Wish Cancelled 238
Shockeye writes "According to Mutable Realms' website, the Wish project has been cancelled after 'careful consideration of all the facts and analyzing all the data which we have gathered from the Wish Beta 2.0 test.' The beta test for the Wish project will close at 6pm EST. According to the message it also seems Mutable Realms will be closing as well. You can view the short message here, and over at f13.net we are discussing the latest casualty to the MMOG scene."
Wish in one hand, spit in the other (Score:5, Funny)
That's all I have to say about it.
Open it then? (Score:4, Insightful)
Their called assets... (Score:5, Insightful)
If you had a manufacturing business and closed your doors today you probably wouldn't give everything away the very next day (especially if the cost of storing was as minimal as code is). You'd hang onto or try to find a buyer to re-coop some of your costs (developing code costs money too).
Maybe after a long time you'd be willing to give it away, but you probably put a lot of your own money into this stuff and you'd like to get something back out of it.
Re:Their called assets... (Score:2)
What a waste.
Re:Their called assets... (Score:3, Insightful)
Re:Their called assets... (Score:5, Insightful)
Just because they don't have the money to finish it doesn't mean it wouldn't be worth something to someone else who does have the money to finish it/resolve the code or design problems.
This is the reason I'd say about half of all new businesses fail that could have ultimately been profitable. They just didn't start out with enough money to get the concern going.
Now I'm not saying that's the case with Wish, they might have tanked even had they finished it and made it to retail.
One of my neigbhors does this for a living, going in and purchasing the assets of business that go bust for pennies on the dollar. You still have to have an eye for the potential worth of the assets to get a good deal though.
Re:Their called assets... (Score:2, Funny)
Re:Their called assets... (Score:3, Insightful)
At some point it's worth writing off the investment and cashi
Re:Their called assets... (Score:3, Insightful)
And the company *just* announced it was closing down. Real money went into developing that code (unless their programers work for free!) and I bet *someone* is scrambling around trying to figure out how to come out of
Re:Their called assets... (Score:2)
in other words, sure, they're valuable to someone maybe, but not to anyone you would get any cash out of.
Re:Their called assets... (Score:2)
EA wants to buy us out? Well they have to pay for this code too, that'll be an extra million
Re:Their called assets... (Score:2)
the thing is, nobody's going to use it to make a consumer product.
Re:Their called assets... (Score:2)
Re:Their called assets... (Score:5, Interesting)
That's a fair point. If people really want to see the code open-sourced, why not have everyone contribute to a pool of cash and offer to buy the code from them? If their "orphaned" code is really so difficult to to re-sell, they might be willing to part with it for relatively little money.
Re:Their called assets... (Score:2)
The main problem is... (Score:2)
Re:Their called assets... (Score:2)
Free is great, but sometimes freedom costs (someone) real money. I think thats fair too.
Re:Their called assets... (Score:2)
Re:Their called assets... (Score:2)
Re:Their called assets... (Score:2)
They had an "Underpants Gnome" business plan.
#1 Make online 3D Video game.
#2 ?
#3 Profit
Chances are the domain name, source code, artwork, etc will be sold off to an underwriter (accountant or bean counter that is a Corporate Undertaker) who sells the IP to another company that will bring it back as a commercial product. This, for example, happened a lot to the Amiga and C
Re:Their called assets... (Score:2)
Mod parent -1, Wrong (Score:2)
part of the reason why this company didn't make any money to cover their costs, was because they gave the product away for free.
I beg your pardon? The reason they didn't make any money to cover their costs was that they hadn't finished and released the game! They didn't give anything away for free - they conducted several limited (both in number of participants, and in duration) beta tests of the unfinished game, but they in no way provided the means for people to sit on their asses enjoying the game for
Re:Open it then? (Score:3, Informative)
1.3 - What is the "Wish Engine"?
The Wish Engine is the software that powers the ultra-massive world of Wish. It is based on ZeroC's Ice technology. Mutable Realms licenses this engine to other online games. Sui Tang Online, developed by Shanghai Cartoon and Shanghai Animation Studio is the first title besides Wish that also uses the Wish Engine. See our press release [mutablerealms.com] for more details.
Income from licensing the engine would be a pretty good reason to not give it away, hmm?
