM (#30835638)

    ET would have never killed off gaming - all it would have done is tighten the standards on what publishers would ship as acceptable (which actually happened) and people would tighten their standards on what they would buy before trying. ET if anything was probably good for the industry and consumers. Right now I think we are seeing a return of shovelware, and its effects. The economy is bad, and I know for a fact that I'm not the only one waiting for COD MW2 to end up in the bargain bin (60$ is just too much to take a chance on).

    Same with MMO's - I'm sure somewhere Mythic for instance has a figure on how many box sales they will get on day one, and aren't nearly as concerned with how many people actually stay subscribed (just my observation - they just seem disinterested in actually addressing community concerns).

    And yes I bought ET when it came out - its still in my box o carts wherever my 2600 is, and it wasn't the last pile of crap I ever spent good money on, but it certianly made me think more about my purchases after that.

  • by BForrester ( 946915 ) on Wednesday January 20, 2010 @03:15PM (#30835978)

    Duke Nukem Forever didn't kill the studio; the studio killed themselves off without the need of any additional assistance.

    The other examples are cases of products being buggy, or misguided, or overzealous... but any project is doomed to fail when the project team doesn't have a goal, and doesn't really work on the project.

  • by joeflies ( 529536 ) on Wednesday January 20, 2010 @03:22PM (#30836080)
    From what I've read, the whole reason it was called Final Fantasy in the first place was that the company was planning to close and Final Fantasy was their swan song. They weren't expecting a miracle since they were treading in new waters and just decided to publish their last game. And lo and behold, their final game that was supposed to be the end of the company turned out to be their saving throw.
  • by BobMcD ( 601576 ) on Wednesday January 20, 2010 @03:36PM (#30836248)

    Either I misread you, or you're missing the point. The death of the studio was the desire to make DNF both internally perfect and better than anything else on the market. They wound up chasing from one engine to the next and bled themselves dry.

    If you either take Duke out of the picture entirely, or release it as a mediocre game then the dev shop may well still be alive today.

  • by macraig ( 621737 ) <mark.a.craig@gmaFREEBSDil.com minus bsd> on Wednesday January 20, 2010 @03:40PM (#30836302)

    What, no TA: Kingdoms and Cavedog? No Master of Orion III and Quicksilver? Lovell must be new here.

  • by BobMcD ( 601576 ) on Wednesday January 20, 2010 @03:41PM (#30836330)

    This doesn't take a huge heap of imagination, but I'm going to go ahead and predict that the unexpected, unprecedented success of WoW will be the end of Blizzard. This seems like a really safe bet based on any of the following scenarios:

    1) Activision big-brothers them into oblivion
    2) They get caught up making bad movies, rather than good games
    3) They are never able to make a successful sequel, or even another really profitable title
    4) Creative differences, anti-user angst, or other mis-management runs it into the ground (e.g. NGE) and the shop never recovers

    There's just too many dollars riding on WoW. Too much momentum. Surviving the end of that is going to either require masterful leadership or gigantic catastrophe.

    Come to think of it, didn't they name their next expansion 'Cataclysm'? ;)

  • Enter the Matrix? (Score:3, Interesting)

    by foo fighter ( 151863 ) on Wednesday January 20, 2010 @03:45PM (#30836390) Homepage

    What was wrong with Enter the Matrix? It killed a company?

    You got to jump off walls, shoot agents, and look at women in fetish gear. There was bullet time. It was full of Matrix-universe fluff.

    It sold something like 5 million copies. Shiny (EtM's developer) was rewarded for this success by being purchased by Atari (nee Infogrames).

    I think this games should not have been included on the list of games that killed companies.

  • what, No Cavedog? (Score:5, Interesting)

    by Gravatron ( 716477 ) on Wednesday January 20, 2010 @03:54PM (#30836506)
    Seriously, Company started with one of the best RTS ever, Total Annihilation, then followed up with a two expansions, one that added a slew of multiplayer maps and units, and another which added tons of single player maps. Seemed they were destined for greatness.

    Then came TA: Kingdoms. Wow, what a disaster. It was medieval in looks, but played just like any tank based rts. It felt almost like a palette swap, rather then a new game. When it bombed, all other titles got scrapped, even Amen: The Awakening, which sounded phenomenal, so they could rush off and make TA2, which was still years away.

    It should be noted the death of GT Interactive also had it's hand in the death of Cavedog. But had TA: Kingdoms been a better game, they may have had the money to break away and fund the rest of their games.

