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f13.net General Forums => MMOG Discussion => Topic started by: Hutch on August 05, 2008, 05:21:02 AM



Title: Fury shutting down
Post by: Hutch on August 05, 2008, 05:21:02 AM
In 48 hours. (http://forums.auran.com/fury/forum/showthread.php?t=9341)


Title: Re: Fury shutting down
Post by: K9 on August 05, 2008, 05:22:53 AM
Oh well


Title: Re: Fury shutting down
Post by: Nonentity on August 05, 2008, 05:29:23 AM
This comes as a surprise!

:oh_i_see:


Title: Re: Fury shutting down
Post by: Etro on August 05, 2008, 05:32:22 AM
This comes as a surprise!

:oh_i_see:

fixed


Title: Re: Fury shutting down
Post by: kildorn on August 05, 2008, 05:36:39 AM
48 hours? While not surprising that Fury is dying, was there any warning to the playerbase before then? Honestly guys, at least give your two weeks notice when leaving your.. playerbase? Is there a singular of playerbase?


Title: Re: Fury shutting down
Post by: Nonentity on August 05, 2008, 05:37:32 AM
48 hours? While not surprising that Fury is dying, was there any warning to the playerbase before then? Honestly guys, at least give your two weeks notice when leaving your.. playerbase? Is there a singular of playerbase?

playercouchfort


Title: Re: Fury shutting down
Post by: K9 on August 05, 2008, 05:49:36 AM
How many people were actually playing this? I can't imagine it was a massive number.


Title: Re: Fury shutting down
Post by: eldaec on August 05, 2008, 05:52:23 AM
This thread would have been so much more apt if it had been left after reply #1.


Title: Re: Fury shutting down
Post by: slog on August 05, 2008, 06:35:20 AM
ZOMG ALL PVP GAMES ARE DOOMED TO FAIL


Title: Re: Fury shutting down
Post by: Signe on August 05, 2008, 06:53:52 AM
What is with you people and your fucking green?!?


Title: Re: Fury shutting down
Post by: Nonentity on August 05, 2008, 06:55:06 AM
What is with you people and your fucking green?!?

(http://www.thenonentity.com/signe.gif)


Title: Re: Fury shutting down
Post by: Draegan on August 05, 2008, 06:55:49 AM
I thought this happened a long time ago.  This game was still running?


Title: Re: Fury shutting down
Post by: Lantyssa on August 05, 2008, 07:09:35 AM
48 hours? While not surprising that Fury is dying, was there any warning to the playerbase before then? Honestly guys, at least give your two weeks notice when leaving your.. playerbase? Is there a singular of playerbase?
There was warning two or three months ago when the developing company folded.


Title: Re: Fury shutting down
Post by: KallDrexx on August 05, 2008, 07:27:19 AM
48 hours? While not surprising that Fury is dying, was there any warning to the playerbase before then? Honestly guys, at least give your two weeks notice when leaving your.. playerbase? Is there a singular of playerbase?

Lol like 2 months ago they said "no more patches or development until we get a marketing partner", which in itself was hillarious thinking they could get a marketing partner without a development team (since this was right after the last designer left).

Ah well, maybe i'll send Adam Carpenter another email laughing at him.


Title: Re: Fury shutting down
Post by: schild on August 05, 2008, 07:35:29 AM
Why Adam Carpenter? I mean, I know his position on the project, but why him? Or is he who you blame this on?


Title: Re: Fury shutting down
Post by: KallDrexx on August 05, 2008, 07:45:20 AM
Why Adam Carpenter? I mean, I know his position on the project, but why him? Or is he who you blame this on?

Cause I worked under him and saw how bad of a game designer he is, how much he disrespected the team (including the design team), and how much of an egotistical ass he became.

I laugh everytime I see that he still hasn't gotten a job (and yes he's been looking).


Title: Re: Fury shutting down
Post by: photek on August 05, 2008, 10:24:38 AM
Why Adam Carpenter? I mean, I know his position on the project, but why him? Or is he who you blame this on?
Cause I worked under him and saw how bad of a game designer he is, how much he disrespected the team (including the design team), and how much of an egotistical ass he became.

I laugh everytime I see that he still hasn't gotten a job (and yes he's been looking).

This isn't the first time I'm reading this. I heard this on (awe) FOH and on Gamasutra. However I'm not shocked at all this happened, the game has nothing to it and the PvP-part is boring and subpar, at best. Which the entire game is built around.


Title: Re: Fury shutting down
Post by: UnSub on August 05, 2008, 07:01:40 PM
Fury had a few interesting ideas to it. It's a pity they'll be forgotten as people either gather to laugh and point at the destruction or avert their eyes in case the failure somehow contaminates them.


Title: Re: Fury shutting down
Post by: Ratman_tf on August 05, 2008, 07:04:44 PM
Fury had a few interesting ideas to it. It's a pity they'll be forgotten as people either gather to laugh and point at the destruction or avert their eyes in case the failure somehow contaminates them.