Perhaps you should elaborate. (Score:3, Interesting)
Remeber, Blender wasn't open source until NaN went bankrupt, and "sold" it to the blender foundation. Perhaps Wish's developers could bring in some cash, and interested volunteers could make something out of wish, selling server time to players.
this was a reply to a now (-1, troll) message... (Score:2, Informative)
Perhapps a good thing (Score:5, Interesting)
The lack of another MMORPG out there may just mean I get this book out on time
Re:Perhapps a good thing (Score:3, Funny)
*evil grin*
Re:Perhapps a good thing (Score:5, Funny)
Re:Perhapps a good thing (Score:3, Informative)
Re:Perhapps a good thing (Score:2, Informative)
Don't forget, it is also on PocketPC, so you can play it 24 hours a day, whereever you are.
And just down a potion of sleep if you get a bit tired.
Re:Perhapps a good thing (Score:2)
Re:Perhapps a good thing (Score:5, Funny)
Re:Perhapps a good thing (Score:3, Interesting)
It's interesting that he can get four or five levels into the game with out even knowing that there's any combat going on.
Re:Perhapps a good thing (Score:3, Funny)
No, that's not it. He's just desensitized to violence already. That's what all the fancy graphics do.
Kjella
Re:Perhapps a good thing (Score:2)
Daniel
Re:Perhapps a good thing (Score:3, Interesting)
Re:Perhapps a good thing (Score:2)
As a hypnotherapist, I think that nicotine addiction is taken too seriously. It's plainly not addictive in my client's experience - most withdrawal symptoms are due to the nocebo effect & behavioural adjustment.
But computer game addiction should be taken more seriously. I never grew out of my childhood excitement for a new game.
Damn, now I want a fix...
Re:Perhapps a good thing (Score:2)
After a couple days of breaking my "no more than 2 hours a day" resolution, I gave everything my character owned to a friend. Amazing game, but it really is too addictive (not blaming anyone but myself of course, just saying). Playing a game you can't win but are rewarded for spending time doing even mundane things in sucks up your life!
Releasing code? (Score:5, Insightful)
It's a waste to let all the hard work just be for nothing.
Re:Releasing code? (Score:5, Informative)
Eight days later the project is cancelled.
Sounds like somebody got their first bandwidth bill.
In the gaming world today almost nobody actually owns the code they work with so pipe dreams like GPLing failed projects just won't happen. The $100,000 that you paid to license somebody else's middleware only give you the right to use it for a year, not to give away the source code for free. Ripping out all the proprietary, licensed bits means a lot of hard work for absolutely no return on the investment.
The people who pay for this kind of development really hate footing the bill for that kind of thing.
Re:Releasing code? (Score:3, Interesting)
Well (Score:5, Interesting)
From their FAQ : "No decisions have yet been made on the specific pricing, but you should not expect Wish to be on the cheap side. We want to compete..."
Re:Well (Score:2)
Daniel
Re:Well (Score:2)
Re:Well (Score:2)
You picked the shittiest SS out of the bunch. You must remember, this is an early early beta. Should have seen the FIRST screenshots released from wOw they were all boxy and stuff 100x worse than this.
If people want to see how the game really looked check out here http://www.mutablerealms.com/screenshots.php
Re:Well (Score:3, Informative)
Come on, it's a game for 2005...
Re:Well (Score:3)
I'm almost embarrassed to say it, but all the linked screenshots looked perfectly fine to me. I guess my sense of game aesthetics is hopelessly outdated....
Generated characters (Score:2)
This one isn't [mutablerealms.com] too bad, except for the hands:
Re:Well (Score:2)
Re:Well (Score:2)
I was actually going to post the same thing, but those screenshots don't really show what's wrong with Wish. I found the in-game graphics to be OK (not good, but OK), but the UI was just flat out abominable. Seriously, it was like playing something from the late 90's. Totally plain, ugly borders around windows, chunky non-antialiased fonts, no translucency or transparency on windows, so you couldn't have your chat window open, for example, without totally blocking a huge chunk of the game.
I know it was bet
Re:Well (Score:5, Interesting)
WoW is blowing away everything else because the gameplay kicks fucking ass, not because of its graphics.
Re:Well (Score:2)
Re:Well (Score:2)
Re:Well (Score:2)
More screens. [mutablerealms.com] The environments seem to be on par with SWG.
Technically speaking the engine seems to be very competent.
Re:Well (Score:3, Interesting)
Underpricing is more important for commodities and less so for something like an MMORPG. I don't think that (say) a game with a monthly fee of $5 less than WoW's would entice anyone to switch to them. There's also the matter of perception-of-quality -- I would guess that most people, upon seeing a $4.95/mo MMORPG would turn their noses up at it.
Conversely, if there are gameplay elements that make the
Re:Well (Score:2)
Re:Well (Score:2)
Themis and Mutable Realms (Score:4, Informative)
Some of their happy partners include.
Anarchy Online
Jumpgate
Wish
Saga of Ryzom
And several niche MMO's that have vanished over the years. And lets not forget their heavy influence at Turbine Entertainment and that peice of crap they call Asheron's Call 2 that refuses to die. (Note they were not involved in AC2 being crappy but one can wonder why it has not been axed yet).
Re:Themis and Mutable Realms (Score:2)
They have nothing to do with the failure of a crappy game. Name dropping a company that has little recognition in the industry as a whole, does good work (afaik) and doesn't actually develop the product just so you can bash them is just poor judgement.
Re:Themis and Mutable Realms (Score:3, Interesting)
If mutable realms was a public company they would be in trouble for all the glowing announcements since the new year with "#1 download on FilePlanet", "68,000 Registered beta testers", and
Why do the assets always go to waste? (Score:5, Interesting)
As an independent games developer, this strikes me the same way as a bakery tossing away perfectly good bread one one side of town while someone's hungry on the other side. Remember when Crack-Dot-Com went out of business and released its content to the public [jonathanclark.com]?
There's a special place in Indie Valhalla for the Jonathan Clark and those like him. Why don't we see more of this?
________________________________
Inago Rage [inagorage.com] - Create and fight in first-person arenas of your own design.
Re:Why do the assets always go to waste? (Score:2)
Re:Why do the assets always go to waste? (Score:2)
Well, if you're saying that bad content will diminish my game, and that not all content is appropriate for all games, I agree with you. Still, people sell texture packs [marlinstudios.com] or music libraries [musicbakery.com] or sound effects libraries [musicbakery.com] which aren't specifically created for a particular production, but are used in artwork, film, and games, to goo
Re:Why do the assets always go to waste? (Score:2)
Dude, wrong thinking there... (Score:3, Insightful)
Yes, it sucks that they might be giving it all away.
Did they pay you for your efforts?
Yes?
Then all of those assets are a work for hire and you don't own them and shouldn't be bitching about them giving them away. Can't be pissed about it, you traded the work for money and it's theirs now no matter how you slice it and it's theirs
Re:Dude, wrong thinking there... (Score:2)
(Must proofread things more often... Grumble...)
Re:Dude, wrong thinking there... (Score:2)
Doesn't matter what they THINK they signed up for. (Score:2)
Re:Doesn't matter what they THINK they signed up f (Score:2)
When you buy a comic book you're legally allowed to do anything you want with it. But if you walk into a comic book shop and buy that limited edition copy of superman #1 and say to the clerk "no need for a bag, I'll eat it here" you can be sure that
Sadly... (Score:3, Insightful)
Why do I say this?
Well, EA's still quite in business isn't it?
The RIAA labels are still going quite strong in spite of all the crap they pull on the artists.
Ditto the MPAA studios.
The reality is you're a sharecropper unless you go up quite a ways on the food chain- no matter what industry you work in. They're just not going to g
Re:Dude, wrong thinking there... (Score:3, Insightful)
Funny, I think it would go the other way. If I put a lot of hard work into something, I'd be more pissed off if it got buried. I'd MUCH rather it be released either into Public Domain, or under a GPL-like license. Either way, I get it back and can build on it. I just don't see what there would be to be pissed about it being released, unless I had some sort of royalty agreement in place, and even then I STILL don't get anything out of it if it is buried.
Was anyone involved in the beta? Excited about it (Score:3)
Re:Was anyone involved in the beta? Excited about (Score:5, Interesting)
Re:Progress Quest: a CRPG satire? (Score:2)
Still, you've got to appreciate a game where you can play as a Demicanadian Voodoo Princess.
Nucleus of a good idea (Score:5, Interesting)
An open source MMORPG would be a very worthwhile project, however the cost of bandwidth would have to be dealt with. I wonder if it is possible that the "world" database could be stored in distributed fashion, like a freenet node, eliminating the need for a central server.
Re:Nucleus of a good idea (Score:2)
Inclined to agree there... (Score:2)
Re:Inclined to agree there... (Score:2)
Already has one in progress.. (Score:4, Informative)
Simply put, it's a rough thing to accomplish so nobody's attempted it- YET.
