Archive for category NCsoft
Dungeon Runners Turns Out The Lights At NC Austin
Posted by Scott Jennings in Dungeon Runners, NCsoft on September 16th, 2009
Shakeup At NCsoft
Posted by Scott Jennings in David Reid, NCsoft on August 11th, 2009
MMORPG.com has word that Jeff Strain and David Reid, who run NCsoft, are no longer at NCsoft.
Looks like this isn’t a layoff but a management shakeup. Unfortunately this does mean that David Reid can’t inform the media how the departure of David Reid will have no effect on NCsoft.
No, Really, I Heard
Posted by Scott Jennings in NCsoft, Richard Garriott, Tabula Rasa, _ on May 12th, 2009
Apparently while I was out of town last week, the lawyers were busy.
I think I’ve posted quite enough opinion about NCsoft and Tabula Rasa to sit this one out.
“….Because I’m Awesome.”
Posted by Scott Jennings in City of Heroes, Cool Stupid Video, NCsoft, Touch My Awesome Button, _ on February 26th, 2009
NCsoft: Follow The Bouncing Money
Posted by Scott Jennings in Arena.net, NCsoft, _ on February 12th, 2009
Adam Martin breaks down the (not very) hidden subtext behind the recent NCsoft ‘restructurings’.
All this waffle about becoming “a unified organization under NC West”, and the reporting by bloggers and journalists that this was “consolidating” the subsidiaries and offices (they were already consolidated, you know) … what a load of crap. Follow the money, guys: who has the power now, and what unites those people? And if the answer is “nothing”, then ask yourself: who stands to benefit from an exec team comprised of individuals that are likely to be in conflict?
Look at the Directors of NC West:
- Jeff Strain – Co-founder of Arena.Net, Director of Arena.net
- Chris Chung – Director of Arena.Net
- Pat Wyatt – Co-founder of Arena.Net, Director of Arena.net
- David Reid – only started working at NCsoft 2 months ago
Notice a pattern?
Perspectives
Posted by Scott Jennings in Industry, NCsoft, Navelgazing, Tabula Rasa, _ on January 16th, 2009
“You’re leaving here… for NCsoft? You *know* Tabula Rasa is going to crash and burn, right?”
– heard from someone when I announced my plans to leave Mythic, a year and a half before Tabula Rasa shipped
Adam Martin, formerly CTO of NCsoft Europe, has posted his own …post-mortem isn’t a good word, more of a memoir of his peripheral experiences with Tabula Rasa’s launch. It’s a good read – and you should go read it now. As his posting title puts it, “We need to talk about Tabula Rasa; when will we talk about Tabula Rasa?”
Well, Adam’s a bit safer in that he’s on a whole other continent. Here in Austin game development, it’s hard to find someone who isn’t, at a maximum, one degree removed from someone who was involved, at one point or another, with TR. It was a massive project, it employed a great many people over its lifetime, and at least half of the resumes currently sitting in my email are from people involved, at one point or another, with TR. Combine that with Midway’s long-running explosion and you have most of the Austin game development community polishing resumes.
So what happened?
My take is pretty similar to Adam’s, actually. I was considerably closer geographically, but not that much closer from a development perspective. To mirror Adam’s “who is this guy and why is he pontificating, again?” bona fides, I…
- …was a designer on another, smaller project at NCsoft Austin’s office (hired as system designer, eventually promoted to lead designer)
- …wasn’t on the TR dev team
- …am not much for FPS games, am pretty sad at them, and usually die horribly in Team Fortress 2
- …used that as an excuse for staying as far away from TR discussions as possible
- …it was a pretty weak excuse, yeah.
- …was on the same mailing lists Adam was (save the cool management ones he was privy to, which was probably for the best) and heard much the same angst, cheerleading, and general “holy crap what now” gestalt.
Gathering Feedback, Putting It Into A Box, Never Speaking Of It Again
As TR moved closer to release, company wide, we were *ordered* to start particpating in weekly playtests. As I mentioned, I wasn’t really fond of shooters, and clung to that Get Out Of Jail Free card fiercely. I mean, being one of the most obnoxiously opinionated persons on internal email lists, along with the whole ranting on the web for a decade thing, having an excuse *not* to have an opinion on That Thing Looming Over All Of Us was pretty sweet.
