Guardians of Atlas - Page 61
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Development ended, game appears to be dead. https://forums.artillery.com/discussion/911/end-of-development -Jinro | ||
JimmyJRaynor
Canada16111 Posts
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Jett.Jack.Alvir
Canada2250 Posts
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tedster
984 Posts
On November 06 2016 21:58 JimmyJRaynor wrote: i ran a coverage profiler on the exe and i was impressed how little resources it consumed considering the detail of the graphics and onscreen activity. the software engineer guys knew what they were doing. however, making a game is far more than just good software engineering. Yeah. The engineering behind the game was extremely good, that was never in any doubt. There were shockingly few bugs or resource sinks, which is what made it all the more frustrating to watch other parts of the project fail to keep up. Even their browser-based platform was pretty impressive - they just couldn't make it function in a lag free environment at the end of the day (even if the lag was fairly small) and since they'd already committed to making a "competitive esport" by this point, they had basically backed themselves into a corner where they just couldn't do both at once. I think they made a big mistake by dropping huge bucks on an excellent engineering team and on roping in Day9's crew without realizing that they weren't ready to bridge that gap, either with personnel or a unified vision. On November 07 2016 02:26 Jett.Jack.Alvir wrote: I think they tried to make the engine and game at the same time, which ended in failure. I think they should have just focused on perfecting the engine, than design the game. I think they had this same idea, but jumped the gun way too quickly bringing in Sean. As soon as he was hired certain elements of design were effectively out of their hands. They probably could have turned their browser-based platform into something profitable if they hadn't shackled themselves to an RTS esport vision. On November 06 2016 21:41 Hider wrote: For the last 2 years I can tell you that they tried a ton of different game-modes. Constantly making adjustments and tweaks. The design-team definitely was doing something. Just weren't very good at it I guess. I think here the issue was that they had good minds on the project by the end, but by then the game had been built on truly flawed principles by the original design vision/team. They started with bottom-up design, but by the midpoint of the project most of the original foundations of the game seem to have been abandoned, meaning they had no consistent, core blueprint for what the game was supposed to be, especially when there was obvious conflict and churn among the lead designers. I'm not sure when Sean checked out of the project, or exactly what his role/influence was leading up to that point, but I'm not sure what the rest of the team could have done with what they inherited at that point either. Granted, the company as a whole played a role into everything reaching that point in the first place, but I also believe from interacting with the design team that some of them did have good ideas and were doing the right things to try to salvage what they had - it just wasn't going to happen. None of the players could really come up with any significant suggestions on how to bring the game around either - we could suggest balance tweaks and adjustments to objectives, but at the end of the day the overwhelming conclusion seemed to be "I wish there was a better game mode for these mechanics but I'm not sure what it would look like". That sentiment seems to sum up Atlas really well - there were parts of it that felt genuinely fun by the end, but the overall game wasn't really there and might never have been, no matter how much was done to it. | ||
Incognoto
France10239 Posts
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Hider
Denmark9324 Posts
They started with bottom-up design, but by the midpoint of the project most of the original foundations of the game seem to have been abandoned, meaning they had no consistent, core blueprint for what the game was supposed to be, especially when there was obvious conflict and churn among the lead designers. I think that when you design a new game - while its absolutely fine (and neccasary) to do a lot of experimentations you have an overall design philosophy on what should be and NOT be in your game. For instance this is what I would like to see in an RTS: 1. No PvE. 2. Fast and responsive unit movement. 3. People control large armies. Those armies can be split up all over the map. 4. Minimal macro, focussed on micro and "strategy" (as in there are some different viable and impactful options you have at any given point in time - not just an arena micro game). 5. Strong/MOBA'ish defenders advantage to make the game more forgiving. 6. Minimal snowball effect as in when you should always have a chance to win by outplaying your opponent. You should not suffer through 10+ minutes of gameplay where you have < 5% chance of winning. These requirements comes from a lot of studying and previous testing, that convinced me that this is what (imo) are the core fundamentals for what I like (and alot other) like in an RTS. Based on those requirements you can test various iterations and see what works and what doesn't. And when I look of some of the fundamentals of Atlas - It had PvE, it had relatively slow units, it had low army size --> I think that was where it failed. The game developers had not properly realized what makes or creates a fun and skillful RTS game. | ||
