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The Results of Launch Failure

Blogs > AsmodeusXI
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AsmodeusXI
Profile Blog Joined July 2007
United States15536 Posts
September 04 2013 15:42 GMT
#1
Lately it seems like whenever a large online game is released its initial days are plagued with bugs and service failures. Whether they are due to an unexpectedly huge influx of players or existing issues exacerbated by new users, launch day problems are slowly becoming the norm. These days I expect to see condemnatory articles from gaming news sites upon the release of an anticipated online title, simply because that’s what happens with these releases nowadays. The gaming public is correct to criticize: a failed launch is indicative of a failed product, one that doesn’t deliver upon its promises. Some people may play and enjoy the game, but when there’s a systemic inability for most players to access the services they paid for then the game isn’t a success. Sadly, poor press and initial dissatisfaction inevitably hurts the player just as much as the publisher. Sometimes launch day bugs, server issues, login failures, or any appearance of poor quality will cause you to miss out on a great game.

The worst part of a launch failure is the effect it can have on the game’s sales in spite of how little it indicates about the game itself. For those who purchase a game on its launch day, it’s hard to avoid disappointment or anger when that product is taken from you by intermittent errors. It’s this frustration that leads to rageful Reddit posts and caustic Metacritic reviews.* Yet this backlash often leads to loathing for a title that might still hold merit… once the launch throes are handled. Unfortunately, it’s hard to convince a casual customer that a game is worth purchasing when they witness the unrelenting tide of fury from the game’s once-ardent supporters.

* [Rage = (Hype^Time) * -Gratification]

With this in mind, let’s take a look at recent failures to launch, the reasons behind the catastrophes, how the game’s fans responded, and into what state the games finally settled.

Final Fantasy XIV
Pre-Launch (2005-2010):
The first rumors of a new MMORPG from Square Enix were whispered as early as 2005, but it wasn’t until 2009 that they revealed their “sequel” to Final Fantasy XI, Squeenix’s original and aged MMO. Well, Final Fantasy XIV wasn’t technically a sequel, but the similarities between the two games made the comparison not just inevitable but extremely apt. With Akihiko Yoshida signing on as art director and Nobuo Uematsu as composer, there was no small amount of excitement for the good ol’ Final Fantasy adventure the game would contain. Unfortunately, the alpha and beta testing resulted in skepticism from critics and journalists, who reported that there were major bugs still unsolved in the days before the launch. Between these issues and the “Fatigue System,” a controversial mechanic through which players gained less experience after long hours of play, and the release of Final Fantasy XIV was concerning at best.

Launch (September 22, 2010):
Players’ worst fears were realized upon release day. The game was terribly buggy and frustratingly problematic in nearly every aspect.* Realizing the scale of their misstep, Square Enix backpedaled like CRAZY, offering free trial after free trial to make up for the poor experiences inflicted upon their paying customers. That billing only began on January 6, 2012, over a year the game’s launch, is a testament to just how bad FFXIV really was. Hiromichi Tanaka, the game’s producer, resigned from Square Enix in penance, handing the reins over to Naoki Yoshida and a heavily restructured development team. Months later, CEO Yoichi Wada also left the company after stating that FFXIV damaged the Final Fantasy brand. He was not wrong: FFXIV received the lowest review scores ever attributed to a Final Fantasy title.**

Post-Launch (2010 – November 11, 2012):
To Square Enix’s credit, they understood the magnitude of Final Fantasy XIV‘s failure and expended enormous effort both to fix the game and regain the trust of their fans. Yoshida, armed to the teeth with hindsight, turned to the gaming community for advice, something rarely done by large companies and pleasing to the game’s remaining fans. Massive changes arrived with each patch, each increasing fans’ enjoyment of and connection to the game. Yet these efforts still could not draw new players to the highly maligned game, so Square Enix tried a different approach: a full remake of the game entitled Final Fantasy XIV: A Realm Reborn. Clearly the original’s stigma was too great to repair, so its makers took the game offline in November of 2012 to completely revitalize the title, both technically and economically. While trailers for the remake impressive, it’s yet to be revealed if FFXIV can truly rise from its own ashes.