(http://londonist.com/attachments/sizemore/toht.jpg)


Title: Re: Fury shutting down
Post by: Triforcer on August 05, 2008, 07:36:48 PM
Fury, we hardly knew ye.  The problem with PvP games nowadays is that only people who want to PvP play them.  To get back that old 1998-1999 UO feeling, someone needs to design a hardcore PvP mmo but disguise part of it as a hip browser game for teen girls.  Then, when people log in, their credit card payments are locked and they are thrown into a pvp gameworld where they are ganked over and over.  There's a fortune to be made...


Title: Re: Fury shutting down
Post by: UnSub on August 05, 2008, 07:37:51 PM
Teen girls would be brutal PvPers.


Title: Re: Fury shutting down
Post by: Samwise on August 05, 2008, 09:51:05 PM
Fury, we hardly knew ye.  The problem with PvP games nowadays is that only people who want to PvP play them.

If you think that was the main problem with Fury, I can only assume you never played it.


Title: Re: Fury shutting down
Post by: LC on August 05, 2008, 10:04:24 PM
Wasn't fury the 100% instanced pvp team battle thing? It was fun laggy for about 2 minutes until I realized that it wasnt a real mmo.


Title: Re: Fury shutting down
Post by: Samwise on August 06, 2008, 03:20:51 PM
That's the one.  I didn't even think of it as a MMO, though; to me it was a multiplayer FPS that showed a bit of promise but had gamebreakingly bad controls.

Basically, the first time I played it I said "wow, this'll be great once they figure out how to make the controls usable during actual play."  Then I played it again and said "....oh."


Title: Re: Fury shutting down
Post by: Tale on August 06, 2008, 04:50:01 PM
Why Adam Carpenter? I mean, I know his position on the project, but why him? Or is he who you blame this on?

Cause I worked under him and saw how bad of a game designer he is, how much he disrespected the team (including the design team), and how much of an egotistical ass he became.

I laugh everytime I see that he still hasn't gotten a job (and yes he's been looking).

That was quite a post for a staff member to make in the official game shutdown PR thread: 
http://forums.auran.com/fury/forum/showthread.php?p=82323#post82323


Title: Re: Fury shutting down
Post by: pxib on August 06, 2008, 05:26:41 PM
Bad controls, poor networking code, bent graphics, bizzare funneling of players, broken matching code, obtuse progression... what's not to like?


Title: Re: Fury shutting down
Post by: schild on August 06, 2008, 05:32:59 PM
(http://dl.getdropbox.com/u/39720/motivational%20posters/auran_bridge.jpg)


Title: Re: Fury shutting down
Post by: Goreschach on August 06, 2008, 06:08:35 PM
30 seconds reading that closing thread has just assured to my mind what I suspected after AoC, that any MMO that attempts to market itself in a way which could be called 'mature', 'hardcore', 'extreme' or somesuch is destined to have a remaining playerbase composed entirely of degenerates.


Title: Re: Fury shutting down
Post by: UnSub on August 06, 2008, 06:59:19 PM
I love that thread since it appears that if only Auran had listened to <group x>, Fury would have been successful.

Fury failed because it wasn't fun out of the box and wasn't worth paying any kind of sub fee for. Also, having an open alpha where players saw bug after bug after bug isn't good PR.

I really liked some of Fury's ideas - fast combat, no endurance bar, lots of power flexibility (even if the powers where often reskins under a different mana class), the automatic titles you got based on your power spec, etc. But the execution was horrible, especially for new players. Even the tutorial was overly confusing yet under-informing.


Title: Re: Fury shutting down
Post by: pxib on August 06, 2008, 07:32:28 PM
But the execution was horrible, especially for new players. Even the tutorial was overly confusing yet under-informing.
Yup. PvE is a great place to lrn2play... PvP? Not so much. That's one thing Guild Wars got right, much as folks complained. We'll see how things work out in WAR.

What I love about that thread is that it's the game company itself saying they're closing the ENTIRE GAME and it's just now hit six little pages.


Title: Re: Fury shutting down
Post by: KallDrexx on August 06, 2008, 09:04:43 PM
That was quite a post for a staff member to make in the official game shutdown PR thread: 
http://forums.auran.com/fury/forum/showthread.php?p=82323#post82323

First of all ex-staff, I got laid off from Auran last December, they just didn't have enough people to worry about taking away forum titles (and I sent several PMs to the CEO alerting him of this fact, to which no action was taken).  If I wanted to I really could have done a lot worse in the past few months but I decided against it.  So since the forums were coming down I decided to have a bit of fun.  Whatever.

Besides, burning bridges is fine, I really don't intend to go back into game development except as a hobby.  My time on Fury made me see that, at least in a design position, the games industry is a shitty place to work at for most companies and the likelihood of getting a position in one of the decent environments is abysmally small.  I have better things to do then work a whole lot of shitty and insecure jobs (and the bullshit and low pay that goes along with it) to hope one day I get to one of the "elite" companies.