JimmyJRaynor
Canada16111 Posts
On November 08 2016 18:17 tedster wrote: None of the players could really come up with any significant suggestions on how to bring the game around either - we could suggest balance tweaks and adjustments to objectives, but at the end of the day the overwhelming conclusion seemed to be "I wish there was a better game mode for these mechanics but I'm not sure what it would look like". That sentiment seems to sum up Atlas really well - there were parts of it that felt genuinely fun by the end, but the overall game wasn't really there and might never have been, no matter how much was done to it. this same dead end occurs within much bigger companies with much deeper experience in game making. they cancel the project and move on. EA had a studio called Victory Games work on an F2P C&C game for 3 years before it was cancelled. Blizz has cancelled several long term projects. EA cancelled DawnGate. its impossible to know ahead of time what will feel "fun" and you must just put stuff together.. try it out .. and see if its fun. many of the "monday morning game designers" on TL.Net do not give the game design problem the respect it deserves. its tough, its experimental, and ultimately you are at the mercy of constantly shifting consumer tastes and improving technology. | ||
Big J
Austria16289 Posts
On November 08 2016 19:15 Hider wrote: I think that when you design a new game - while its absolutely fine (and neccasary) to do a lot of experimentations you have an overall design philosophy on what should be and NOT be in your game. For instance this is what I would like to see in an RTS: 1. No PvE. 2. Fast and responsive unit movement. 3. People control large armies. Those armies can be split up all over the map. 4. Minimal macro, focussed on micro and "strategy" (as in there are some different viable and impactful options you have at any given point in time - not just an arena micro game). 5. Strong/MOBA'ish defenders advantage to make the game more forgiving. 6. Minimal snowball effect as in when you should always have a chance to win by outplaying your opponent. You should not suffer through 10+ minutes of gameplay where you have < 5% chance of winning. These requirements comes from a lot of studying and previous testing, that convinced me that this is what (imo) are the core fundamentals for what I like (and alot other) like in an RTS. Based on those requirements you can test various iterations and see what works and what doesn't. And when I look of some of the fundamentals of Atlas - It had PvE, it had relatively slow units, it had low army size --> I think that was where it failed. The game developers had not properly realized what makes or creates a fun and skillful RTS game. I agree with you, though it may just be that they had a different vision all along. I guess many of those goals - like multitasking heavy, like strategy heavy, like large armies - simply do not work that well with a 3v3 game (at least without a preset role limitation). Which they either found out during development, or which is why they aimed for a MobAesque game all along. | ||
tedster
984 Posts
On November 08 2016 20:58 JimmyJRaynor wrote: this same dead end occurs within much bigger companies with much deeper experience in game making. they cancel the project and move on. EA had a studio called Victory Games work on an F2P C&C game for 3 years before it was cancelled. Blizz has cancelled several long term projects. EA cancelled DawnGate. its impossible to know ahead of time what will feel "fun" and you must just put stuff together.. try it out .. and see if its fun. many of the "monday morning game designers" on TL.Net do not give the game design problem the respect it deserves. its tough, its experimental, and ultimately you are at the mercy of constantly shifting consumer tastes and improving technology. Yeah, I totally agree with this. Atlas tried some stuff, and had some ideas, and some of it was pretty fun, but the core design just didn't stick, and none of the iterations really changed that. A lot of games don't work, and this happened to be one of them. I think it's tough to pin the blame on anything in particular because it's not even clear there's anything to blame, outside of the original design having been unsuccessful - which of course happens, even to skilled teams, but is definitely more likely with untested designers. Actually, I think it's fair to pin the blame on them spending too much money too fast. Pretty sure that happened. | ||
_Spartak_
Turkey346 Posts
ok so yeah, we're not gonna give a play by play, but i can answer the "why did the project get cancelled" question which has a very simple answer which is that the game did not retain enough players to have any hope of becoming a business and it wasn't a question of marketing - any money we spent on marketing would have been wasted because the players we brought in weren't going to stick around, except for a very special (and small) segment of the general audience, i.e. you guys i mean the basic thing we needed was to have the player base growing organically - even if it was very slow, it would have been sensible to say "ok, we're growing, we can keep improving the game and hopefully increase the growth rate" it was not growing organically in alpha people would come in, and play for a bit, and then quit the grubby stream was basically a marketing test case for us: get in front of a bunch of players, get them in the game, see what happens we got a bunch of new players but 2 or 3 weeks later they were gone i mean not all of them but the unavoidable conclusion was that we could not get to a decent player base through marketing spend i mean i'm not even saying we needed high growth like, remember when the alpha launched we had something like 500-1000 people online the first several days if that number had so much as stayed where it was, it might have been a different ballgame but 4 weeks later we were nowhere near 500-1000 the kind of business we bet the company on requires a game like, say, tf2, where its what, 9 years old or something and there's still hundreds of thousands of players and it probably hasn't had a single dollar of marketing spend since the orange box it was a big bet, and we lost i won't go into how and why the game was the way it was, we've talked about that a fair bit in the past and its pointless to second guess things now. the bottom line is everyone worked insanely hard and tried to make the best game they knew how to make Ian Langworth (another co-founder) also chimed in: and in mid-september i made the call to shut down the game and most of the company and seek out next steps ask you can see, everyone on the team pretty much has found a new home the game's assets and tech have been purchased, but i can't say anything more than that, and i have no idea what will be done with it all i wish there had been a better outcome than that, and we all tried our damnedest, but it didn't work out i'm really proud of what we built, and i'm really proud that we fostered such an awesome community who's still hanging around on discord even after the game is no longer playable you guys rock TLDR: Game didn't retain players at a level that signaled any potential growth. Game's assets and tech have been purchased but it is unknown for what reason they will be used or if they will be used at all. | ||
Incognoto
France10239 Posts
Our hopes and dreams lie in a new AAA title RTS with proper multiplayer support and instead we get a bastard MOBA. That's all there is to it. | ||
Gorsameth
Netherlands21153 Posts
Its sad but a better way to end it then to keep going for another 6 months, get stuck with a ton of debt and still have the game flop. | ||
Plansix
United States60190 Posts
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The_Red_Viper
19533 Posts
I also do not think that the game was a design failure at the core. Different maps and more work on unit design would have made the game quite good actually. Yes it was no hardcore rts game, but the (sad) truth is that a future successful rts game will be more like guardians of atlas than sc2. (less/no macro, all about unit control, no big need to multitask, etc) | ||
xDaunt
United States17988 Posts
On February 21 2017 01:58 The_Red_Viper wrote: I still would be interested in the day9 story tbh. The whole situation was so weird. I also do not think that the game was a design failure at the core. Different maps and more work on unit design would have made the game quite good actually. Yes it was no hardcore rts game, but the (sad) truth is that a future successful rts game will be more like guardians of atlas than sc2. (less/no macro, all about unit control, no big need to multitask, etc) I think the core problem very clearly was a design failure. The game just wasn't fun. I get that some people really liked it, but I hope that they understand that they were objectively in the minority on that point. | ||
JimmyJRaynor
Canada16111 Posts
guess who said that? the game has to be fun in the eyes of any new player who starts to pick up and play it for the first time. and it was not. it doesn't matter how much the "insider alpha-beta guys" love the game. and sometimes too much of their input is bad. there were not enough experienced veterans guiding this project. you can have a few rookies, but not a whole team full. | ||
Plansix
United States60190 Posts
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-Archangel-
Croatia7457 Posts
On February 21 2017 01:05 Incognoto wrote: Well that's because when you play the game it feels like a MOBA where you also get units instead just a champion. So RTS players are turned off and MOBA players aren't as interested since that market is saturated with great games already. Our hopes and dreams lie in a new AAA title RTS with proper multiplayer support and instead we get a bastard MOBA. That's all there is to it. Good thing Dawn of War 3 is coming out soon :D | ||
Plansix
United States60190 Posts
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JimmyJRaynor
Canada16111 Posts
On February 21 2017 02:12 Plansix wrote: and the need for "fresh eyes" to look at their game in development. which costs money. | ||
The_Red_Viper
19533 Posts
On February 21 2017 02:00 xDaunt wrote: I think the core problem very clearly was a design failure. The game just wasn't fun. I get that some people really liked it, but I hope that they understand that they were objectively in the minority on that point. Was it unfun because the whole core was bad or because it didn't have enough fine tuning? I argue for the latter | ||
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