rusty_shackleford
Arcane
- Joined
- Jan 14, 2018
- Messages
- 50,754
What a trip.
Again, I have trouble believing the game wasn't making a profit due to the devoted fanbase it had(and still has.)
So, no they aren't "PURE EVIL", but they don't care in the least about their customers therefore they don't deserve your support and especially not your money.
The story of TSW is pretty clearly laid out in the publicly available financial reports of the company. I don't think there is any real reason to speculate or think the company lied about it. I was Lead Content Designer until launch in 2012 - then Game Director until 2015 ish - basically up until we delivered the last parts of Tokyo in the original game.
Good content is expensive to create. At the end of the day, the cost per mission in TSW was probably 10x that of other MMOs. Sure, we had our item missions which were filler, but even those were fairly focused. The coherency of world building and narrative with the fully acted cutscenes for every mission etc. It just cost a lot to make new content. Post-launch we were making the issues with fewer and fewer people each time. The player base consumed all the content of an issue in days, then wanted more. We couldn't deliver it fast enough. Between every release, players left the game. Some of them didn't come back. It wasn't their fault, but this was the development cost of the content.
I wasn't involved in the development of SWL but I can tell you that it was a sincere attempt to revitalize a game that we all felt was a great game that missed its audience. Remember that the original TSW launched in 2012 with an outdated business model (the old CEO refused to budge) against a Star Wars MMO, Diablo 3, Guild Wars 2 (which had a much smarter business model) and a WoW expansion. There was a feeling internally that maybe with a more polished and better launch it would have its day in the sun. I think that is where the original plan around SWL started.
Man all this stuff makes me sad to think about. After Ragnar left, I took the notes he had left me and wrote an outline for finishing the entire story - where TSW began and where it "ended". I still have it. I would love to finish it someday.
was the game actually made with just 35 people overall?things that make me want to cry
I still dont understand why a subscription is seen as outdated but people happily by tons of small dlc which in the end comes out as the same. I think I even payed for TSW for a lot of time without even logging in in between the issues.
I think you're both missing the point. The problem is one of marketing. Can you get someone to pay a subscription to play World of Warcraft, Final Fantasy XIV or TESO? Probably. But the mounting pressure from free to play gacha games in the mobile to PC ecosystem makes audiences question wether something with lower production values makes the cut for 'subscription worthy premium MMO'. And one can make the case that the market for that audience is always going to be dominated by a handful of competitors.I still dont understand why a subscription is seen as outdated but people happily by tons of small dlc which in the end comes out as the same. I think I even payed for TSW for a lot of time without even logging in in between the issues.
Definitely agree. While it was a nice idea to have it as an MMO, ultimately the gameplay is more for soloists or small teams of friends.
It's time again to state the obvious: this should have been a single-player game from the beginning ... and the story and investigation content could still be rereleased in a single-player (or small scale coop) format.I would love to finish it someday.
I'm curious, are you aware of any of the post-HK content that was created?Man all this stuff makes me sad to think about. After Ragnar left, I took the notes he had left me and wrote an outline for finishing the entire story - where TSW began and where it "ended". I still have it. I would love to finish it someday.
The whole upgrade system screamed cash grab. It was entirely too simple and grindy and all content was there to further it. A lot of people saw it for what it was on release, others held hope until they realized the horrible grind to max out a weapon. Even if i defended it at first, i had to concede eventually that it was bullshit.I wasn't involved in the development of SWL but I can tell you that it was a sincere attempt to revitalize a game that we all felt was a great game that missed its audience. Remember that the original TSW launched in 2012 with an outdated business model (the old CEO refused to budge) against a Star Wars MMO, Diablo 3, Guild Wars 2 (which had a much smarter business model) and a WoW expansion. There was a feeling internally that maybe with a more polished and better launch it would have its day in the sun. I think that is where the original plan around SWL started.
I'm frequently having to upgrade my gear using the loot treadmill thing because I simply don't do anywhere near enough damage and I'm just doing story quests in HK.Meh. The maxed weapon thing is obviously a treadmill to give folks a 2000 hour project if that's what they want, but to claim that "all content" hangs on it is goofy as hell. I never felt any sense that a maxed weapon is needed for anything except bragging rights.
Thats all very nice and emotional, but it still doesn't excuse funcom treating their players like shit by lying with the release of Legends, cutting already released content, launching it later to keep the player base fed with old content as lazy and cheap to release "updates".The story of TSW is pretty clearly laid out in the publicly available financial reports of the company. I don't think there is any real reason to speculate or think the company lied about it. I was Lead Content Designer until launch in 2012 - then Game Director until 2015 ish - basically up until we delivered the last parts of Tokyo in the original game.
