A difficult update, but not unexpected after all this time. 10 years is a helluva timeline to release nothing 🥲
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...even after a major reboot of the game engine...
Custom engines claim another victim.
Game dev is hard. Game engines are apparently impossible and cost prohibitive these days, unless licensed out en masse. They're killing studios and franchises left and right.
Moreover: changes that big go in the next game.
If you decide to roll your own engine, from the start... awesome. Especially when content-creation tools aren't a huge deal, like if your game world is procedurally generated. Understand your scope, steal freely from existing libraries, avoid wasting your artists' time.
If you try to switch engines mid-development, you are fucked. John Romero couldn't make that shit work, just going from Quake to Quake II. Daikatana could have shipped before Half-Life and only missed colored lighting. Instead it's a cautionary tale. Duke Nukem Forever didn't even ship. They had a nearly-complete game, several times, but threw those out and started over.
You don't have to throw anything out, to start a new project from scratch. Ship the damn game. Put different tech in the next one. If you don't ship, there won't be a next one.
Yeah, there's a certain risk for rolling with your own engine, but if you start the project with the idea of having a custom engine you probably know what you're doing and have taken into account the complexities of having a custom engine. IMO if you're a group of small experienced devs having a custom engine is not really a show stopper, if you're a junior the project probably isn't even getting off the ground.
But changing the engine mid-project is almost always a huge decision and more often than not a killing blow for most projects. Depending on the stage of the project you're guaranteeing adding a year or two to your development. It's better to accept the limitations of the existing engine and compromise on the vision rather than swap engines in hopes of realizing the vision that got refined during development.
Duke Nukem Forever did ship... Years late and it was a total mess of a decade's worth of gimmick mechanics that killed the franchise, but it did make it out the door.
Still fits as a cautionary tale about switching engines, I just had to double check I didn't hallucinate that game.
A game with that title shipped. I don't think it was, in any sense, the same project. Not even as a ship-of-Theseus situation. A different studio started from scratch.
Sometimes there's a rock hard justification. Orbital mechanics is a great one. Game engines are literally not built for physics at celestial scales.
KSA's feature scope is way narrower than, say, a game with tons of NPCs and voxels and elaborate foilage and MMO-scale multiplayer and such. The DayZ guy and that studio are also pretty experienced at this point.
So yeah, I agree! And I'm glad KSA is seemingly progressing well, actually...
Noita and Exanima are also two great explanations of when to make your own custom game engine: when nothing else on the market does exactly what you need your engine to do.
Hideo Kojima had the FOX engine developed for Metal Gear Solid V, because he was tired of game devs thinking they knew better than him. He’d ask for something specific, and the game devs would do it differently because they thought they knew better. So he created his own engine, to be able to go “fucking fine, I’ll do it myself.” Essentially, he was tired of having his ideas filtered through the game devs, so he created his own engine to be able to understand how the engine worked and have a more direct hand in the development.
And MGSV is one of the most well polished games in history. The story is a hot mess because there was some politicking tomfoolery between Kojima and the publisher... But the actual gameplay is top notch, and the game runs smooth as butter on even low-end systems, while looking amazing.
The irony is that Konami almost immediately abandoned the FOX engine, due to the aforementioned politicking. Kojima left the company, and the engine was quickly relegated to only being used for bad soccer games that Konami cranked out every year. Then once the PS5 came around, Konami didn’t want to update the engine, so they abandoned it entirely.
After all this he still hit another home run with Death Stranding. It sure didn't seem like Guerrilla's Decima engine was holding him back, even with the unconventional mechanics and weird visuals. But I don't know, I wasn't there for the development process.
He actually had a hand in tweaking Decima too! When he signed on with Guerrilla, they basically hadn’t planned on offering the engine for external use. It was something they had simply developed for themselves. Guerrilla gave Kojima the framework, and went “well you helped develop FOX, so help us develop Decima (the new name for the previously unnamed engine) too.”
The engine name is even a reference to Dejima Island, which was a Dutch trading port in Japan; For much of Japan’s history, the Dutch were the only ones allowed to trade with Japan. So the name has some strong symbolic meanings, with Guerrilla being a Dutch company and Kojima being Japanese.
Let this be a lesson : do not re-develop your game engine when it's almost done already.