The industry really doesn't matter when it comes to job enjoyment, it's the environment (people around you, tools, etc..) and the specific tasks you have that make a job enjoyable.  I enjoy my current non-game dev position much more then I enjoyed my time at Auran.


Here (http://forums.auran.com/fury/forum/showpost.php?p=80506&postcount=3) is a short post that pretty much explains the environment, and no Auran is not a unique snowflake in this issue.


Title: Re: Fury shutting down
Post by: schild on August 07, 2008, 05:14:04 AM
Ok. Now I'm interested. You obviously had some magical idea to make Fury work and be fun. Let's hear it.


Title: Re: Fury shutting down
Post by: KallDrexx on August 07, 2008, 09:29:52 AM
Ok. Now I'm interested. You obviously had some magical idea to make Fury work and be fun. Let's hear it.

Here are some of the things I fought for as a designer for the game:

  • Clean up/redo the UI. The game's UI was crap and tried to be artisitic and failed at asthetics as well as functionality.  It had a ton of useless crap (such as the retarded black bar on the bottom, "breadcrust" around the compass, etc..) that when bugged and missing made the game look better (everyone but the leads agreed) but they refused to redo any of the UI.  The lead content designer, lead systems, and Adam all argued with us about the brilliance and great asthetics of the UI and there was no need to change anything.  Guess what the players said about the UI....   
  • Get rid of hit or miss rates.  There is nothing more fustrating then realizing you just wasted your last few attacks because of random chance (especially with the charge system and your consumption ability missing).  If a random variable was wanted (which is another debate) it should have been hit/crit chance instead because then the player at least always feels he was doing stuff.  This was shrugged off as not really important. 
  • Get rid of repair costs, and if you must have repair costs for god's sake do not have 2 different kinds.  Keep in mind, repairing equipment was specced and implemented years before they even started thinking about a business model.  Everytime someone on the team would go up to Adam and ask about reducing the repair types to 1 instead of two, Adam would literally look down and pretend to think about it, then 30 seconds later look up and say "no if we have only one repair cost newbies will get hit hard with a very high repair cost the first time they try to repair."  Whenever someone would ask about taking repair costs totally out of the game (since it was a pointless money sink and added absolutely nothing to the game) he would say no because they needed to take items out of the economy (even though he kept advertising the game as a non-item centric game....)
  • Simplify the character stats.  We had some unneccesary stats "like offense and defense" that were just totally based on arbitrary numbers.  it was like, if you had offense of 1200 you would take that number, combine it by the enemy's defensive number in some complicated calculation and you get some probability of your chance to hit that player.  So even I, someone who worked on the game, woudl get an item with +200 offense and have absolutely no way to grasp if it was worth sacrificing another stat for because it was so arbitrary.  When I brought this up the leads told me that they were making tooltips to explain it, which did fuck all to explain the number since your number only means something when taking the enemy's (unknown) number into account.
  • Get rid of the sanctuaries and put a pure GUI lobby in the game.  Besides the massive art time we could have saved it allows players to get into battles faster, find/talk to people in between games easier, and deal with any vendors/trainers they wanted to without having to spend 20 minutes running around trying to find all the vendors they need.  Not to mention it cuts down on loading times.  When this idea was presented (by me and a bunch of other people on the team) it got rejected due to Adam wanting it to feel more like a virtual world, when in the end all it did was frustrate players and make them waste time not playing the game.  I find it even more funny figuring that Exteel went the GUI lobby route and has lasted a lot longer world wide. 
  • Add more feedback systems to the game so that new players can more easily figure out what is going on.  Our feedback systems in Fury were abysmal which caused new players to come into the game, die without realizing wtf was giong on and quit.  When I brought this up and tried to facilitate discussion about what we could do to improve it I got told that it's fine.  Not surprising, their new player retention was abysmal.


There are a ton of other things, but this is already a wall of text.  I don't claim I had the magical cure for Fury, but I also joined the team 2-3 months after alpha started so I kept all my feedback to items that could be realistically improved upon in the alpha->release timeframe.  The funny thing is, if any of you kep track of fury right near release there was a whole lot of huge changes that happened 2 weeks before release.  Those changes were things me, other designers, the CM, and players suggested over and over and got rejected, only to have them implemented because 2 weeks from release they literally went "oh shit, we aren't going to have any players."


Title: Re: Fury shutting down
Post by: Trippy on August 07, 2008, 09:39:07 AM
Good stuff.


Title: Re: Fury shutting down
Post by: kildorn on August 07, 2008, 09:53:27 AM
I thought it was an amusing game design, but not MMOish in the least, and not more amusing than an hour a week.

