Category: Flagship Studios

Directly from the Hellgate London website:

NAMCO ANNOUNCES FREE SERVER SUPPORT INTO 2009 FOR HELLGATE

For questions regarding the shut down or additional information about Hellgate: London, please visit the game’s official website at www.hellgatelondon.com.

Santa Clara, Calif., (October 24, 2008) – NAMCO BANDAI Games America Inc., today announced that they will continue to support customers of PC game Hellgate™: London with online server support and play through January 31, 2009 despite the closure of Flagship Studios. In a further gesture of support, Namco Bandai Games will provide this server support free of charge to all fans and players of the game up until the shut down date.   

NAMCO BANDAI Games appreciate the enthusiasm of all the Hellgate: London players and looks forward to providing them with future entertainment products. 

P.S. All the sub features and everything are open to everyone till servers go down.

Well it was fun while it lasted.
Good luck to the various people who worked on the game with whatever they do next, thanks to Tiggs and the other ex-Ping0 people who stuck around until the end and thanks to all the fans who made this site a joy to be a part of.
Now onto Diablo 3!!!
hellforge.gameriot.com

Electronic Arts’ David DeMartini has granted an interview to GamaSutra about his plans with EA Partners, and he also touches upon the subject of the failure of Hellgate: London, a game that EA heavily invested in.

“We’re certainly sad with the results for Flagship and what’s happened with Hellgate, because at the time we signed it, we were trying to get involved in a very complicated relationship between Namco and Flagship.

We were coming late to the party, and trying to do whatever we could to sprinkle the game magic on the project and get it headed in the right direction.

I think that’s an example where all three parties had the best interest of the game in mind, and sometimes the game doesn’t work out. Hellgate is still an incredible concept.”

EA certainly performed its due diligence with the game, but DeMartini believes that at that point it was already too late for the damage to be undone, as most of the game’s fanbase had simply left. DeMartini elaborates:

“We were co-publishing with Namco. I’m not going to dodge a bullet — we had people who were actively working with them on the title.

We thought it would have been slightly higher quality than it turned out to be, and I think the problem with the game was that by the time it got really good, we were four to six months post-release. That was too late; we’d lost the fanbase.

It was strictly an issue of the gameplay and game quality needing to be higher at the start. Unfortunately, Flagship was in a situation where they weren’t in a position to hold the game any longer, and the situation kind of took over.”

So there you have it.

Flagship Studios CEO Bill Roper has finally come out of hiding to grant an interview to 1up.com regarding the immenent closure of the aforementioned company, and a breakdown of the events that transpired during all these recent months, from the rumors that the company was in trouble, the fiasco over the Hellgate: London IP, and to the mass layoffs that took place most recently.

Roper was up-front about the problems with Hellgate: London, beginning with their failed revenue model:

“…when we originally came up with the concept of doing the game, the whole idea of continuing content was pretty amorphous. How that was going to happen, who pays for that — we all kind of assumed that would come out of the revenue. The subscription money we did get, we all poured directly into keeping the game online, keeping it up and running. But the development demands far outstripped the revenues. There just wasn’t a good contemplation early on of how that would work.”

Roper goes on to blame the ‘PC market’, among other things, for the failure of Hellgate: London, despite repeated press releases about the game’s supposed success in Korea. Never mind the fact that Blizzard and Valve managed to move several million in sales of their respective titles through traditional boxes as well as digital distribution (like Steam and Direct2Drive) in that year alone.

“Some of them were just bad timing in the PC market. The PC market was lousy last year. Some of it was the fact that we were an independent studio. We didn’t have unlimited money, and we had to ship when we had to ship. Part of it was because we overreached, and that was a design problem that was totally our fault. We tried to do too much. We tried to be a standalone game and a free-play game and an MMO and an RPG and a shooter. We were trying to be something for everybody and ended up really not pleasing many people at all….”

It’s true Hellgate: London saw over a million sign ups for its open beta in South Korea, but it’s readily apparent that only a small margin of these sign ups ever subscribed to the game, most of whom stopped playing the game. Hellgate sits at an abysmal 69th place with a less than 0.1% market share, according to the Korean game chart tracker.

Bill goes further in depth about the company’s failings as well as his personal reaction to the entire fiasco.

“I think that’s a thing that the general world never sees. They just assume, “These guys make games. They have this business. They did it. It didn’t work out. They move on.” It’s amazingly difficult from an emotional standpoint. You don’t start a company, two companies, and pour five years into doing something and not become emotionally attached. It’s impossible. For me, personally, it’s been incredibly difficult, because this is the first company I’ve ever started, you know, and been a part of. I kind of always lived and died by the games. As anybody could tell you, during the last days of Flagship, I was pretty much a wreck.”

“It’s pretty disappointing. I understand that, unfortunately, the Internet seems to be a haven for people who like to just get out there and throw out the most vitriolic and aggressive stance they can. But there’re no secret piles of money that the company’s somehow magically making. I haven’t been paid in almost two months, and I’ve been putting money out to try and get people taken care of. That’s the flip side. When people think, “Oh, wow, these guys are starting their own company. They’re gonna sell it. They’re multibillionaires!” They don’t really see the other side of it, that when that doesn’t happen, you continue to invest your lifeblood into it because that’s why you started it in the first place. When we started Flagship and the first nine of us were there working at Tyler [Thompson]‘s house, we had to pay the guys minimum wage so they could legally be employees. None of us were sitting on tons of cash. We were burning through savings to get the company started up. The unfortunate ending on the other side is not that we made a good-but-not-great amount of money, so we let everybody go and kept that good amount of money. I think that we, again, were probably thinking more with our hearts than our heads, and any money that came into the company at all was turned around into chasing Hellgate — trying to make it better, doing the patches. We didn’t get a lot of support financially. We poured pretty much every penny the company had into doing that.”