But closer to release, we were told to play the game and give feedback. Which I did. I think my overall feedback was “it wasn’t THAT bad” (for those at Mythic who remember the blistering we-should-probably-fire-your-ass-right-now-for-that-very-unhelpful-email feedback I fired off about Imperator prior to its final E3, that may raise an eyebrow or three). It *wasn’t* that bad. The tutorial was kind of meh, then got kind of cool, then you wandered around and shot things. It wasn’t World of Warcraft, which I considered a plus. I didn’t really enjoy playing it, but it wasn’t for me.
(I’m sure my somewhat constant resentment over Tabula Rasa being the twelve thousand pound gorilla which had dozens of programmers and a floor full of artists while our project was flailing about wildly for just one concept artist and maybe a server programmer or two had nothing to do with it. But I digress. For now, We’ll get back to that somewhat constant resentment in a bit.)
The calendar moved forward inexorably, and TR went into marketing beta – you know, where anyone can play it so they get ALL excited and make guilds and get ready for release and… yeah, that didn’t happen. People downloaded the game, had varying degrees of the “it’s not THAT bad” reaction, and didn’t play it again.
This was noted. One of the mantras that went around production discussions after Auto Assault’s launch square into the pavement was that if you can’t get people to play the beta for free, you have serious, serious issues. Tabula Rasa had those issues. Not as bad as Auto Assault – there were people doggedly playing every night and presumably enjoying themselves, and metrics were duly assembled to measure every movement those testers took. But it was pretty clear, at least from my completely disassociated and busy with my own thing viewpoint, that there wasn’t a lot of excitement.
So, as Adam mentioned, a survey was sent out shortly before the game was scheduled to release, anonymously asking, among other things, if the game should be delayed. I put that it should, based on the Auto Assault beta-not-lit-on-fire thing and the general principle that if you have to ask if it should be delayed, it probably should be. But I didn’t feel very passionately about it one way or the other. (I’m told later that most of the team DID feel pretty passionately about it and made it known so.)
The survey’s results weren’t announced. Internal rumors swept pretty widely (I know, because if they got to my end of the building, they were pretty wide) that the results were almost unanimously for a delay.
There was no delay.
Whoops.
You’re The Next Contestant On The Game Is Wrong
All during this time, I was pretty busy. Our game was trying to move into full production. We were the next product scheduled for shipment after Tabula Rasa. We were scrambling to fill some pretty key hires, justify an ambitious/insane production schedule, and generally get our shit into gear.
Right about then, the following things happened:
- We were faced with some pretty key technical issues (I can’t go into any further detail, just assume for the moment they made us look like complete blithering idiots and go from there)
- Tabula Rasa shipped, promptly flopped, and everyone went “uh… What the hell?”
- Everyone in management decided that was *not* going to happen again, and most had their own theories on how that would be prevented.
- The poster child for making sure it was *not* going to happen again became… us.
There was a company meeting about then, which was designed to boost the company morale. Chris Chung had just taken over from Robert Garriott, people were scared about their future, and we were tasked, as a key part of our presentation, to show how kickass we were.
We failed.
We had no game systems to show, because we had no functioning game server beyond a prototype that we had migrated away from months prior. We showed a depressing landscape of twisted trees and rocks, and our lead designer, who normally is one of the most inspirational speakers I’ve heard in the industry, understandably wilted under the stress of YOU MUST SAVE OUR COMPANY NOW and gave a pretty depressed speech about the game’s fiction that didn’t match much of what was shown onscreen. The internal response was brutal to the point of sadism, and in a failing of management was made known to the leads along with who gave the comments. Most of whom were… on Tabula Rasa.
This was not helpful to morale, to put it mildly.
Things got worse. An executive from Korea came to check on our progress, and was surprised that we were working on an MMO. (I wish I was joking.) We were told that our jobs weren’t in danger, really. It’s FINE. You’re good for at least a few months or so.
Meanwhile, Tabula Rasa chugged on.
We soldiered on, moved inexorably towards our first playable demo. It was a really kick-assed zone, our artists (which we finally had) outdid themselves, our programmers (which we finally had) did awesome work, I had taken over lead design duties due to the former lead being promoted onward and upward at his own request (his vision of the game long before eviscerated by budget cuts) and we were gonna kick ass, it was gonna be great, everything was finally firing on all cylinders, we were going to show everyone at the company that we could follow through on our promises and our ninjitsu was superior and and and the first team playtest we did on the new server failed completely.
The team meeting following that was unpleasant. I imagine the same “it was your fault no it was your fault no you” conversation took place at Tabula Rasa more than once.