My main point of interface What The Hell were the advanced trainers. So I sit in this sanctuary.. then I have to go into another one in order to train more shit, which involves more zoning, which slows down the gam... goddamnit, whoever thought this was cool didn't do it on a daily freaking basis.


Title: Re: Fury shutting down
Post by: HaemishM on August 07, 2008, 11:00:48 AM
Here are some of the things I fought for as a designer for the game:

  • Get rid of the sanctuaries and put a pure GUI lobby in the game.  Besides the massive art time we could have saved it allows players to get into battles faster, find/talk to people in between games easier, and deal with any vendors/trainers they wanted to without having to spend 20 minutes running around trying to find all the vendors they need.  Not to mention it cuts down on loading times.  When this idea was presented (by me and a bunch of other people on the team) it got rejected due to Adam wanting it to feel more like a virtual world, when in the end all it did was frustrate players and make them waste time not playing the game.  I find it even more funny figuring that Exteel went the GUI lobby route and has lasted a lot longer world wide. 

This. Goddamn was that sanctuary shit annoying, because it gave you the false impression there was supposed to something to do there besides run from one trainer/vendor to another, but there wasn't. It was slow and just unbelievably frustrating. Lag is something you can only control a little, but stupid design decisions like this really should have been rethought.

Another fuckup that many MMOG designers make is they don't understand what depth means. EQ2 for all its positives, had this problem with its crafting system. Just because you have a shitton of things to make does not mean you have a shitton of things you WANT to make. Having a shitton of little ticky components to gather as well is not depth, it's clutter. Fury had the same problem with its skill tree and abilities. Too much shit that meant nothing to someone who wasn't already obsessively familiar with the underlying game engine.


Title: Re: Fury shutting down
Post by: randysavage on August 07, 2008, 04:47:33 PM
If I have to look back on the failings and things to learn from Fury the #1 issue was the people and culture.

Auran was split into 2 factions.

The gamers and the posers, the MMO gamers were a handful of people. The PVP segment of these gamers were even a smaller percentage, which is truly sad when trying to develop a hardcore pvp game.

Over 75% of the overtime leading up to release was done by the people that cared ... the gamers, the posers went home at 5pm. We didn't get paid for overtime but who cares when you are passionate about something you will put in the time to make sure its done right. Sadly 75% of the staff had their heads in the sand and were not mentally prepared for an MMO launch.

Most of the staff also had never shipped a AAA game before including the lead designer. I say AAA because there were a LOT of B decisions going on daily.

The most moronic memory I have was 2 weeks before release all the leads got together with our mighty CEO to talk about issues in the game and features not implemented.

Tony briefly looked at the list and then said "WE HAVE NO BUGS" followed by ripping up the list. RIP indeed ... this set the tone for the rest of the team.

The sheer level of apathy from senior members (lets call them posers because thats what they truly were) at all stages of development was truly mind blowing.

Enjoy the read ;-)



Title: Re: Fury shutting down
Post by: Goreschach on August 07, 2008, 05:08:34 PM
Maybe if you pulled your head out of your ass you'd realize that expecting people to work unpaid overtime and 80+ hour workweeks isn't considered a recipe for success in any field populated by what would typically be considered legitimate businesses*. Although this, I'm sure, is unrelated to the fact that you had morale problems.


*Not considering the few game companies that the industry typically regards as functioning outside this mentality. You know, the ones that somehow always seem to manage to ship AAA titles. Note that this is entirely coincidental.


Title: Re: Fury shutting down
Post by: Triforcer on August 07, 2008, 05:10:11 PM
CRIPPLE FIGHT!!!!!!!


Title: Re: Fury shutting down
Post by: Margalis on August 07, 2008, 05:15:55 PM
It's always odd when people ignore the opinions of most of their co-workers, as if the what the co-workers think won't end up being basically the same as what the general public thinks.

Also blaming the failure of the game on people not working overtime is amateur-hour. If people aren't paid for overtime and their feedback is constantly ignored why the hell would they work overtime? Out of the kindness of their hearts?

"Passion" is such a red-herring. Some people have wives and girlfriends and kids and hobbies and other shit they are also passionate about. Not everybody is a socially stunted man-child with nothing better to do than work all the time.

If the only way your game can be good is if everyone works overtime then you've planned to fail. Don't blame employees for scheduling problems. And quite frankly it seems highly unlikely that more man hours would have made Fury significantly better.


Title: Re: Fury shutting down
Post by: slog on August 07, 2008, 05:30:58 PM
It's always odd when people ignore the opinions of most of their co-workers, as if the what the co-workers think won't end up being basically the same as what the general public thinks.

Also blaming the failure of the game on people not working overtime is amateur-hour. If people aren't paid for overtime and their feedback is constantly ignored why the hell would they work overtime? Out of the kindness of their hearts?

"Passion" is such a red-herring. Some people have wives and girlfriends and kids and hobbies and other shit they are also passionate about. Not everybody is a socially stunted man-child with nothing better to do than work all the time.