* The music was fine, but that’s only because Nobuo Uematsu is a god.
** And Final Fantasy Theatrhythm exists.

Diablo 3
Pre-Launch (2008 – 2012):
There’s no game hype like Blizzard game hype, so when the third entry to the Diablo franchise was announced, fans went apeshit. Then the dread began to set in. It began with the game’s “online-only” requirement, forcing all game modes (including single player) to be played with an internet connection. Those seeking more freedom and privacy in their gaming took umbrage with these DRM-derived shackles and denounced the game for inhibiting their favored modes of play. Furthermore, many fans complained that the game was “too bright or colorful,” stating that the new designs betrayed the dark and horrifying atmosphere of the original games. These extremists were generally ridiculed for their hyper-sensitivity by more sensible fans, but they still represented a good deal of the customer base. Yet most players (complainers included) still pre-ordered the game, even when other (more concerning) issues, such as the real-money Auction House, were revealed. Diablo 3 was delayed several times but finally received a solid release date in the spring of 2012.

Launch (May 15, 2012):
On May 15, 2012, myself, along with thousands of other gamers, prepared for their first forays into the renewed world of Sanctuary. Unfortunately, our hopes for a stable launch were dashed faster than you could say “persistent online authentication.” Regrettably, Blizzard was not fully prepared for their game’s popularity and their servers were unable to take the strain of thousands and thousands of logins. Most players, instead of entering the demon-ridden world as expected, were greeted with “Error 37″ pop-ups, which were followed by Errors 300008 and 3006. These errors were the heroes’ greatest challenges in the first few days of play, preventing them from confronting demons at all. Those who managed to get into the game quickly found it’s first game-breaking bug, which literally shut the software down when a class/gear combination was utilized. Frustrating as all this was, it only took a day or two for Blizzard to finally address these annoying issues.

Post-Launch (2012 – present):
With 4.7 million units sold on its first day and 14.5 million players logged in over its first year, Diablo 3‘s initial launch problems barely stopped the juggernaut from making a place for itself in the PC market. Luckily for Blizzard, they managed to fix the problems before the game’s credibility suffered irreparable damage. It also helped that, unlike Final Fantasy XIV, Diablo 3 was a finished, functional, and fun-to-play game, which helped it to avoid the catastrophe endured by Square Enix’s MMO. I’ve since stopped playing the game for other reasons (such as its lackluster story, perpetual grind, and mediocre gear gratification), but Blizzard’s poor launch stopped neither myself nor countless others from enjoying the game for quite a while. By the time its slated expansion, Reaper of Souls, is released, it’s unlikely that many will even remember the initial problems D3 had (unless, of course, they too return).

SimCity
Pre-Launch (2012 – 2013):
When German gaming magazine, GameStar, leaked its concept art, the SimCity cat was out of the bag. A “reboot” to the SimCity series which released no new titles in a decade (but paved the way for The Sims and other Sim franchises), the city building/urban planning simulator was met with excitement during its official announcement at GDC on March 6, 2012. The return of gaming nostalgia will always be met with a lot of hype, and so it was with SimCity. That hype increased after several successful (if limited) beta tests. One disquieting fact remained: to support some of the franchise’s new-and-improved features, SimCity (like Diablo 3) would require a persistent internet connection. Shockingly, people, craving the same kind of single-player freedom they possessed with the older games, were not pleased with this. Yet nothing could change this decision and SimCity marched slowly and positively towards its release.

