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MMORPG cancelled after 4 and a half years of dev..

  • In my first and previous post in this game dev log entry, I had written that I wanted to do a game which was a collection of simple retro games. Unity released a new major release (2019.3) while I was putting the initial project together, and I…

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Submitted by souri on
Forum

http://money.cnn.com/2003/02/11/commentary/game_over/column_gaming/inde…

I thought this was pretty amazing..

quote:Work on "Sovereign," a massively multiplayer real time strategy game, has been terminated after more than four-and-a-half years of development. Ambitious in nature, the game had hoped to replicate a continuous global war that supported up to 500 players. Diplomacy would have played as significant a role as the player's tactical abilities.

"We came to a decision that it was not going to be what we wanted it to be," said McDaniel. "It never really had the magic."

over 4 years of dev work!! I'm sure Sony has deep enough pockets to handle things like that, but wow.. imagine devoting 4 and a half years of your life working on a product, only to have it cancelled at the end..
That reminds me of some recent fighting game that was taken off the shelves recently due to religious overtones.. - they weren't making a new edited version for rerelease either. Ouch. Put these two in the "game developer game screw up" list..

Oh, and put Daikatana there too.. and a question mark next to Duke Nukem Forever, and Team Fortress 2.. [;)]

Submitted by GooberMan on Fri, 14/02/03 - 5:29 AM Permalink

Heh, I remember Romero announcing Daikatana 2 was going to be made with the Unreal engine 2 years before Daikatana came out... :P

Ethan Watson, teh brand spankin' new Krome employee.

Posted by souri on
Forum

http://money.cnn.com/2003/02/11/commentary/game_over/column_gaming/inde…

I thought this was pretty amazing..

quote:Work on "Sovereign," a massively multiplayer real time strategy game, has been terminated after more than four-and-a-half years of development. Ambitious in nature, the game had hoped to replicate a continuous global war that supported up to 500 players. Diplomacy would have played as significant a role as the player's tactical abilities.

"We came to a decision that it was not going to be what we wanted it to be," said McDaniel. "It never really had the magic."

over 4 years of dev work!! I'm sure Sony has deep enough pockets to handle things like that, but wow.. imagine devoting 4 and a half years of your life working on a product, only to have it cancelled at the end..
That reminds me of some recent fighting game that was taken off the shelves recently due to religious overtones.. - they weren't making a new edited version for rerelease either. Ouch. Put these two in the "game developer game screw up" list..

Oh, and put Daikatana there too.. and a question mark next to Duke Nukem Forever, and Team Fortress 2.. [;)]


Submitted by GooberMan on Fri, 14/02/03 - 5:29 AM Permalink

Heh, I remember Romero announcing Daikatana 2 was going to be made with the Unreal engine 2 years before Daikatana came out... :P

Ethan Watson, teh brand spankin' new Krome employee.