If the only way your game can be good is if everyone works overtime then you've planned to fail. Don't blame employees for scheduling problems. And quite frankly it seems highly unlikely that more man hours would have made Fury significantly better.

Talk about totally missing the point.


Title: Re: Fury shutting down
Post by: Margalis on August 07, 2008, 06:04:48 PM
I think it is you who has missed the point.

See what I did there?


Title: Re: Fury shutting down
Post by: Ratman_tf on August 07, 2008, 06:17:45 PM
I've worked tons of OT doing software testing. Shit happens and sometimes you gotta stay late.

Unpaid OT? Um, no. If I wanted to work and not get paid, I'd go work for Wal-Mart.  :uhrr:


Title: Re: Fury shutting down
Post by: Margalis on August 07, 2008, 06:35:43 PM
I've worked a ton of unpaid overtime and I'm planning on doing some more. But then again I have no wife, no kids, not many outside responsibilities. I have "the passion" but I don't begrudge people who don't, nor do I make schedules that only work if a guy can't fuck his girlfriend once in two months.

Counting on people working for free is kind of a dumb strategy.


Title: Re: Fury shutting down
Post by: slog on August 07, 2008, 06:36:34 PM
I think it is you who has missed the point.

See what I did there?

no


Title: Re: Fury shutting down
Post by: Tale on August 07, 2008, 06:56:20 PM
In stories about the games industry's health in Australia, Auran and Micro Forte always seem to get mentioned as shining examples.

Micro Forte has produced nothing for 10 years, but appears to have an infinite supply of venture capital, government grants and industry awards. They kept saying they were working on Citizen Zero, which eventually became Bigworld MMO middleware, which has so far only been used in ... Dark & Light. Their website treats Citizen Zero as if it was a released game (http://www.microforte.com/capabilities/games_citizen_zero.php) (it was cancelled) and hypes Bigworld as if it's some kind of MMO industry standard, but even the upcoming games list seems to have shrunk.

And now we have Auran's Fury catastrophe.


Title: Re: Fury shutting down
Post by: UnSub on August 07, 2008, 08:06:02 PM
I remember when Micro Forte planned to release BigWorld titles on the Xbox.

Australia has no strong local development studios and very few international studios (Pandemic, Irrational / 2K Australia). Which means people can't get expertise in developing games in a professional capacity. Which leaves Australia with a supposedly talented amateur scene (not that I see much evidence of it, but I don't go looking much either).

To that extent, the collapse of Auran is a big loss.


Title: Re: Fury shutting down
Post by: Falconeer on August 08, 2008, 04:58:31 AM
It says the site is closing down and I hate for things to be lost forever. Hence, I am saving here the goodbye message:

Quote
Fury Closing Down
We have reached our time limit to find a solution that would help us keep the Fury servers open. Sadly, no solution has been found and so we have no alternative than to shut the servers down in 48 hours.

To all those players who have enjoyed Fury and played countless battles, I am sorry that we could not find a viable business model that would allow you to continue playing. To all those naysayers and doomsdayers, we know that deep down you wanted Fury to succeed. Have fun with your parting wishes

To the Auran team, who put their heart and soul into making Fury, thanks for your efforts. As I said many times before, we need to be much better than the competition to have a chance of succeeding. We gave it everything we had and history now judges that it still wasn’t good enough.

Whilst this marks the end of the Fury chapter, who knows what the future may bring. There were many gems hidden within Fury and many lessons learned. Hopefully one day the full potential can be realized in some other form.

So for now, so long and thanks for all the fish.

P.S. We informed all stores more than a month ago to remove stock from their shelves. If you have purchased a copy of Fury in the past month, we suggest you return it to the store.
P.P.S. This website will also close down in 48 hours.
__________________
Bossman


Title: Re: Fury shutting down
Post by: Sunbury on August 08, 2008, 05:49:43 AM
I think the fundamental problem is that Auran did not go with their strength - trains.

They should have made a MMOG of train empire building with PvP.






</green>


Title: Re: Fury shutting down
Post by: kildorn on August 08, 2008, 06:34:52 AM
I remember when Micro Forte planned to release BigWorld titles on the Xbox.

Australia has no strong local development studios and very few international studios (Pandemic, Irrational / 2K Australia). Which means people can't get expertise in developing games in a professional capacity. Which leaves Australia with a supposedly talented amateur scene (not that I see much evidence of it, but I don't go looking much either).

To that extent, the collapse of Auran is a big loss.

The talented ones I've known have all skipped town to the US via the Pandemic/Irrational channel. It seems to be the advancement path for that area, sadly.

As for unpaid OT. Sure, I'll do it on occasion. But if the business plan isn't possible without me staying late for no money for months? Hey, I'm might even do that out of pride in my work. But I also have a resume out looking for a non shitty employer.

