With the ‘death’ of Hellgate: London and Mythos, the collective staff of Hellgate Guru have shifted our focus to the one game that holds the most promise in all of our hearts and minds: Diablo III.
With that in mind, we created Blizzard Guru, which has become Hellforge — It is not your average Diablo III fansite. To us it’s all about the community. At Hellforge, you tell us what you want to say and share your views with our innovative blogging system. It’s easier than posting on a forum, and we have those, too!
You can also share your own videos and images by uploading them for all to see. Writing your own blog, responding to one, or simply posting on a traditional forum? It’s all up to you.
Be a part of something special and join the Hellforge community.
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:
Much, much more of the debacle can be read here for those with interest. It’s an eight page interview, so brace yourself!
The latest issue of PC Gamer (which incidently hasn’t hit the shelves yet, but has come to the magazine subscribers) has featured Diablo 3 as it’s cover story. (It actually has two cover stories, but the special over cover is on Diablo 3).
One of our staff members, illo, has managed to get his hands on the magazine and has provided us with photos of it (as he has no scanner). The magazine doesn’t provide us with too much new information, and mainly goes through the usual questions that others have asked. It however also puts a few interesting tidbits around the place such as a fanboy vs hater section, a section on the petition about colour, as well as a general Q&A section which details a lot of interesting information. The article is also interestingly written where the editor writes both about what we know and what we don’t where he makes assumptions about things.
I don’t want to spoil too much of it, so feel free to check our forums for all of the scans!
Thanks goes to illo for taking the effort to get these pics to us! Great job!
Enjoy
Note: There are a few of the end pages missing, so once I get those I will update the forum post with those, so check back regularly!
Note: If PCGamer or it’s affiliates feel that we should take this article down, please email us at ian@blizzardguru.com. Thanks.
The official Blizzard website has been updated with 3 new concept art pieces, 2 new screenshots and 1 new wallpaper of Ureh, a town in the World of Sanctuary.
Syl also points out a French Blizzard website which has all of the old cinematics from the other Diablo games. (Hopefully they are in English)
While not strictly related to Blizzard, we’ve been following the progress of the former Flagship Studios’ developers, so this is relevant.
GameCyte has a new interview up with two of them who have started a new studio, Runic Games, who are Max Schaeferand Travis Baldree. The interview delves deep into why the company moved, why they think FSS failed like it did. It specifically mentions the current state of FSS right now as well. Specifically Max makes an emphasis on the fact that for all intents and purposes Flagship Studios is closed down, and Bill is just there to finish off the closure.
Max then goes on to talk about his brother and his involvement with the team. It then goes on to talk about if FSS had any chance of staying open. They then talk of the sorts of games they want to make with the new studios.
Next they talk about the game’s (Mythos) differentiation with Diablo 3 and Sacred 2, as well as the whole colour issue in Diablo 3. Lastly they mention that Namco at the moment is just handling the box sales of Hellgate London, but there is no current knowledge of what they plan to do with the game later.
The MTV Blog has another interview up with Jay Wilson, where they deal with the gender issues in Diablo 3, including the reason for it’s introduction and any differences between the genders of classes.
While I know this isn’t strictly Blizzard Related, Runic Games may become a direct competition in the sort of game they make for Diablo 3. Travis Baldree also shares his view on Diablo 3 in the interview.
WarCry network has posted up a new interview with Runic Games founder, Travis Baldree. He talks of the new studio, talks a little bit about Diablo 3 which may be their direct competition later, the sorts of games they want to make as well as what payment systems they are thinking of doing.
Seattle, Washington - August 8th, 2008 - The former Flagship Studios Seattle team is proud to announce their reformation as Runic Games (www.runicgames.com). As the team responsible for the highly-anticipated Mythos at Flagship Studios, Runic Games intends to continue to use their expertise in the Action-RPG MMO genre to create the best games in this market.
The studio is headed by Travis Baldree and Max Schaefer. Travis served as Project Director for Mythos at Flagship Seattle, and previously created the bestselling Action-RPG FATE. Max was the Executive Producer for Mythos, and one of the original founders of Blizzard North, the creators of the bestselling Diablo franchise. He was also one of the founding members of Flagship Studios.
Announcements about Runic Games’ forthcoming projects will be made in the coming days.
For more information about Runic Games, or for inquiries about potential partnerships, please contact us at press@runicgames.com.