
Ask Massively: Be careful what you ask for...
Filed under: World of Warcraft, Age of Conan, Business models, MMO industry, Opinion, Ask Massively
Most of the time, when writing Ask Massively, it is fairly simple to keep my personal and professional life separated from my life as an MMO gamer and columnist. Today, I'm going to break down that barrier for just a little while. Today's question actually comes from Age of Conan's in-game chat. While the sane among you may marvel at the fact that my brain cells did not immediately shrivel and die upon coming into contact with your average chat channel ranter, I'll describe the discussion using enough creative editing to shield you, our loyal readers, from some of the more mind-numbing motes of mental malfeasance on display that night.
- "This game sucks, they only designed one class to be a main tank!"
- "No game should ever be released with bugs. Look at how Blizzard did with WoW!"
- "My class sucks. They should make it more powerful and nerf everyone else. There is no balance in this game."
What do you know about designing an MMO? If you know so much, how come you don't write games?
As a former game developer myself, and as someone with several years of experience in the commercial software development industry, allow me a chance to use my bully pulpit in order to answer their points.
First off, I would like to quickly dispatch the criticisms mentioned previously, then I'd like to try and provide you with the perspective from which I make these comments.
To the folks who think that every other class is overpowered except for theirs, I would ask you "Why are you still playing that class?" Every class in every game has something that they are good at balanced by something that they don't do so well. If you are looking for a class that does everything well then you will be looking forever, unless of course you play a Warlock in World of Warcraft. A properly balanced game should make every class slightly envious of the capabilities of other classes that they don't have. Using Age of Conan as an example, Guardians should envy the melee DPS skills of an Assassin while Assassins, in turn, envy the Dark Templar's ability to heal while in combat, while Dark Templars admire the ability of a Tempest of Set to kill large groups of monsters at once, and so on.
If I were an MMO developer and saw that every class envied every other class, I'd think to myself that I had things balanced just about perfectly. If I saw an overwhelming shift towards one or two particular classes, then I'd think about breaking out the nerf bat. (buffing other classes is also a possibility, but as a developer, what would you rather test, changes to one class? or eleven?) In fact, as a developer, I'd be very interested in tracking the number of posts on the forums that show which classes are envied by other classes. If the "flow" is well distributed, then I'd say that the game has achieved balance. If there is a lopsided distribution, then I'd say that there are balance issues that need to be addressed.
Next up, stability and bugs. Age of Conan's launch was light years ahead of WoW's launch in terms of server stability. That shouldn't be a surprise given Funcom's notoriously bad launch of Anarchy Online. What is surprising is the large number of obvious bugs that made it into the released version of the game.
Whatever else can be said about Blizzard, their philosophy of "We'll ship when it's damn good and ready and not a moment before" means that their games arrive polished and ready to play. That doesn't mean it is bug-free. That's not a realistic goal for any piece of computer software, but it means that the bugs that exist are either difficult to encounter, or easy to work around. A more realistic goal for any computer software, and one that strikes the best compromise between getting a product to market quickly and making sure it is the best possible product is the concept of "good enough to ship"
Having distilled the multi-hour chat session to three bullet points, let us distill that even further into forces that affect every software product. We will call these forces "Time to market", "Quality", and "Development costs". There is an old axiom in our business that is loosely paraphrased "Time, Quality, or Cost. Pick any two."
- You can develop quality software quickly, but it's going to cost a lot of money.
- You can develop software quickly and on a tight budget, but it's going to suck.
- You can develop quality software on a tight budget, but it's going to take a long time.
- Software that takes too long to release will face competition from companies that can develop their competing products more quickly.
- Software that costs too much to make will be too expensive to buy or will not be profitable.
- Software that doesn't work properly, or has a bad reputation in the market will not sell enough copies to make money.
Age of Conan:
- Budget: 25 million dollars.
- Time to develop: 5 years.
- Quality: Stable and successful launch, but numerous bugs in release version.
World of Warcraft:
- Budget: 60-80 million dollars (source claims 50 million euros ~= 79.3 million dollars as of July, 2008. I'd do adjustments for inflation, but math is hard.)