Launch (March 5, 2013):
The higher hopes are, the harder they can be dashed. SimCity‘s release day cataclysm was the hardest dashing a gamer’s hopes could receive. On its release day, video game news site Polygon gave the game a score of 9.5, a rarity for the site. Yet their review was finished on a for-review copy prior to the general release, when countless server issues paired with the online-only requirement prevented players from laying down even the first bricks of their new cities. These issues were as persistent as the DRM, continuing on for weeks into the game’s release. Soon after launch, Polygon did something they had never done before: updated their review to account for the travesty inflicted by the game’s terrible launch issues. It went from a 9.5, to an 8.0, to a 4.0 due to Maxis and EA’s sheer inability to keep their promises to their customers. This score decline mirrored the decline in fan excitement and interest, which collapsed as surely as a city hall under alien attack.

Post-Launch (2013 – present):
SimCity never really overcame its demons. What may have been a good game was completely crippled by it’s launch debacle and the feature stripping it underwent to become barely playable for its remaining player base. Fans reported new and exciting bugs with each subsequent update, and SimCity went on to become a cautionary tale for publishers and a staple goof for the internet. Fan interest in the game quickly dwindled due to the massive problems plaguing the title, evinced by the fact that over half of the SimCity copies sold for Windows since release were in the first two weeks. The Mac OS X version of the game, which was promised early on, was only released a few days ago (on August 29th) and IT suffered from installation issues upon release. My interest in the game declined sharply after hearing of its apocalyptic beginnings, and it’ll be hard for the franchise to overcome the embarrassment of its reboot’s debut. The saddest part about this is that SimCity allegedly is (or was) a good game, but it’s not one I’ll ever try after it’s colossal failure to launch.

Final Fantasy XIV: A Realm Reborn
Pre-Launch (2011 – 2013):
The tale of Final Fantasy XIV continues with The Realm Reborn, it’s “reboot” that followed the incredible folly that was the original FFXIV. Equipped with the input of MMO fans, a new team, director, and producer, and the hindsight of the original, the FFXIV team applied themselves with a vengeance to fixing their errors. In spite of all that had transpired, the responses to the game’s beta were positive and the trailers showcased it in an entirely new (read: positive) light. But can that light drown out the shadows of the first game?

Launch (August 27, 2013):
It turns out that it can. Most early reviews and beta opinions suggest that Final Fantasy XIV: A Realm Reborn is a game worth playing, a game that far outstrips its predecessor. There’s just one problem. Most people can’t play it. … I KNOW RIGHT? It just so happens that Square Enix gambled low with the game’s rerelease and suspected that it would have little initial traffic due to their prior failings. A humble and practical move perhaps, but they were dead wrong and noew they’re paying for it. The game has been haunted by login issues and busy servers since launch due to its surprising popularity and quality. At least the game is meant to be played online, so it isn’t DRM getting in the way, but for fans who waited so many years for the true Final Fantasy XIV, these issues are a massive slap in the face.

Post-Launch (Present – ???):
Luckily for FFXIV: ARR, it isn’t the huge mess that its predecessor was. It also has a huge name brand behind it, much like fellow launch bunglers Diablo 3 and SimCity did. But a name saved neither it’s ancestor nor SimCity so there’s still a chance that even FFXIV‘s relaunch could collapse due to these persistent problems. What it comes down to is a matter of time. Diablo 3 recovered quickly and managed to escape the quicksand of bad reviews and angry commenters, but SimCity could not and sank to its doom. With a maintenance scheduled for September 4 that will supposedly fix the login/space issues, FFXIV: ARR has the opportunity to pull out of its tailspin, but there is no certainty it will do so. Hopefully Square Enix will be able to see more success in their latest effort, but only time will tell.

Personally, they’d better take care of it fast because I want to play the game and only a continued failure to launch could dissuade me.


You can find this post and countless others at the N3rd Dimension.

*****
WriterTL > RL. BNet: Asmodeus#1187 - LoL: DJForeclosure - Steam: asmodeusxi | www.n3rddimension.com
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
September 04 2013 16:03 GMT
#2
I'd say you were pretty generous to D3, but otherwise an insightful post.
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
AsmodeusXI
Profile Blog Joined July 2007
United States15536 Posts
September 04 2013 16:05 GMT
#3
On September 05 2013 01:03 Sn0_Man wrote:
I'd say you were pretty generous to D3, but otherwise an insightful post.


