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NCsoft chiude WildStar e Carbine Studios

NCsoft chiude WildStar e Carbine Studios

Alla fine la temuta notizia è arrivata. NCSoft ha deciso di chiudere Carbine Studios, la software house responsabile di WildStar. Di conseguenza, anche l’MMO in questione verrà chiuso.

Cinquanta persone verranno licenziate nel processo. Ecco il comunicato che NCSoft ha rilasciato a Kotaku:

Oggi, chiudiamo Carbine Studios e inizieremo il processo per spegnere WildStar. I giocatori che hanno speso denaro nel gioco dal 1° luglio verranno rimborsati finchè il sistema non viene spento. Siamo anche identificando i team che si occuperanno di spegnere i server di WildStar. Queste decisioni sono molto difficili da prendere e siamo cercando di spostare più persone possibile in altri ruoli dell’organizzazione.

WildStar non ha avuto una storia facile: in sviluppo dal 2011 da molti ex-veterani Blizzard, il gioco uscì a giugno 2014 ma riscosse poco successo, principalmente a causa di diversi problemi di ottimizzazione e un’endgame molto hardcore. Nel 2015 il titolo è diventato free-to-play ed è approdato su Steam, ma da allora poco è cambiato: l’ultimo aggiornamento è giunto un anno fa con l’update Homecoming, e la notizia della chiusura non è certo una sorpresa.

Nonostante il fallimento commerciale WildStar rimane comunque un MMORPG molto interessante, al punto che quest’estate lo abbiamo incluso nella nostra lista dei migliori free-to-play per combattere la noia. NCSoft non ha fornito una data esatta per la chiusura del gioco, ma se volete provarlo questa potrebbe essere l’ultima occasione.

 

 

Fonte 1, Fonte 2

 

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Pippus

Come scrivono gli stessi sviluppatori, LICENZIATI per aver fatto più di quello che dovevano, il gioco era morto ben prima di essere rilasciato.

Riassumendo, I responsabili dello sviluppo a capo del progetto (carabine) erano li senza nessuna qualifica o apparente competenza a dettare ordini ai diversi team di sviluppo senza però mettersi d’accordo fra di loro.
Sono stati messi da parte interi raid e dungeon, contenuti e avventure completamente sviluppati solo perché a uno dei Boss non sembrava fossero molto collegabili con il Lore di Nexus.
Il doppio salto, caratteristica peculiare dell’action combat di wildstar è stata sviluppata nel tempo libero da gente che ha subito richiami e licenziamenti per averlo fatto, l’hoverboard idem.
La stessa direttrice artistica si è licenziata dopo aver dato al gioco la sua impronta ed il suo design per incongruenze con l’amministrazione.
E se vi ricordate, il primo periodo dopo il lancio è stato un susseguirsi continuo di gente che veniva licenziata o si licenziava facendo notizia pure qui.
Metto sotto le fonti ma ce ne son a bizzeffe
Scrivono pure che delle persone sviluppavano roba completamente rotta/buggata solo per poter scrivere che era completa e andarsene, poi a gioco rilasciato stava insieme con lo scotch, come le warplots.
E sottolineiamo che infatti dopo qualche mese è arrivata una patch che intitolava “3000 pagine di bug risolti” ma ancora se ne contavano a perdita d’occhio ingame….

Un vero peccato per uno dei giochi più belli e con più potenziale su cui sia mai stato

[MEDIA=youtube]id=ru0dXDz9qoY;t=1182[/MEDIA]