- Time to develop: 4.5 years (same source as budget figures)
- Quality: Rocky launch in terms of server stability, but the game itself was highly polished and "ready to play"
If we extrapolate from our axiom of "Time, Quality, Cost...", we can conclude that improving the quality of a release would require either more money, more time, or a combination of the two. I have already mentioned that time to market is not a big concern with Blizzard and that they take as much time as they need to release a quality product. It is also safe to assume that Funcom spent as much money as they were able to spend in order to develop Age of Conan. Not everyone has an extra 50 million dollars lying around. The key differentiation in this equation is time. Could Funcom have taken another 6 months or even a year in order to polish the game? Would it have made a difference?
Here is where my perspective as a software developer comes into play.
Let us assume that Funcom didn't have the money to spend on more than another year of development for Age of Conan. (remember, developers cost money) What market pressures have been brought to bear on the release of Age of Conan? What does the next 12 months look like in the MMORPG market?
- Warhammer Online is coming out soon, and with EA bankrolling the project, you can assume that they are going to make an impact on the market.
- Lord of the Rings Online is coming out with an expansion in the fall.
- Cryptic is working on Champions Online and is rumored to have picked up Star Trek Online as well.
- Oh yeah... Blizzard might be releasing an expansion for WoW at the end of the year, perhaps you have heard already?
In short, the next 12 months are going to be packed with major competitors in the marketplace vying for the attention (and dollars) of gamers all over the world. So, do you take the extra time to hammer out bugs before releasing the game and risk a fight for shelf space and mind share with competitors with deep pockets and a track record of success in the gaming industry? Or do you take advantage of a space in the gaming calendar where there are no "Hot Releases" hitting the shelves and you can occupy the shelves and the headlines relatively uncontested, trusting your development team to find and fix bugs after the game is released?
Would any company in their right mind want to release a new game close to a potential release date for Wrath of the Lich King? If more than half, if you believe some estimates, of all MMO gamers are going to be occupied with the latest World of Warcraft expansion, it would be extremely foolish to release a competing title in that time frame. If you estimate the release date of Lich King to be towards the end of this year, then, in effect, you have the second half of this year as a window of opportunity to release your game. Considering the large number of titles due to hit shelves in the fall, particularly in anticipation of the holiday season, the earlier your title can hit the shelves, the better. This is what is meant by "time to market pressure", and all commercial software products take it into account when determining a release date for their products.
While Blizzard is particularly well known for minimizing those pressures and not rushing a release to market if it isn't ready. They still take those pressures into account when determining a precise release date. As for Funcom, by the time that the holiday shopping season rolls around they should have most of their bugs ironed out and have a stable and active community of players by then. All new MMO releases have their growing pains and, hopefully, Age of Conan will have already been through the worst of theirs.
In short, given the constraints under which Funcom has been operating, it made perfect sense to release Age of Conan when they did. Bugs and all. Sure, they could have taken more time to make the game more perfect for it's release, but market pressures would have resulted in increased competition for market share and shelf space, and likely would not have reduced the number of complaints from players who, in all honesty, complain about everything.
That doesn't mean that it isn't painful to run into a bug that takes away from your fun as a gamer, but if Funcom can establish a track record of fixing issues quickly and being responsive to their players best interests (which is not the same thing as "giving players what they want"), they should do fine in the long term. If Age of Conan is still plagued by bugs and game play issues 6 months after release (or even worse, by the time Lich King comes out) then they're in for a lot of trouble.
Returning, one last time, to our axiom of "Time, Quality, Cost...", "Cost" is usually a constant. Development budgets are often set early enough in the development process that they rarely fluctuate. Sometimes a budget can be reduced which leads to significant delays in the completion of a product. Other times, and in my experience, much more rarely, additional funds are made available for a development project which usually allows for a longer development cycle. Most of the time, however, the budget allocated to a development project is fairly static. Operating under that assumption, it is obvious that software development is a balancing act between quality and time to market. Blizzard is an example of a company that will take as much time as it needs in order to produce high quality products. However, more often, many companies elect to ship a product that is "good enough" in order to reach the marketplace more quickly. Many times, market pressures can force a product to market before it is ready from a quality standpoint. At that point, companies must rely on their support and development teams to keep things moving forward in order to ensure a successful product. Time will tell, in the case of Age of Conan, whether the product was "good enough" to be released.
That's enough for me this week. If you have any questions or topics that you would like for us to cover at Ask Massively, then feel free to stop by our tip line and leave us a note, or send email to ask AT massively DOT com. I'm too tired to come up with some witty reference to spammers this week, so feel free to make one up on your own.






Reader Comments (Page 1 of 2)
7-03-2008 @ 5:57PM
woodie said...
Spot on perfect analysis.