Distressingly, I've seen that "Crunch Time" in the games industry can be summed up by "we overpromised and ohshit", and has become industry accepted planning. So essentially everyone plans that the last 3-6 months of the project will be cramfests of marital problems. Doesn't that kind of imply you should just add another 3 months to the development timeline, or cram a little less a lot earlier? Or budget some fucking overtime?


Title: Re: Fury shutting down
Post by: Tale on August 08, 2008, 04:09:40 PM
I think the fundamental problem is that Auran did not go with their strength - trains.

They should have made a MMOG of train empire building with PvP.

</green>

You must get your train cargo through and guard it against attack. Others are trying to stage great train robberies and Jesse James stick-ups. Or a Thomas the Tank Engine MMO. Grind to 50? I think I can, I think I can.


Title: Re: Fury shutting down
Post by: KindlyOne on August 16, 2008, 08:48:54 PM
If I have to look back on the failings and things to learn from Fury the #1 issue was the people and culture.

Auran was split into 2 factions.

The gamers and the posers, the MMO gamers were a handful of people. The PVP segment of these gamers were even a smaller percentage, which is truly sad when trying to develop a hardcore pvp game.

Over 75% of the overtime leading up to release was done by the people that cared ... the gamers, the posers went home at 5pm. We didn't get paid for overtime but who cares when you are passionate about something you will put in the time to make sure its done right. Sadly 75% of the staff had their heads in the sand and were not mentally prepared for an MMO launch.

Of the people that worked on Fury, not a single one of them came across to me as someone who was not passionate about games. Not a single one. Some played games during lunch; some played in the office after work; some played in the evenings at home. They played games and they played regularly.

They just didn't play Fury.

Why was that? Was it because they weren't passionate about their work? Or maybe they weren't passionate about Fury?

Oh, they were passionate alright. Everyone who worked on Fury cared deeply about Fury until they were alienated from the development process or shut out completely.

Want to know what it was like for many of the art team? Imagine a work environment where you were told to do exactly as told, by someone who did not understand your skills or craft, just because that someone did not believe that your input into gameplay or fun would be relevant. Your feedback and ideas for the game would be automatically discounted because you did not fit into some arbitrarily elite status within the minds of a couple of people.

As you can imagine, people lost hope. Some resigned; others stuck it out. Of those that soldiered on, some wished to see the game finished; others stayed because of pride in their work.

I've heard the song and dance about how you need to be passionate to make great games. But the version I've never heard is the one where I'm told that passion, just like respect, needs to be earned.

I see people have tried to lay the blame for Fury's failure on these people, accusing them of coming to work on a game and treating it like a nine-to-five job. But I also see this: They came to work on a game, but got a nine-to-five job instead.


Title: Re: Fury shutting down
Post by: K9 on August 17, 2008, 02:10:21 PM
:popcorn:


Title: Re: Fury shutting down
Post by: Threash on August 17, 2008, 07:50:59 PM


I see people have tried to lay the blame for Fury's failure on these people, accusing them of coming to work on a game and treating it like a nine-to-five job. But I also see this: They came to work on a game, but got a nine-to-five job instead.

The gaming industry would be in much better shape if people treated it and acted like it was just a regular 9-5 job, cause it FUCKING IS. 


Title: Re: Fury shutting down
Post by: Chenghiz on August 18, 2008, 06:20:19 AM
I see people have tried to lay the blame for Fury's failure on these people, accusing them of coming to work on a game and treating it like a nine-to-five job. But I also see this: They came to work on a game, but got a nine-to-five job instead.
The gaming industry would be in much better shape if people treated it and acted like it was just a regular 9-5 job, cause it FUCKING IS. 
At the same time it sounds like the problem was primarily lousy management, not people failing to take it seriously. And really if I were to treat a job in game development like I treat my current 9-5 job, it would be nothing more than an 8-hour day of chores. I seriously doubt a good game could come from an office full of that.


Title: Re: Fury shutting down
Post by: Lantyssa on August 18, 2008, 08:47:20 AM
It's unlikely a good game will come from an office where everyone is expected to work sixteen hours a day and they're looked down upon when they only give it eight.  This is especially true when time is budgeted expecting sixteen hours and requires two months of twenty hour crunches to finish on some arbitrary, and badly predicted date.

People perform better when they have rest and outside interests to keep their energy and moral up.


Title: Re: Fury shutting down
Post by: kildorn on August 18, 2008, 09:04:05 AM
Pretty much. OMG CRUNCH is for things that are unexpected and important. The games industry is at the point where their base planning is for more than a 40 hour workweek (or even 45) on a near constant basis just to hit their targets. Which is just horrible planning. I had a boss that used to plan all his timelines around 60 hour work weeks for everyone involved. We got rid of him after the second horribly late project and terrible employee retention rate.

