Revival developed by Illfonic and Chronicles of Elyria developed by Soulbound Studios. Two games and two studios with very similar game concepts and promises.
Today one goes down.
https://www.revivalgame.com/forum#/discussion/1296/revival-s-future-an-important-announcementWill the same happen to the other?
Comments
In only 3 months since 2016 started, I think I saw more game studios close and projects get cancelled than in the last 5 years (2010-2015) combined.
Starting to feel like the game crash of the 80s...
Quoting the announcement:
It’s rare that you’re asked to preside over a memorial. Rarer still for that to come as a surprise, but none the less, here I am. For the past 71 weeks, we’ve been working in public to bring Revival to life, but as many of you know, this is just one period in a much longer saga stretching back decades.
So, what went wrong? I suppose the mistake, if one is to be called out, came in the thought that we could soldier through on what we have available. It goes something like this: When we first set out to build Revival, we had access to expertise and resources that aren’t available today. Making up for their loss, be it as simple as lacking sufficient animators or as complicated as losing access to certain networking expertise, has been a costly affair, far more costly than we can honestly afford to bear.
* more info, screenshots and videos here
On the other hand, they laid out a terrible business model and im glad that didnt come to fruition. We dont need new problematic/questionable business models adding up to the ones we have already.
Brenics ~ Just to point out I do believe Chris Roberts is going down as the man who cheated backers and took down crowdfunding for gaming.
I agree about the total business model failure. During a whole year they were only able to sell houses on three gold servers, while only a few houses were sold on the other seven free-to-play servers. They also didn't properly advertise or hype the game at any point and didn't consider doing a crowdfunding campaign. On the contrary, last year they revealed an infamous dev blog on a controversial issue (sex) which resulted in some negative reputation for the game.
* more info, screenshots and videos here
When there were 5 total MMOs out on the planet, you can make some greedy business models but today I think you have to launch a AAA title game for free with cosmetics only micro transaction and humbly beg for people to even sign up for it.
... Except for Star Citizen which apparently knows how to get a Hype machine into 9th gear and charge debt inducing amounts to play it
http://baronsofthegalaxy.com/ An MMO game I created, solo. It's live now and absolutely free to play!
Revival was simply banking on selling houses for RMT,a lame idea you ask me,but hey they saw Chris Roberts doing it,they see other games doing it,so they figured why not.
Besides this COE lead has already put his own money into the game,there has to be some passion there.
Nothing is ever written in stone ,well except the ten commandments.We should never be surprised at what comes out of gaming,it is simply a business like all others only a little more dubious.
Never forget 3 mile Island and never trust a government official or company spokesman.
The sub price on gold servers was supposed to cover the salaries of live dungeon masters who would have taken care of the storytelling experience.
Their concept with SP might have introduced a new type of p2w, role-playing/immersion p2w. SP was supposed to be a currency for storytelling. People with real money might have enjoyed interaction with dungeon masters or chance of getting into stories more than people without real money.
* more info, screenshots and videos here
Sounds like a distaster.
But the game didnt even exist.
Then they just cancelled it.
And as far as I see the poor naive suckers can not even figure they have been cheated ?
Illfonic had used their own money on Revival too. They were only able to raise approximately $100k selling houses and payed the rest themselves. They were definitely no less passionate than CoE developers and communicated really a lot with the community. On the game's forum the designers answered at least 2000-3000 questions concerning the game asked by people over the 14 months of development. The answers to nearly every question and problem raised by the community were very convincing too and showed they had been thinking and planning the game for a very long time before they began production.
One of the biggest lies was the reassurance that they have sufficient company funds to create the game slowly on their own without additional funding.
It all tumbled because business models didn't work, the scope was too big, technology too advanced for a company of their size, even though they were all gaming industry veterans and apparently had good expertise of modern game engines CryEngine 3 and Unreal Engine 4 judging by all the contracts they did for bigger game companies. They probably had some talented people in the company while they were working on Star Citizen but lost or had to lay off those people and later realised they didn't have the resources to continue making Revival while the company is also preoccupied with two other games.
The sitation is really crappy for people who bought houses and manses. Their $200-$500 contributions will be compensated with free copies of Nexuiz and Moving Hazard, mediocre games purchaseable for $20-$30 on Steam.
* more info, screenshots and videos here
SP was for more than story telling and was going to allow the purchase of "buffs" as well as other things groups could use to influence city "owning" and the like. We voiced concerns of this too....just too many heads in the sand.
It's that simple.
Brenics ~ Just to point out I do believe Chris Roberts is going down as the man who cheated backers and took down crowdfunding for gaming.
* more info, screenshots and videos here
The big difference between the industry of today, and the industry of yesterday, was that there really wasn't much money in the game industry of old. Games were made out of love, and out of a desire to create something that the programmer wanted to create.
A game studio had perhaps a dozen people employed, graphics were limited so they focused on story and enjoyable elements.
Today, it's a cash cow, developers release games with the goal of becoming the next Blizzard, they have hundreds of people on staff, it's become all about the flash and the cash.
Unfortunately, at the end of the day, the ones that suffer are us. We live in a society that thinks with their wallets, the problem with that theory is we're conditioned to only think a certain way. We need to stop throwing mass amounts of money at pipe dreams that do not exist in exchange for an in-game flash that also doesn't exist.
If a company cannot secure the necessary funding in the private sector, then there is a reason. If something is a guaranteed success, as most of these companies claim they will be, then an investor would be all over that. So there is obviously something that prevents these people from throwing their money into the ring.
For example, I remember a game company that shall remain nameless, that had the dream concept for a game. They couldn't secure funding. Why? Because even though they had the ability and the concept, they lacked the organization, the leadership, and the ability to manage the product and budget.
Pledging to me is like gambling, only give them the amount you are willing to lose. If you win, than you are the better for it.
Help me Bioware, you're my only hope.
Is ToR going to be good? Dude it's Bioware making a freaking star wars game, all signs point to awesome. -G4tv MMo report.
LOL
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"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey