Necuno
The Piper
Why Hellgate London Failed - GDC Speech
i have 2 words why - Bill Roper
i have 2 words why - Bill Roper
Seeing that a lot of you guys here came with us from Hellgate Guru, I thought some of you might be interested in reading this.
At this years Game Developer's Conference, one of the keynote speeches was conducted by Stephen Goldstein, who as far as I recall was one of the legal guys with Flagship Studios.
The speech was regarding why Hellgate London failed as well as how the studios behind it was "Flagshipped".
"Everything we did, the entire corporate setup, was meant to swing for the fences," said Goldstein. "Everything was solely plan A. There was no plan B."
In particular, Goldstein noted that the company should have raised more money when they had the chance, saying that it was the "company-killing moment."
"We had a title a year from launch, with a team that had sold 17 million units worldwide from their previous franchise," he explained.
"It's my guess that we could have probably raised 25 to 30 million dollars to just stick in a coffer and wait. It would have provided us the ability to delay the launch of the title. We needed another four months, possibly five, to get things polished. And we just could not take it."
He then talks about the Billing system and how it was broken at the start (many users were Billed twice) and how unprepared their whole system actually was. Stephen then goes on to talk about the failed two tier subscription system and how many people simply didn't bother to subscribe.
As it turns out, Hellgate sold a respectable amount of copies in the US and Europe. But the game's business model depended on subscription revenue in the long term, and not enough of those sales translated into subscriptions.
"The problem wasn't that we sold 500,000 units," said Goldstein. "The problem was we weren't getting subscription [revenue] from those units."
Goldstein guessed that if the game was subscription-only, it would have sold around 250,000 copies less, but the subscription revenue would have kept Flagship afloat.
Goldstein then goes on to talk about how the team actually was pretty resiliant to even get the product out there, as there were a lot of firsts for the team such as a first FPS game, first subscription game and first 3D game.
(Which kind of begs the question why not just stick to something you know first and once that's successful take on the risk project...)
"This game wouldn't be made today," he said, while turning that particular failure into a testament to the team's resiliency.
"The fact that it was in the box really is a testament to the team that we had. They didn't get the credit that I think they deserved, because with the amount of challenges that we faced, they pulled through."
Shacknews has a few other quotes from the speech which can be read on their website.
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