    I still dream about someone picking up Amen's license and remaking the game. The premise and characters sounded fun.
  • by uncanny ( 954868 ) on Wednesday January 20, 2010 @04:13PM (#30836774)
    I had erased MOOIII from memory. I loved MOO1&2, i told my roomate how great the games were, so we went half in on 3 and got it, played it for a few days, and i think i actually threw it away after about a year of it sitting on my shelf. they ruined the best part of the game, massive ship battles!
  • Re:Infocom (Score:3, Interesting)

    by retchdog ( 1319261 ) on Wednesday January 20, 2010 @04:46PM (#30837250) Journal

    Wasn't it inferior, because the entire concept of parsed-natural language commands was boggy and inferior to a GUI for almost all users? There was no way Cornerstone could have been made a serious competitor, but I guess someone had to try. It must have seemed like a good idea at the time, but assuming even base-line literacy in your customers is a dangerous step...

  • by Opportunist ( 166417 ) on Wednesday January 20, 2010 @06:00PM (#30838456)

    There was no trilogy. There was one movie, and a script [remoteviewinglight.com] that was sadly never turned into a sequel.

    Seriously. Read it and then try to tell me this would not have rocked way more than anything they crapped out after the first movie.

  • by __aaclcg7560 ( 824291 ) on Wednesday January 20, 2010 @06:14PM (#30838696)

    I worked at Atari as a lead tester for the Nintendo titles when they put me on the Driv3r PC title for a few days. I bugged ~200 falling out of the world incidents that were never classified as fixed when the game was released.

    IIRC, either Driv3r PC or another racing title, the developers guessed the bug database password, went in to marked all the bugs fixed, and tried to pushed for code release to save their delivery bonus. The QA team had to re-verify the status of all 4,000 bugs before a code release meeting could be scheduled. The developers and the producer lost their bonuses.

    The good old days at Atari. My first novel that I'm now revising is based on my misadventures at Accolade/Infogrames/Atari (same company, two different owners, multiple identity crises). You have never worked in a screwed up company until you spend six years at a video game company.

  • by Whorhay ( 1319089 ) on Wednesday January 20, 2010 @06:16PM (#30838740)

    I bought it when it first came out. I played it for maybe two days before giving up on it. The game play was so radically different from MOO2 that I just couldn't figure out how to make it work the way I wanted. I guess it was closer to MOO than MOO2, but I was really hoping for a more refined version of the sequel not the original.

    Things I would have liked as improvements of MOO2:
    Better AI for space battles, both on the enemies part and when you told it to fight for you.
    Better build que management, longer build que so I didn't have to update it every dozen cycles or whatever and or being able to save a given que and apply it to other colonies.
    Making ground combat more interactive, sending your troops and just having them land to duke it out was lame.
    Remove some of the broken things like combinations of equipment on ships that granted infinite turns.
    Add more technologies rather than half the possible research being minor improvements of existing stuff en mass.

    I think I might actually be willign to pony up some money for a mod of MOO2 that offered most of that.

  • Looking Glass Studios went out of business even though they've produced over half a dozen of the best games of all time. Terra Nova, Thief 1 and 2, System Shock 1 and 2, Ultima Underworld 1 and 2, Car and Driver, Flight Unlimited. Actually, if you find a list of their games you'll see that they didn't really had any failures.

    Black Isle were producing great games and still broke down, although Interplay may not have helped that situation. Troika then died and Obsidian have only really done NWN2, unless you actually want to count unfinished but still released games in KOTOR2.

    People always bitch about good games being ignored nowadays as if it's some sort of new occurrence, and how crap games kill companies if they hit hard enough. But great companies can still die purely because you can create games that are simply too awesome for mainstream gaming to handle.

  • by Ginger Unicorn ( 952287 ) on Thursday January 21, 2010 @08:12AM (#30844482)
    The specific members of Rare that designed goldeneye and perfect dark became free radical and made timesplitters/timesplitters 2/3 (spiritual successors to GE and PD), Second Sight, finally having a big flop with Haze on the ps3 then went bankrupt and got bought out by crytek and became "crytek uk". They're now sitting on timesplitters 4 while they work on some project that has £50 million injected into it by crytek. The rest of Rare got bought up, chewed up, and shat out by microsoft. The two founders left in 2007 to pursue "other opportunities" which havent really shown up on any radars so far.

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