I think that might be a hindsight result post-SimCity, but yeah... that was a pretty gross launch. I also feel like the sales/play numbers contradict my general feeling about the game, which is decidedly meh.
WriterTL > RL. BNet: Asmodeus#1187 - LoL: DJForeclosure - Steam: asmodeusxi | www.n3rddimension.com
Jinxed
Profile Blog Joined May 2011
United States6450 Posts
September 04 2013 16:17 GMT
#4
While it isn't Diablo 2, it still isn't awful. It's still a pretty good game, it's just not amazing and I think most people agree, way too simple.

I wanted to like it, but honestly after playing through once I was really just done with it.

Great blog though, loved every bit of it.
LiquidDota Staff"LeLoup is a great name pls undo." -Liquid`Nazgul
AsmodeusXI
Profile Blog Joined July 2007
United States15536 Posts
September 04 2013 16:48 GMT
#5
On September 05 2013 01:17 LeLoup wrote:
While it isn't Diablo 2, it still isn't awful. It's still a pretty good game, it's just not amazing and I think most people agree, way too simple.

I wanted to like it, but honestly after playing through once I was really just done with it.

Great blog though, loved every bit of it.


Yeah, that pretty much sums up my feelings on it. Got a Barb to Lvl. 60, realized that I'd already done everything and was bored by it, and stopped.

Thanks though! I'm glad you enjoyed it.
WriterTL > RL. BNet: Asmodeus#1187 - LoL: DJForeclosure - Steam: asmodeusxi | www.n3rddimension.com
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
September 04 2013 16:55 GMT
#6
TBH D3 and simcity probably both would have sold decently and ramped up into acceptable games if people came into them as brand new IPs and with no preconceived notions. They would also have avoided the masses of people ravaging their servers day 1 leading to widespread discontent with the perceived preparedness (or lack thereof) of the companies, since there wouldn't have been the abusive number of pre-orders etc.

So in a way both were victims of their prequel's successes and their general pedigree, although that is obviously no excuse. If you can make such wildly successful predecessors, and you have them to build on, there isn't a real reason not to make a truly kick-ass game with an awesome launch etc.
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
hp.Shell
Profile Blog Joined April 2010
United States2527 Posts
September 04 2013 17:04 GMT
#7
Great blog. Easy to read despite its length, and interesting to a variety of readers. Well done.
Please PM me with any songs you like that you think I haven't heard before!
Jerubaal
Profile Blog Joined June 2010
United States7684 Posts
September 05 2013 00:28 GMT
#8
Do you have any counter examples for MMOs launching smoothly? Has any MMO had a smooth launch day and were any of them equal in size do D3 or these Final Fantasy games? Although it seems like D3 doesn't belong in this category. D3 had a few days of hiccups, the other games ended up being unplayable.

On September 05 2013 01:55 Sn0_Man wrote:

So in a way both were victims of their prequel's successes and their general pedigree, although that is obviously no excuse. If you can make such wildly successful predecessors, and you have them to build on, there isn't a real reason not to make a truly kick-ass game with an awesome launch etc.


No. They were making mass distributed games for 2012-3 audiences and the playerbase compared it to a game created in the infancy of gaming and played by children. The expectations are warped beyond redemption.
I'm not stupid, a marauder just shot my brain.
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
September 05 2013 17:15 GMT
#9
On September 05 2013 09:28 Jerubaal wrote:
No. They were making mass distributed games[...]

Well maybe that is their issue?
Don't make shitty mass-market games make good games and let the mass-market come to them.
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
Djzapz
Profile Blog Joined August 2009
Canada10681 Posts
September 05 2013 17:39 GMT
#10
Good article, thanks. I was not aware of the failure-to-launch of FF titles.

Hopefully, 'gambling low' doesn't become the norm.
"My incompetence with power tools had been increasing exponentially over the course of 20 years spent inhaling experimental oven cleaners"
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