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7-03-2008 @ 6:38PM
danarchy said...
The assumption is flamer-gamers actually understand solid fact and standard logic. If there aren't bugs to complain about they'll find something else. I think writing huge dramatic posts makes them feel better about spending all their free time alone in a room with pixelated friends ;)
".....number of complaints from players who, in all honesty, complain about everything."
Never a more true statement made!
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7-03-2008 @ 7:28PM
Nadril said...
Probably one of the truest articles for a long time about Conan. Thank you for saying what I've been trying to say.
Yeah, it sucks that there are bugs -- and if you don't like it don't play it yet. However they had no other choice.
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7-03-2008 @ 7:31PM
Angel XIII said...
Pretty much exactly my thoughts on the issue.
often when i was playing i let out a disheartened sigh because of the uninformed and undereducated statements as are highlighted in this article. i was also amazed at the number of people who completely forgot the troubles with the WoW launch... talk about an attempt at rewriting history!
All-said-and-done, AoC had one of the most impressive launches to-date. The other i was impressed with was CoH. It wasn't perfect, none really are, but it was impressive (minus the 33% reduction in defender damage output... that steamed all of us beta defenders).
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7-03-2008 @ 7:58PM
fred said...
The problem wherent the game but FC
they started too act now we have youre money and everything is peachy no problems here see no problems hear no problems attitude.
If they actually had taken some time in theire own forums the first month i think alot more players would have continued playing Aoc aint a bad game but the lack off information lets me wait a few months too see if they can make it good
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7-03-2008 @ 10:01PM
Kevin Stallard said...
Quick comment about folks complaining that the Age of Conan community reps are pulling a "Baghdad Bob" on the community and spinning things in a positive direction...
That's their job. For every cranky snowflake who gets on the forums and complains, there needs to be someone trying to present things in the best light possible. That's what community relations reps do. Their job is to foster a "vibe" that says "Our game is the place to be. We're the best, and you don't need to go anywhere else to have a good time."
I'd be more worried if the community reps WEREN'T spinning things in that direction. No matter how bad a bug is, or how big a problem a game is having, nothing will panic players more than a panicky community rep. Reps should always present the point of view that "We've got things under control, and if we haven't already fixed something, we're going to get to it soon."
Sure, most players know better than to buy into the company line. However, if reps are panicky, or worse, you have a "Tweety Rant" situation (see: http://tweety.bowlofmice.com/tweety/try_being_a_guide.html for some historical context on that reference) from someone who is representing your game, then you have much bigger problems.
The biggest thing that CR's can do to help their game be successful is to remain positive, and deal with issues honestly, but cheerfully. If your reps are showing frustration or attitude, that is a sure sign that a game's problems are spinning out of control.
Everyone has problems, but being in control of those problems separates the successful from the also-rans.
-K
7-03-2008 @ 10:03PM
Kevin Stallard said...
Oops.. dead link.. try this instead
http://eatingbees.brokentoys.org/the-wayback-machine/try-being-a-guide-you/
-K
7-04-2008 @ 5:10AM
fred said...
yes Ofc its there job aswell as baghdad Bobs job where to spew out everything is peachy comments.
But the problem still remains When the dev“s know that the game are in problems with alot off unfinished content and none working core features yes the safest way is to keep quiet and hope for the costumers dont notice it .
But when costumers notice some things are not working and adressing it on the main forums without an answer for 1-2 weeks
getting the thread up to 50 pages with rants bitching flaming conspiracy .
Things gets out off hand very quick
damn i think FC would have defused alot off whining posts about
lets say
Traders/attack bug/charge/crashing/Riding/latency/stats/feats
by just a simple we are aware off the problem
Then ppl know that they actually care about the game remember just because you work in a company doesnt mean youre comitted to the company and want it to succeed.
but when core fetaures is broken in a game and no one in charge are answering it quickly becomes a growing ground for whining
7-03-2008 @ 8:04PM
Diego said...
Flawless this is definition of a perfec analysis Congratulations!!!!!!
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7-03-2008 @ 9:54PM
Dave said...
I agree with your analysis mostly. The problem I have is that there are bugs and there are bugs....and there is also a total lack of content as well.
Gamers will put up with bugs, on the whole, if there are work arounds or helpful support staff around. Sure you will still get your proportion of complaining morons, thats never going to go away. But showstopper bugs are what will kill off most of what would have been loyal subscribers. Having major sections of the game, plot etc broken is unforgivable at launch. Having a totally broken crafting system is inexcusable for a major release. Having no content at all for certain areas again is pretty abysmal. Grinding isn't fun, unless you are a sadomasochist, forcing people to grind for 5 levels because you didn't have time to put content in is also unforgivable.
