Why Hellgate: London Failed and How Developer Flagship Got Flagshipped
by Nick Breckon, Mar 26, 2009 10:15am PDT"For all intents and purposes, everyone was flagshipped."
"I'm sure some of you are familiar with that term," said former Flagship business developer Stephen Goldstein. "For those of you who are not, the term 'flagshipped' literally has no less than five definitions in the English language."
An illustrative slide appeared on screen:
Tim: "I just bought a new table tody and one of its legs broke."
Mike: "Man you got flagshipped."
Goldstein spoke at length this morning on the demise of Hellgate: London developer Flagship Studios, highlighting specific areas that he feels lead to the ugly end of a studio with tremendous promise.
"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."
Goldstein also zeroed in on the highly publicized Hellgate billing errors, which lead to some users being billed multiple times during the first days of the launch.
"[Billing] got left to the last minute. We ran out of resources, we ran out of time," he said. "Which lead to a situation where, a very small, small percentage of users got charged twice. That's very bad."
"Imagine how bad this if you're giving everything away for free, and you're trying to get people to pay you. Because then they hear that the billing is screwed up. And they say hey, I can get all this stuff for free. Why would I pay for it?"
Hellgate: London's multiple business models was also a significant problem, according to Goldstein.
"The issue that we had with Hellgate London was that it was a boxed product, it was sold at retail, it had a free singleplayer version, and then it had a subscription," he said.
"What we probably should have done is just piss off our community up front and say you know what, it's going to be a subscription. All of us were very concerned about consumer perception, rather than if money was going to be coming through the door."
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 also noted that Hellgate also represented too many "firsts" for the company, including the first 3D game, first FPS, and first subscription-based game.
"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."
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Comments
I was saddened when I found out it didn't even offer LAN or direct connect like D2. Me and a couple of buddies wanted to co-op it (when we finally had machines to run the damn game :p ) but now we're just stuck playing singleplayer **sigh**
Sucks flagship went down and support for the game is pretty much zilch
Smellgate London: mediocre title, lunatic dreams of customers wanting to pay-to-play forever. Pfffft.
They got to the 90% done mark without realizing its the final 10% that makes or break a game. The underlying engine and design of the game was good, and had a lot of potential. What wasn't good: the levels were not random as they said, and there was a huge shortage of art assets. There really only were a couple of maps in the entire game.
The subscription thing was also a disaster. I only subbed because I wanted to played hardcore mode -- there really was hardly any benefit to subbing at all. They delivered only about 1/4 of the stuff they promised to subscribers -- and when you are paying 15$ a month (or whatever it was) for basically nothing -- and not even any regular updates on what was going on -- that's a good recipe to have a lot of upset gamers.
I haven't been following it but I would image there are tons of Koreans loving the updated and improved Korean version of the game.
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Also the hubs in between levels were completely stagnant. There was never anyone there except a few static NPC's. That was supposed to be where you could meet up with others and go questing together, but I rarely ever saw other people in them?
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Problem 1) You skipped the entire point and lure of the game... Random Levels
Problem 2) You actually thought people would pay a subscription fee for a non-server based game
Problem 3) You don't actually know what the problems were.. See Above
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Guild Wars has the same formula as Hellgate but they're coming out with Guild Wars 2 for a reason.
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The game looked fun, sounded interesting, and then they annouced it would have a fee and I was instantly turned off. They would have been better off to not depend on or think about a subscription model at all.
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"I just bought a new table today, and when i opened the box to assemble it, one of the legs was missing, one was broken, one had the screw thread worn out, and last one was too short.".
THAT is getting flagshipped.
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I hope Gearbox pulls it off with Borderlands. Make sure it happens Steve!
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It wasn't a MMO was it? What were you paying for?
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Oh dear.
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The old adage of FAST - CHEAP - RIGHT (choose one; two if you're damn good) still holds true.
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Hellgate wasn't an MMO. The majority of people aren't stupid enough to pay monthly for diablo 3d regardless no matter how you spin it.
Game needed an extra year minimum. Should've hired Carmack to overhaul the engine, that might have saved it
Hellgate failed because it was a rushed and broken product with a half-assed subscription model, both brought on by a completely unrealistic belief in what people are willing to spend money on. I strongly doubt another four months, especially when coupled with an even worse subscription model, would have made any sort of difference.