Me, I've got my plate full trying to push two startups to major success AND trying to help LGP get several games out the door, so I doubt it'll be me (though I've an idea or two on how to go about it all...). But it's definitely not an unsurmountable problem and a P2P MMOG might not be a bad idea as it'd distribute the server horsepower over all the peers and the bandwidth as well. Just going to have to come up with framework, and that's the rough part more than anything else.
Re:Already has one in progress.. (Score:3, Interesting)
Interesting... (Score:2)
Seems to me, it's time to reveal them for who they really are and salvage anything that we can from their project (It
Re:Interesting... (Score:2)
2005 Vaporware Awards (Score:2, Interesting)
In a rash of magnanimity, I'll also spare you all the possible "wish" puns...
Re:2005 Vaporware Awards (Score:3, Funny)
Always the same... (Score:2, Insightful)
It's hard if you see it from the worker/programmer perspective.
I was working for my company for over one year in a really interesting proyect, suddenly the owner of the company woke up one day and said that the proyect was end. Why? if the proyect is great and is working perfectly in the company? I don't know What I know is that still today, we are using what we'd developed in the c
Re:Always the same... (Score:2)
It appears that even a script that replaces "j"s with "y"s in selected words could have gotten millions of IPO money in the dot-com boom.
And yes we can s
Suprised? (Score:5, Insightful)
After the success of everquest a large number of mmos were announced. Most of them were not going to be able to succed. This is why:
1. MMOs take much more time to develop than any other game. You have to create a world thats large enough to keep players playing for at least several months while you are creating new content to keep players playing. Most other games are linear or have limited paths a player can take.
2. Time commitment to one game makes player reluctant to dedicate time to other mmo games. Though that doesnt stop some players, just most.
3. The MMO audience is smaller than the general gamer audience. Not everyone wants to or can subscribe to a game.
4. To break even on operating costs, you need a certain number of players to keep the game running. This number is ussually in the thousands, but it depends ont he game.
So, we have a limited audience, gamers who can generally dedicate themselves to just one game, and you need a chunk of that audience to keep running. How many games can the MMO audience sustain? Not many.
World of Warcraft and Everquest 2 will the big players. They also need at least 100,000 players to stay profitiable. Other games can survive if they plan and develop for smaller audiences. Aiming for a large audence without being able to compete with the big players is just a recipie for disaster.
2005 - The Year the MMORPG Bubble Bursts (Score:3, Insightful)
Developer Comments (Score:2, Funny)
But the rules say... (Score:2, Funny)
"Ultra"-MMORPG (Score:4, Informative)
EVE: Online [eve-online.com] (a space based mmorpg) did this back in April of '04 [eve-online.com].
It's not impossible, but it is difficult. I guess they weren't up to it.
~Lake
P.S. Aside from just the user record, EVE is a pretty cool game and worth checking out. Very different than other MMORPGs out there. Kind've a modern mmorpg of Elite or Escape Velocity.
Re:"Ultra"-MMORPG (Score:2)
Re:"Ultra"-MMORPG (Score:2)
Re:"Ultra"-MMORPG (Score:2)
Re:"Ultra"-MMORPG (Score:2)
You do know there's more MUD players in the world than there are MMORPG players right?
Really? Are you sure? Do you have any figures to back that up? Because with the top MMORPGs all boasting subscriber numbers in the hundreds of thousands, I find it unlikely that there enough people participating in what you must surely agree is a rather niche hobby for MUD players to number in the vicinity of a million or more.
Re:"Ultra"-MMORPG (Score:2)
That's a lot of teletypes.
"That won't change until your average geek can run his own MMORPG server."
That's a lot of teletypes to upgrade.
"In terms of gameplay there's no difference between the two what-so-ever anyway."
Perhaps, but teletypes make more noise. That noise must echo pretty loudly off of the walls in your parents basement.
HA (Score:2, Informative)
If I told my sister of this, she'd probably laugh or rejoice. The game seriously sucked, though I could be a little harsh, as I don't tend to like RPGs. Still, the ONE enemy she was supposed to fight (the Mord after meeting the man we came to refer to as "Losey McWhat's-his-face") never showed up, except for once when sh
wish (Score:2, Interesting)
Programmers: "We quit."
And with that, the age of MMORPGs which try to host more than about 3,000 players per world comes to a close... at least for a decade or two.
I seem to recall that Wish was first announced back in the age when the Everquest clones were really starting to manifest. Anarchy Online was released (trainwreck that was) and Ho
Market Saturation (Score:4, Insightful)
just a statistic (Score:2)