You can blithely state that by x months into the future issue x should be fixed or Content Y should be added....the problem is is that by then a large chunk of your audience has gone onto greener pastures or back to whence they came ie WoW etc Not only that, they take with them a largely negative view on the game and that in turn kills off a lot more potential players. you know the old sales chestnuts about bad customer opinions and the like.
I'd love to see the real numbers of how many people fail to renew their AOC sub after the free 30 days runs out, whilst you and I will never see the true figures, it seems from all over the internet that casual reports would say they will be haemorrhaging subs over the next few weeks.
Its not a new phenomenon, hell POTBS suffered the exact same exodus at the one month mark after their launch. Theirs was so bad they had to shutdown all but 4 of their servers. They didn't have as many showstopper bugs, their servers were pretty damned stable....they just had an extreme lack of content and features, people wouldn't stick around for the same old day in day out grinding. I know...I was one of them...and I was an OB, Pre Boarding and Launch player that cancelled my sub after 1 month.
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7-04-2008 @ 1:59AM
Russell said...
Yep Dave, I totally agree - there's bugs and there's bugs.
I like to think of it a really compelling story (content) that's badly spelled (technical correctness.) Bad spelling detracts from even the best story, and vice versa.
Trouble is, the storyline is usually developed very early on in the life of a book (aka concept/requirements/design time for software) and the bad spelling only comes along when you write it down (aka coding). So you could say it's a lot harder (but not impossible) to fix lack of content than it is to fix technical issues. You hope your proof readers (aka QA team) are good enough to find the typos, but you'll go to print on a certain day regardless.
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7-04-2008 @ 2:23AM
Kevin Stallard said...
That's a good analogy, but the problem with software development is that you can have the best architects in the business, but if your coders stink, you'll have a bad product. If you have great coders, but a lousy architecture, it doesn't matter how great they are, the product will still stink.
You can't rely on QA to find all of the bugs before a release because of the nearly infinite number of "use cases" in a product like an MMO. Beta testing (as you may have heard me mention in a previous column) is more of a marketing device than a serious methodology for testing. Any bug hunting that is accomplished there is strictly a function of the cooperation of your beta players.
Given the wide variations in hardware, it is nearly impossible to test every configuration.
With that in mind, an MMO architect needs to:
1) Design the game in small, easy to test chunks that can be thoroughly and automatedly tested apart from the rest of the product. (You might hear the term "unit testing" associated with this)
2) Make sure that your internal interfaces (API's, procedure calls, whatever you want to call them) account for ALL possible input values. For example, instead of identifying "bad" cases, have a list of allowable values and reject EVERYTHING else that is not on that list.
If we applied this to firewalls, for example...
Instead of a "Deny" list, where you list hosts that are blocked, create an "Allow" list and block everyone that isn't on it.
What does this get you if you are a game developer?
It is far easier to plan for user actions that you want to allow than it is to plan for every conceivable action that a user could make that you might not want to allow. AoC appears to have this issue with some of their quest lines. If certain quests are done "out of order", the game doesn't respond properly.
oh.. and one last thing...
Just as a guess, I would wager that software developers who work in the game industry are, in general, less experienced than professional developers in other software industries. Many companies decide to spend lots of money on architects and designers (and rightfully so), but outsource their coders offshore or to "lowest bidder" shops.
You get what you pay for.
I'd rather have two coders each making 150,000 dollars per year on my staff than have 10 coders making 30,000 dollars each. A developer that understands good programing principles and doesn't just chunk out code like a community college programming student is worth far more than someone who is willing to work cheap and can only understand a software design document well enough to scratch together buggy code. At the companies I have worked for, our developers were paid VERY well, and it showed in the quality of our products. The shops where I worked where development was outsourced to "cheap" development houses wound up spending a lot of time and money fixing broken code and bug hunting.
I'm going to stop here so I don't make this into another column. It is enough to say that there is an annoying tendency in the gaming industry to hire "cheap" talent who is just thrilled to work in the gaming industry. That tendency tends to result in sloppy code and buggy releases. Spend the money and time, hire and KEEP talented programmers. You'll save money in the long run.
-K
7-04-2008 @ 6:48AM
Russell said...