In the great words of TF2′s Heavy:

cry some more

Much, much more of the debacle can be read here for those with interest. It’s an eight page interview, so brace yourself!

A number of sites have been reporting this, so here is a link to Gamasutra.

According to new job posting-related information, Asian publisher T3 Entertainment is setting up a San Francisco development studio to carry on work on Hellgate: London and Mythos, following developer Flagship’s recent layoffs.

The postings, which have appeared on multiple sites including DICE.com and Gamasutra, reveal: “T3 Entertainment is searching for creative minds to passionately continue development of Hellgate: London and Mythos, along with other new games, which are being published by HanbitSoft Inc.”

According to the call for programmers: “A development studio has been established in San Francisco, CA, with hopes of gathering those who wish to join us in starting a new chapter of history in the game industry.”

T3 Entertainment, the Korean-headquartered creator of popular Asian online music game Audition, recently acquired a controlling stake in HanbitSoft, Hellgate‘s Asian publisher and a company that has claimed rights in the fallout of Flagship’s layoffs.

Take this as rumours for now until FSS confirms anything, especially with all the recent news about Namco Bandai.

Enjoy :)

Tiggs, who is now sporting a Namco logo posted this today regarding the status of the Hellgate: London Test Center:

At this time we have decided to keep Test Center out of service and encourage all players to return to our “Live” servers. We will ensure that Publish 2.0 is kept safe should Test Center return to service in the future.

Thank you for all your testing and bug reporting.

Read what you will into it, but it may not do much to help the game’s dwindling population. With that said, it’s very reassuring to see Tiggs and many other Ping-0 community managers sporting a new Namco logo. The Namco logo is however noticeably absent from the profile of Flagship’s community manager, Scapes.

The official website has been updated with news of a weekly maintenance:

The Shulgoth (US) and Sydonai (EU) servers will be undergoing weekly maintenance starting Thursday. The Shulgoth server will go down at 6:00 AM PST. The Sydonai server will go down later that evening at 8:00 PM PT (0300 GMT). The estimated downtime for each server is one hour.

Enjoy :)

Zack “Ozuri” Karlsson, Senior Director of Business Development at Namco Bandai Games America posted the following announcement on the official forum regarding upcoming support for Hellgate: London and a bail for Flagship Studios from its current predicament.

Hello Hellgaters,

I know everyone is looking for an announcement, and we’d love to make one — but right now, many things are in flux and we don’t have all the information yet. As soon as we do, we’ll post here on the forums, on the website, and anywhere else we can find you.

In the short term, please do not worry. The game is up, the servers are not going away in the short term and any major changes to status will be communicated in advance.

I’d like to ask for your patience as we try to figure it all out and chart a new course. We value your community, your commitment, and your passion for Hellgate and we will make sure that any solution that we architect will support all of you as best as we are able.

Thanks again. We hope to have a real announcement shortly.

Just before the official Mythos forums went offline, Max Schaefer posted a personal thank you to all the fans and players of Mythos games:

They say it’s not so much the destination as it is the journey that’s important. We’re really hoping that’s the case around here these days. I can’t really believe I’m writing a post like this, but here we are faced with the unpleasant task of taking a hiatus from this crazy project. Unlike most games, Mythos has been running with our testing community for almost its whole life. I really feel like we’ve all done this together. And despite this bump in the road, I think we’ve succeeded wildly. This is undoubtedly the best game community I’ve ever seen. This is the best game development team in the world, in both Seattle and San Francisco. We consider development topics like good safety features, RAID data recovery, and sound design principles. The things we’ve learned here, and with you all, will be with us forever.

PC gaming is changing, and I believe we’ve had a sneak preview with Mythos. With any luck, this will not be a long hiatus, and Mythos will be back. But even if it’s not, and even if we all move on, we’ve taken a lot of important steps forward. Game development is in many ways a continuum, and we all build on what came before. I know neither Travis, the great Mythos dev team, nor myself are planning on doing anything but make games into the future. So no matter what, we’ll pick up where we left off and you’ll be hearing from us shortly. We may not be the best business people on the planet , but we know how to make games. And once the dust settles here, that’s what we hope to get right back to doing as soon as possible. So until then, aux revoir Mythos community! It’s truly been a privilege to have experienced this with you.

Max Schaefer, your humble executive producer

Diane “Tiggs” Migliaccio contacted me with the following news on behalf of Flagship Studios with regards to Mythos.

Travelers of Uld,

We, the ancient elders of Uld are issuing this warning to all citizens and travelers. Hurry! The great darkness that once plagued Uld is returning. Everyone is ordered to close down their shops and prepare. We predict the when night is at its peak the darkness will arrive. The ancient elders of Uld will be leaving immediately in order to preserve the lore of this wonderful world. Citizens please prepare thyself and know that the elders will be back from their travels some day.

From the team:

We regretfully announce that on Friday, July 18, 2008 at 11:59 CST the world of Uld known as Mythos will be going on hiatus. On behalf of all of the Devs and Community team we want to say thank you to everyone for their support and assistance with Mythos Alpha and Beta testing and we will see you soon.

The Mythos Team