Good content is expensive to create. At the end of the day, the cost per mission in TSW was probably 10x that of other MMOs. Sure, we had our item missions which were filler, but even those were fairly focused. The coherency of world building and narrative with the fully acted cutscenes for every mission etc. It just cost a lot to make new content. Post-launch we were making the issues with fewer and fewer people each time. The player base consumed all the content of an issue in days, then wanted more. We couldn't deliver it fast enough. Between every release, players left the game. Some of them didn't come back. It wasn't their fault, but this was the development cost of the content.
I wasn't involved in the development of SWL but I can tell you that it was a sincere attempt to revitalize a game that we all felt was a great game that missed its audience. Remember that the original TSW launched in 2012 with an outdated business model (the old CEO refused to budge) against a Star Wars MMO, Diablo 3, Guild Wars 2 (which had a much smarter business model) and a WoW expansion. There was a feeling internally that maybe with a more polished and better launch it would have its day in the sun. I think that is where the original plan around SWL started.
Man all this stuff makes me sad to think about. After Ragnar left, I took the notes he had left me and wrote an outline for finishing the entire story - where TSW began and where it "ended". I still have it. I would love to finish it someday.
SWTOR was having its dev team poached for Anthem development for a long time. They did pretty well up until that point.This type of narrative MMORPG is impossible to maintain, the only other example is the old republic, made by a massively bigger and richer developer and they still couldn't maintain the initial quality and with each update had to cut down the production of the stories. These days it's yet another free mmo running off nostalgia and whales.
If you believe anything bylam posts, then message me for this great deal I have on a bridge I'm selling.
bro if Secret World servers ever shut down you better release those notesThe story of TSW is pretty clearly laid out in the publicly available financial reports of the company. I don't think there is any real reason to speculate or think the company lied about it. I was Lead Content Designer until launch in 2012 - then Game Director until 2015 ish - basically up until we delivered the last parts of Tokyo in the original game.
Good content is expensive to create. At the end of the day, the cost per mission in TSW was probably 10x that of other MMOs. Sure, we had our item missions which were filler, but even those were fairly focused. The coherency of world building and narrative with the fully acted cutscenes for every mission etc. It just cost a lot to make new content. Post-launch we were making the issues with fewer and fewer people each time. The player base consumed all the content of an issue in days, then wanted more. We couldn't deliver it fast enough. Between every release, players left the game. Some of them didn't come back. It wasn't their fault, but this was the development cost of the content.
I wasn't involved in the development of SWL but I can tell you that it was a sincere attempt to revitalize a game that we all felt was a great game that missed its audience. Remember that the original TSW launched in 2012 with an outdated business model (the old CEO refused to budge) against a Star Wars MMO, Diablo 3, Guild Wars 2 (which had a much smarter business model) and a WoW expansion. There was a feeling internally that maybe with a more polished and better launch it would have its day in the sun. I think that is where the original plan around SWL started.
Man all this stuff makes me sad to think about. After Ragnar left, I took the notes he had left me and wrote an outline for finishing the entire story - where TSW began and where it "ended". I still have it. I would love to finish it someday.
Everyday you see how dumb people are and still you can't wrap your mind around it. I still can't accept it, even though I agonized over forking up yearly/lifetime subs for AoC/TSW, yet I easily spent way more in a month on hentai mobile games. It's like science or something.I still dont understand why a subscription is seen as outdated but people happily by tons of small dlc which in the end comes out as the same. I think I even payed for TSW for a lot of time without even logging in in between the issues.
Everyday you see how dumb people are and still you can't wrap your mind around it. I still can't accept it, even though I agonized over forking up yearly/lifetime subs for AoC/TSW, yet I easily spent way more in a month on hentai mobile games. It's like science or something.I still dont understand why a subscription is seen as outdated but people happily by tons of small dlc which in the end comes out as the same. I think I even payed for TSW for a lot of time without even logging in in between the issues.
Also people are dumb, they don't engage in the worldbuilding of AoC or TSW, to them it's just the same stuff as WoW or some korean crap.
Also people are dumb, they see crappy combat or some technical issue and the don't see the pearl they've been just given. They don't want to stop, read and inhale. They want to run around on a horse killing things or go fishing.
Good games are like B, C even D movies - you got to accept some crap or you'll never get anything original or fun.
Also nothing should be ever offered as pure live service - every game you pay should be available offline even just to explore. The next point would be the ability to experience all of the content, even in limited capability (story mode raids when you can't connect with other people anymore etc.).