Shortly thereafter the project was cancelled. Not one of the highlights of my career, especially since I was one of the folks who had to man up and tell our superiors that no, we were not going to be able to deliver a playable demo on schedule and yes, we knew what that meant. Our team shrunk by 2/3rds as we swiftly moved to working on a new prototype to justify our continued existence.
Meanwhile, Tabula Rasa chugged on.
There was another company meeting, which was designed to boost company morale. We were told that we were eminently replacable in general (which I’m told later was a wildly, wildly misconstrued statement, but to put it mildly, did not boost company morale) and that our team in specific was a “distraction” from NCsoft’s core business model. Everyone, including me, immediately began looking for work.
When we were finally let go a month later, it wasn’t a surprise, and most of us already had offer letters in hand elsewhere. (I was given the option to transfer to another NCsoft studio, but declined, as we had put down roots here in Austin.) At this point, my personal perspective came to an end, since I, well, didn’t work there any more.
Meanwhile, Tabula Rasa chugged on.
What Would Snarky Bloggers Do?
So, I don’t have any magic solutions for what should have been done differently. My personal view on Tabula Rasa is that it was a project in search of reasons – the original design was “let’s make a game both Korea and the US will go for”, and when that failed, it became “let’s make a game both shooter fans and MMO fans will go for”. Not being a full shooter and not being a full MMO, it didn’t do well at attracting either. But that’s from the outside looking in – any armchair designer could figure that out.
To quote Adam:
When the organization disempowers you, and nothing you do seems able to make a diference, but – in your opinion – the impending event is an “extinction-level” disaster, is resignation the only valid response? Surely not?
Our response was to keep our heads down and do the best that we could at our jobs. From what I gathered from hallway conversations with others, that was a fairly universal take. It’s what you CAN do.
Unfortunately it wasn’t enough, for our project, and ultimately, for Tabula Rasa as well. There’s nothing that you can point to and say “here was the big mistake”. There were a lot of tiny mistakes, and they built up.
Would delaying Tabula Rasa’s open beta have saved it? Probably not.
Would delaying Tabula Rasa’s release have saved it? Probably not.
In the end, some games – most games, actually – just fail. Tabula Rasa was one of those. There wasn’t anything obvious or magical to it. It just wasn’t a game that very many people got passionate about. The biggest failing, though, was that it was in development about twice as long and spent twice as much as it had any right to. And that’s what promotes it, in this snarky outside blogger’s view, from understandable failure to extinction-level company-slaying train wreck. That took precedence over any design failure or engineering failure or art vision or whatever your personal opinion on why it failed might be.
It just. took. too. much. money.
Epitath
Posted by Scott Jennings in NCsoft, Tabula Rasa, _ on January 5th, 2009
Courtesy of Kotaku, the final destination of the Allied Free Sentinels’ last best hope for peace.

Our Legal System Continues To Suffer From Random Drooling
Posted by Scott Jennings in NCsoft, Totally Awsome Lawsuits, _ on December 29th, 2008
As the latest pool of saliva in point, a patent lawsuit filed against NCsoft for creating MMOs. That’ll show ‘em!
Specifically, the suit claims that NCsoft has infringed on patent 7,181,690, “System and Method for Enabling Users to Interact in a Virtual Space” through its games, including City of Heroes, City of Villains, Dungeon Runners, Exteel, Guild Wars, Lineage, Lineage II, and Tablula Rasa.
This, despite the fact that about 9 seconds of research would turn up quite a few “systems and methods for enabling users to interact in a virtual space” prior to the patent’s filing in 2000 – one of which was even listed in the complaint (Edit: as pointed out in comments, the patent refers to an earlier filing date of 1996 – which just barely precludes most Internet-era MMOs with the exception of Meridian:59 - but there’s still no shortage of earlier titles.)
So why was NCsoft targeted specifically, and not, say, a somewhat larger and more well known company with thousands of slavering lawyers on standby ACHING to take your call? Well, as another lawyer speculated, Texas is like a whole other country.
“Being a foreign defendant in Texas is not a pleasant thing,” he said of NCsoft, which is primarily a Korean company. “The juries are, many would say, biased towards American plaintiffs and have a propensity to offer high damages. Some defendants might view them as an unfriendly jury and it might make the defendant more likely to settle.”
Uh huh. Riiiiight.
Worlds.com, when not targeting frivolous lawsuits on racial grounds, develops branded versions of the antediluvian “ActiveWorlds” system.