Ex Dev on wildstar here. Watched the video and although it was quiet informative, I just wanted to chime in on some of the key factors on why this game was a huge flop. I worked on the game for 5+ years and let me tell you.. This games was destined to fail wayyy before there was any issues with servers or not enough updates. Development on this project was a nightmare. The real Development time frame was closer to 10/11 years. Coming onto the project at the 5 year mark I soon realized that the leads and big boys had no fucking clue what a good game was and they could not commit to any idea. Too many cooks in the kitchen that can’t cook anything other than Mayo and Beef Jerky sandwiches… Look for the double meaning in that. It’s there. One of the most prevalent issues with the game that I noticed was bad direction from top down. People like Tim Cain specifically made way more problems than they were worth. Honestly the guy was a total dick. Awful to work with and almost nothing he “did” ended up in the game. His lack of leardership I would say was one of the reasons why the first 4-5 years of the game were almost completely thrown out. Literally… Then you have an art director who couldn’t keep his nose out of anything. His selfishness drove off many of the best artists in the company including cory loftis. Literally… Cory Loftis LEFT the game which is based off of his style almost entirely because of this guy. This same art director was also responsible for hijacking the story and overall vision of the game as well. Wondering why there wasn’t more raids and dungeons? Because the ART DIRECTOR thought several ALREADY MADE LEVELS didn’t fit the story anymore… So they threw them away… He also made calls on gameplay… Which… is a hole other nightmare. The gameplay was once good… I would say around the 7 year mark. 1v1 combat was very fun at this point and each class felt very unique and fun. Unfortunately most of that was thrown away and replaced with alot of new stuff that was just NOT tested enough. I repeat… most of what launched in Wild star combat wise was BARELY tested. Stuff like Warplots was broken to shit from start to finish. The designers leading WarPlots were absolute lazy trash and would knowingly put in broken systems and call them done just to appease their bosses. The only reason that warplots was even REMOTELY playable on launch was because of some amazing talent on the 3D prop team. I am not joking.. Artists LEANRNED HOW TO SCRIPT TO FIX THIS CRAP. Pvp in general was absolutely broken. I didn’t even work on paper let alone work in a multi million dollar game. The idea of telegraphs is pretty straight forward and seems to just work for most cases in combat…. except in any fight larger that has more than two characters per team… Attack telegraphs drawing on the ground is very clear when you have a small amount of people fighting but in medium to large pvp fights ( pretty much every fight that matters) the entire ground becomes a multi colored disco dance floor. Casual to moderate gamers were like deer in headlights during the VERY FEW playtests that were had for larger pvp battles. SO MUCH FEEDBACK was given by the teams that participated in these tests and almost nothing was fixed about it. The leadership was god awful. Proof of this was that most of the BEST things in the games that players loved the most such as Double Jump and Hoverboards were things that were never planned for or schedules by leads. Those were passion projects. Double Jump was made by an ARTIST. That artist got in trouble for making double jump and eventually fired for other reasons. Never got credit either. Hoverboards were snuck in by an animator… He got written up for secretly working on hoverboards in his freetime with other coworkers. The place was a prison of ideas and everyone was getting shanked for even THINKING that they WANTED to think of something to improve the game. Oh did I mention mandatory Crunch? We would crunch for months at a time. Mandatory. I remember working from 10am to 3 am everynight 6 days a week for about 3 months straight. And I got a talking to once because I was 10 minutes late to work. ONCE. Because Jeremy Gafney saw me coming in late. Everyone working on this game was absolutely DONE with the BS and it shows. The love died way before this game launched. No one in the studio really wanted to play the game. And then we shifted to try to cater to the hardcore audience?! ( this was the version on launch. The hardcore not for pansies mmo) During a time where pretty much almost every successful game was being carried hard by more casual players. I can go on but… I think you get the picture. These devs thought they were clever enough to ignore pretty much every other successful business model and all other mmorpgs to make this.. There you have it…

E ancora…

Artist who implemented double jump here chiming in. everything in here is true, the game’s faults weren’t in the decisions after launch or the pricing model. the company was a fucking nightmare to work for. all due to the higher ups being so poor at their jobs. i got in trouble multiple times for implementing features in my free time or even giving opinions that didn’t agree with the people in charge. wast constantly told to just sit at my desk and make props and nothing else. even though i implemented one of the features players loved the most. People who knew me there knew i could implement fun features and had an eye for game feel but i got in trouble for everything i made even if it was fun and added to the game. the art director was awful, him and i had a disagreement in email and the guy called me into his office privately and cursed me out and told me to go home. then he had my lead fire me “for being unprofessional” the following week. coward didn’t even have the balls to face me himself probably because he knew he was wrong. of course i’ve heard many other stories as to why i got fired afterwards but almost none of them mention how he called me into his office just to berate me. that should give you an idea as to how this company was run. that’s the kind of people who were calling the shots. just the shadiest people were in charge. the game didn’t fail because of server issues or business models. it failed because the company was awful and the people in charge were always on a power trip and couldn’t stand to have their egos get hurt. I have no problems being 100% open and honest about how shitty this company and the people in charge of it were. i’m sorry to the fans of the game that had huge expectations and were let down. you absolutely deserved more and some of us tried our best to deliver that to you. people like gaffney, cain, and mocarski were nothing but con men making false promises to ncsoft in exchange for their paychecks they didn’t deserve. they had the power, the money, and the time to make a truly wonderful mmo and instead they were more concerned about themselves and not the project. us passionate devs tried our best to make changes in the game and literally put our jobs on the line to do so. double jump and action oriented combat were both things that artists had to risk their jobs to try and get implemented and even then we never got to see everything implemented the way we wanted to. we had so many big ideas and constantly were benched or fired. some of us really do care about making amazing games in this industry and we will risk our jobs to do so but there are some in this industry that are just con men looking to pad their resume with fancy titles and making promises they can’t fulfill. that’s how bad games are made.

MFM

Sarà stato interessante per qualcuno, ma io l’ho trovato un gioco estremamente mediocre, per cui non mi mancherà.
Visto che cercavano di fare i simpatici alla “looney tunes”, avrebbero dovuto usare una grafica molto più colorata e cartoonosa (invece di una simil swtor, che già swtor è indecente), una gui adeguata (anche questa, troppo simile alla swtor) e un combattimento molto frenetico e poco punitivo.
Insomma, il contrario di quel che hanno fatto.