9-5 is more about worker protection than "oh god I have chores". I don't care what the hour window is or how many breaks you take in between the hours, I just care that you're not half asleep when creating the animations that will drive female characters to deal lower damage  :uhrr:


Title: Re: Fury shutting down
Post by: WindupAtheist on August 18, 2008, 09:10:37 AM
Yea, what a crock of shit.  The designers, the top couple guys, should have "passion" of some kind.  All the artwork and coding people just need to be skilled at their fucking jobs.


Title: Re: Fury shutting down
Post by: cevik on August 18, 2008, 02:51:26 PM
The two opportunities that I've had to join the "game industry" has left me with the feeling that a good portion of the industry thinks so highly of itself that a lot of studios feel that they can pay less and expect you to work 100 hour workweeks because it's the "game" industry so you should be happy that the cool kids even let you in the door.  I suspect that's why you see a lot of the garbage you see today.

Of course of those two opportunities I've had, one studio has shut down and the other was purchased and it's parent company looks to be on it's last legs, so perhaps I only got to deal with the bottom of the barrel.


Title: Re: Fury shutting down
Post by: MahrinSkel on August 18, 2008, 03:58:45 PM
No, what you saw was pretty typical.  It's typical because it used to work, back when you could develop a game in a matter of months with a team you could count on your fingers.  As we've ramped up to timescales of multiple years and teams of dozens to hundreds, it stopped working.  A lot of senior people earned their chops in that environment, and don't understand what's so different now (since their contribution has not been diluted and they're insulated from a lot of the worst of the working conditions).

--Dave


Title: Re: Fury shutting down
Post by: Merusk on August 18, 2008, 04:07:02 PM
Management in a world all their own, separated completely from the reality of the day to day activities that happen beyond that world?

Sounds like every corporate environment everywhere, honestly.


Title: Re: Fury shutting down
Post by: cevik on August 18, 2008, 06:45:06 PM
Management in a world all their own, separated completely from the reality of the day to day activities that happen beyond that world?

Sounds like every corporate environment everywhere, honestly.

No, I'd say the gaming industry is a world of it's own from what I saw.  It's the corporate world only magnified through the lens of a group of people that think:  1) what they are doing has some strange sort of importance (probably because there are message boards of super fans dedicated to kissing their asses/flaming them on a daily basis, internet popularity must mean importance, right?) and 2)  that all the cool kids want to work for them thus they are must be willing to sacrifice if they want the job.

I ended up taking a job at Intel, the height of corporate America where management was in a world of their own divorced from the realities of day to day activities, but they paid much better and gave me way more stock and no one ever tried to pretend they were a primadonna who was FAMOUS on the internet and I should be thankful to be in their very presence.  :)


Title: Re: Fury shutting down
Post by: MahrinSkel on August 18, 2008, 06:53:19 PM
Shorter: Show business for geeks.

--Dave


Title: Re: Fury shutting down
Post by: Margalis on August 18, 2008, 07:38:40 PM
Teaching is another profession where people say "you have to have passion." It's just a cop-out. As a teacher I'd make 1/3 what I make now. I have passion but not that much passion, sorry.

That's always the line when an industry is not competitive in terms of salary or hours. They turn it around as a deficiency in the workforce rather than a deficiency in the business.


Title: Re: Fury shutting down
Post by: Lantyssa on August 18, 2008, 07:51:31 PM
Yeah, that's true.  Academia does pay less, but at least the stress is actually lower compared to the corperate world.  Get paid even less, be appreciated less, work more though?  No thanks.


Title: Re: Fury shutting down
Post by: Margalis on August 18, 2008, 08:23:58 PM
Then again I'm leaving my job for another job that pays less and requires more work.

I guess the power of Christ compels me.


Title: Re: Fury shutting down
Post by: HaemishM on August 19, 2008, 09:26:38 AM
Shorter: Show business for geeks.

--Dave

Exactly. The rock star mentality of the game industry continues to disgust me. Too many people thinking their shit doesn't stink who are God's gift to coders, not nearly enough people who understand how to plan for shit or deal with people like human beings. Not that the web business or IT is much different in that regard. Too many people in charge of technology production think that because the geeks are smart and can work on computers, they can work LIKE computers for hours on end. Fuck that noise. A 60-hour work week is no more productive than a 40-hour work week, it just lasts longer and takes more out of the people working it. If you HAVE to have overtime on a consistent basis, you are fucking doing it wrong. I've worked at my current job doing web sites for over 9 years and can probably count on fingers and toes the number of times I've had to work overtime. Most of those times were because of poor planning on someone's part, i.e. waiting until the last minute to do shit.

Game companies that think working less than 60-hour work weeks is because of lack of passion are fucking clueless shitheels who need to be goatfucked.


Title: Re: Fury shutting down
Post by: UnSub on October 07, 2008, 02:22:31 AM
Not quite a necro.