This dance happens quite often in the high tech industry – a company with no actual products files ridiculous patents, and then basically blackmails larger companies to take them to court, where (after the appropriate legal fees are paid out by all parties) the patent is thrown out as spurious after a clerk with five minutes of time on Google defines “prior art“.
And that brings us back to East Texas. Spectres of good upstanding Texas cowboys standing up to those uppity Asians raised by the quoted patent lawyer aside, the suit was filed in that district for a somewhat more mercenary reason.
Conditions never have been better for patent pirates. Patent cases in general are getting more expensive and difficult to defend. According to the 2003 American Intellectual Property Lawyers Association Economic Survey, it will cost a defendant in a patent action filed in Texas with between $1 million and $25 million at stake roughly $1.5 million just to get through discovery. Even worse, for that same amount at stake, the defendant is looking at spending more than $2.5 million if it has to go through trial.
OK, so that’s why they’re filing an obviously absurd claim… but why east Texas?
Texas, particularly the Eastern District of Texas, has become a favorite venue of these pirates for two reasons: our judges and our juries. First, many of our federal courts have relatively quick dockets and judges with greater-than-average experience in patent cases. For instance, judges in the Eastern District have dealt with hundreds of patent cases, and some judges have developed special rules for dealing with them. Unlike the Northern District of California, which also has its own patent rules, courts in the Eastern District of Texas typically try to set a trial date in a patent case within 18 months or less from its filing date. This threat of imminent trial is the “gun to the head” that the patent pirate needs to execute his strategy.
Perhaps more important, many in the patent bar know that juries typically have little technical training or knowledge, and often even less interest in technically complex arguments, so they’re not inclined to consider fully the merits of a difficult infringement analysis. Juries in East Texas, unlike those in Houston, Dallas or Austin, are much less likely to have a member with any technical training or education, which exacerbates the problem from the defense perspective, but makes East Texas federal courts an attractive venue for would-be plaintiffs, who know that the jury will, instead, gravitate toward softer or superficial issues that are difficult to predict.
Randy Farmer, one of the developers of Habitat, isn’t too happy either, and retells his last adventure with patent trolls here.
Our legal system: totally awesome.
Tabula Rasa To Close
Posted by Scott Jennings in NCsoft, Tabula Rasa, _ on November 21st, 2008
Good luck to everyone at NC affected by this news.
Androgynous Angels: Our Last, Best Hope For The MMO Industry
Posted by Scott Jennings in Korea, NCsoft, Nexon, _ on November 18th, 2008
The Korea Times reports on the state of the MMO market in Korea. Hint: it’s lookin’ grim.
The demise of ZerA touches off a sentimental response from Nexon and other Korean game publishers, as it had been anointed one of the “big three” from the class of 2006 ― along with Webzen’s “SUN” and HanbitSoft’s “Granado Espada.”
At the time of their releases, the trio shouldered hopes to expand an industry that looked to be just entering its peak. Nearly three nondescript years later, the games have been reduced to examples of what can go wrong.
The article goes on to proclaim NCsoft’s Aion the next big thing based on, well, Korea needing a next big thing.
“The local gaming industry hasn’t seen a mega hit like Linaege or World of Warcraft in recent years, which increases the chances for Aion to create an immediate following,” said Janice Lee, an analyst from Woori Investment and Securities.
Of course, it wouldn’t be an NCsoft news story without somebody talking smack about Tabula Rasa, would it?
NCsoft, the kingpin of the local gaming industry, also has its own demons that need exorcising. The company is now reluctantly discussing whether to pull the plug on “Tabula Rasa,” developed by famed game developer Richard Garriott and the product of a seven-year, 100 billion won ($69m) investment.
Tabula Rasa is now looking more and more like a monumental bust, earning less than four billion won ($2.7m) in the first-half of this year. NCsoft can ill-afford having another expensive project blow up in its face.
Bear in mind that the Korea Times specifically has a long history of declaring Tabula Rasa totally dead, dude. Then again, this isn’t really limited to the Korea Times lately. Then again, NCsoft’s announcement of NC West would seemingly back up a distancing from the Austin studio. Then again, they totally said that it was full steam ahead for Tabula Rasa. Then again, what the hell do I know?
PlayNoEvil hits on another aspect of the story: when Nexon closed ZerA, a free-to-play microtransaction title, they let players cash out their assets for Nexon cash. Not quite the same thing as a refund (since it simply means you spend that money on other Nexon games) but still an interesting precedent, backing up the inherent percieved value of F2P microtransactions.


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