You can't delay your game until it's perfect as if you were Shigeru Miyamoto. You need to get something playable with a solid base out the dole, and iterate with feedback.
That's really sad. Can we at least have their stuff now? I mean it would be a waste to not open-source all the code and assets they've developed and make them available under MIT, CC and similar licenses.
Mismanaged out of existence. Should have just released, got some funds flowing, dealt with complaints, and then fixed them as time went on.
Shouldn't have wasted all the time with a reboot of the engine, as that just further endangered them.
Really disappointed. Was gearing up to be a more complete game than Minecraft was. Could've been mod friendly out the gate too.
The silver lining is they didn't steal people's money with empty promises like TUG.
I'm not surprised, the opportunity that Hytale devs were given had been squandered thoughtlessly. I believe the game's fate would've been different with a playable EA version. One that generated sales while building hype with major patches. With a game that has good bones, this style of development works rather well.
If Project Zomboid or Factorio didn't have early access, both would fail too. This really sounds like project management problem
Yeah, I agree, this is purely due to poor project management decisions. They're scope seemed to grow into an unmanageable thing, this is likely a first time project... So this team didn't have the knowledge to make a solid plan of action.
As for Project Zomboid, as a person who paid for an early access version when it first landed...That game wouldn't be where its at without early and steady funding.
Right? And Indie Stone had the worst luck of any indie dev out there and yet, against all odd, still release such a phenomenal game.
This is basically exactly what Vintage Story does. And it's working extremely well for them
I'm sorry to see this happen. I honestly thought it was dead a long time ago, but still sad to learn it didn't make it.
Oh no, seriously?! Damn... all these years of waiting for many people... what a damn disappointment.
I guess the scope was too ambitious. Economy is not doing that well so AAA studios don't like to take any risks. Both this and Blizzard's survival game was cancelled. It is sad that so many developer hours are wasted on these projects and we get nothing out of it. It would be amazing if these games would get released as open source for someone else to finish it.
I think that's the longest way I've ever seen of "Our parent studio decided this game isn't financially feasible and told us to stop".
This project is definitely a parent studio decided that they didn't like the game, so they decided to cancel it. Especially after Vintage Story proved that that type of game will sell, not at the metrics that a studio like Riot would want, but it would sell.
Judging by the graphics in it that they've released so far, it definitely looks like they were a good portion into development as well, which is a shame.
This project is definitely a parent studio decided that they didn’t like the game, so they decided to cancel it.
If you've read the past few development updates, it's very likely that the team leadership is at fault and not Riot. They basically spent the last ~3 years moving the game to a new engine and the most they had to show was some concept art. I hoped that they were developing in secret to have some big reveal down the line, but it seems like the game really was going nowhere.
I'm reading it more like the longest "we blew our budget and had no game" post.
I think you might need to reread the rest of my comment, because I think we're on the same mentality.
I've read the article, and I read the last development update, which seemed to be leading in the direction that they had fully intended on making a project.
Their previous update is actually what made me have the mentality that I currently have, not the article you posted.
The previous update was a progress update saying that they were beginning internal testing and they released images of what looked to be a fairly progressed game. And they had seemed super hopeful for the future. That is not an update that screams this project's on the urge of being shut down.
I stand firm with what I said that this game would have had potential. And while they didn't make the greatest development decisions, I don't believe the choice to shutter the project was their choice. That's a lot of wasted effort for a team like that, and if they lasted this long the choice to close wasn't theirs.
It's just the bean counters didn't like how much it was costing for the game. So once again, what would have been a great addition to the gaming market was squandered due to greed.
This is also why the indie market is starting to take off as well as it is again. Because unlike big corporations and studios, if an indie game starts to show signs of maybe not making a bunch of money, they don't give a shit and they release the product anyway. Where if a large studio game starts to falter, the parent studio just shuts it down.
Hypixel Minecraft was terribly monitized and had illegal gambling on it.
Good they are down, we don't need more EAs or ubislops
I'll say it a million times: they tried to copy several games but ignored the development structure that made them successful: release a minimum version and work on it alongside the community.
A lot of people saw this coming since when they announced that they were completely restarting development of their engine.
They let perfect be the enemy of good enough and so not a single build ever saw public release.
So this is how I learn that the team that run that Minecraft server were apparently making a Minecraft knockoff with Riot. Okay then.
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