From an article about the Australian games industry (http://au.gamespot.com/features/6198447/p-3.html):

Quote
Without this support, it can still be a rough environment for games development companies in Australia. One developer that found this out the hard way was Auran, whose studio closure last year sent shockwaves throughout the industry. Counted as one of Australia's biggest development studios at the time, Brisbane-based Auran was just two months into the release of its original IP--massively multiplayer online game Fury--when it announced that it would be going into voluntary administration and laying off all employees. Eight months later, Fury's servers were shut down. Auran CEO Tony Hilliam says the message to learn from Auran's example is loud and clear.

"The biggest lesson I learnt from this is don't bite off more than you can chew, and don't start something you can't finish," Hilliam said. "For the industry as a whole, the lesson is that unless you have the budget, the skills, the marketing dollars and a gap in the market to aim at, then don't try and take on the big boys. Find your niche or stick to work for hire."

This is good advice from a man who knows what can happen when a studio gets too eager about creating original IP. At the time of its release, Fury was one of the most ambitious games to come out of an Australian games studio, and was the first game to feature the coveted 'Australian Made' logo on the box. The game, which received lukewarm review scores globally, reportedly cost close to A$15 million to make. Undoubtedly, there was a lot riding on it for Auran.

"We tried to create a product that would be 'best in class' in an area that no one else had succeeded--the perfect player-versus-player game," Hilliam said. "There was definitely a combination of factors why Fury failed: budget, business model, design flaws, competitive market, and pressures to release before we were ready, and even the psyche of the player base we were targeting. That's quite a list."

Although Auran Developments no longer exists, Hilliam continues to work at Auran Games, developing the long-running Trainz franchise which is still operational. He says the first few months were the toughest to deal with.

"I actually spent the first few months trying hard not to have a total mental breakdown. It was a very hard blow to see years of effort turn to dust, but over time I realised that we had done all we could to make it work."

Fury is a sad example of an original Aussie IP failing.

Hilliam agrees that Auran could have done with more government financial support when making Fury, something that could help local development studios from suffering the same fate as Auran. "Money was a big problem. Ultimately we released the game before it was polished enough to stand up in today's competitive environment. A government HECS scheme [similar to that of university students] would be a good initiative for the industry, where we could pay the income tax back out of our revenues."

The Federal Government only stepped in to support Auran when it was too late, paying the outstanding staff entitlements when Auran Developments shut down. If the same money had been present some six months prior, the studio might have managed to pull through.

"The industry needs money, there's no doubt about that. Whether it comes from government directly or indirectly by encouraging investment, it is definitely needed for the industry to survive."


Title: Re: Fury shutting down
Post by: Triforcer on October 09, 2008, 04:47:54 AM
Shorter: Show business for geeks.

--Dave

Exactly. The rock star mentality of the game industry continues to disgust me. Too many people thinking their shit doesn't stink who are God's gift to coders, not nearly enough people who understand how to plan for shit or deal with people like human beings. Not that the web business or IT is much different in that regard. Too many people in charge of technology production think that because the geeks are smart and can work on computers, they can work LIKE computers for hours on end. Fuck that noise. A 60-hour work week is no more productive than a 40-hour work week, it just lasts longer and takes more out of the people working it. If you HAVE to have overtime on a consistent basis, you are fucking doing it wrong. I've worked at my current job doing web sites for over 9 years and can probably count on fingers and toes the number of times I've had to work overtime. Most of those times were because of poor planning on someone's part, i.e. waiting until the last minute to do shit.

Game companies that think working less than 60-hour work weeks is because of lack of passion are fucking clueless shitheels who need to be goatfucked.

This.  People work NYC law firm hours and have NYC law firm stress, and get paid virtually nothing?  At least my friends that are in that particular corner of no-life legal hell aren't told they are supposed to LIKE it because its the "legal industry."  If I want to suffer a nervous breakdown by the time I'm 35, I want to take away more than Internet notoriety and death threats from 15 year olds. 


Title: Re: Fury shutting down
Post by: Stormwaltz on October 09, 2008, 08:32:13 AM
A 60-hour work week is no more productive than a 40-hour work week, it just lasts longer and takes more out of the people working it. If you HAVE to have overtime on a consistent basis, you are fucking doing it wrong.

BioWare manages crunch based on big expensive studies that proved more than two weeks of 60-hour crunch actually leaves your team less productive than a 40-hour week. We alternate one week of crunch and one week off.


Title: Re: Fury shutting down
Post by: Lantyssa on October 09, 2008, 08:49:33 AM
BioWare manages crunch based on big expensive studies that proved more than two weeks of 60-hour crunch actually leaves your team less productive than a 40-hour week. We alternate one week of crunch and one week off.
Those studies need to be stapled to the foreheads of every CEO and CFO in the industry.  Maybe a few others, too.


Title: Re: Fury shutting down
Post by: Jayce on October 09, 2008, 07:12:54 PM
Or a Thomas the Tank Engine MMO. Grind to 50? I think I can, I think I can.

I think you're confusing Thomas for the little engine that could.  No relation.