That's very interesting. It's refreshing to see this perspective about an industry usually so full of hyperbole. My own experience in more mainstream software development organisations is that:
1. Any decent architect working with poor coders won't hang around very long in such an organisation;
2. The term 'architect' is much abused and I believe the games industry (and the new found cult of celebrity bestowed on the development teams) has cheapened the role - many architects are just 'doing design' but are still called architects - kind of like every manager in US firms being called Vice Presidents - the term is rapidly becoming meaningless;
3. If you have decent architects you are more likely (but I admit, not always) going to have a semi-decent development process in place, which can mitigate some of the 'bad coder' behaviour (e.g. peer reviews, buddy development, even test driven development) - but I come back to point 1 - organisations full of bad coders rarely attract or keep good architects - they rarely co-exist well. The reason you have a decent process is because real architects demand that it is put in place - it's part of what they need to do their jobs properly;
4. I like your idea of beta as a marketing device - although to my mind it's more akin to a watered-down User Acceptance Testing (UAT) phase.
Finally, on your tips on how architects should drive design and testing - trouble is they can still deliver a technically proficient product without delivering something compelling, which comes back to my original analogy of a story whose spelling is perfect but the plot is totally boring. This is the old difference between verification ('Did we build the product right?') and validation ('Did we build the right product?') - your QA team verifies, your end-users validate - it's just with MMOs, once you're live, they're validating till the day you close down. Trouble is, if your idea was crap to start with (i.e. you failed in the initial conceptual design stages) you can verify all you like, your users will not validate.
Anyway you're right, plenty of material for another column :)
7-04-2008 @ 5:01AM
Haizen said...
I think some players forget that this is a business much like the movie industry. Even a bad movies costs millions to make. Same for games, and once all the money has been spent then the product ships ,or it gets canned.
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7-04-2008 @ 7:54AM
knives said...
Oi this site. A bit more legible:
I can't believe someone is trying to justify this. Just because the industry is plagued by this market pressure to force developers in releasing a shoddy product does not make it right. Please realize that gamers are not happy with the state MMOs get pushed out thedoor. If we don't hold companies to a certain level of quality we will continue to get mediocre games. If you can't bring the quality of product that Blizzard brings then don't even try. Yes, I'm telling you to keep your piece of crap software safely shelved away and avoid ripping off hundreds of thousands of people.
It's also one thing to put a positive spin on things and another to blatantly lie to your customer base. Their sieging system is nothing like they presented and features that touted them as unique were never implemented. I noticed your blog failed to mention that. They also perpetuate this after release by giving false timelines on fixes and content that should have already been there to begin with. As acustomer, why on earth would you defend this practice?
You know how many times we've seen this very same attitude to releasing unfinished products with the hope of "catching up" after release? Ryzom, Asheron's Call 2, and Matrix Online just to name a few - where are those games now? It seems like developers never learn this lesson.
At this point Age of Conan can only hope to be a niche game with a small but loyal fanbase. Sounds exactly like Anarchy Online. Can't wait until the billboards get propped up in Hyboria and I finally get the option to beta test the game for free.
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7-04-2008 @ 10:07AM
Kevin Stallard said...
Accountability for game companies?
That's easy. Don't buy them. Vote with your dollars. The fact that Blizzard spends as much time as they do polishing their games is one of the biggest reasons that WoW is the big dog on the block, and will remain so for the foreseeable future.
Asking companies to not release product before it's ready? Again, I've been in those trenches, and I've been in literal screaming matches with product management about when we should be shipping a title. Developers almost never have any control over shipping dates. Marketing and management (often the same) determine that.
You seem to be operating under the assumption that software companies have a goal to produce the best software they can create. They aren't artists. They exist to make money, and they will ship a product only when it is in the position to make the most money. If it isn't quite perfect by then, well that's what they have patches for.
I agree, it is galling, particularly to someone who actually creates software for a living, but that's how the business works. (I blame Microsoft for this model... particularly Internet Exploder) If I had the kind of budget that Blizzard brings to bear on their games, my software wouldn't ship until it was "damn good and ready".
There's that "Quick, cheap, or good... pick two" thing again. My choice would be to spend the money necessary to pick the other two. Spend a little more, take a little more time, but release the best product that you can with the understanding that it won't be perfect, but it will be damn close.
Your job as a player is to determine what you can "live with" in a game. No game is perfect, and there will never be a perfect game. Decide which flaws you are prepared to accept, and vote with your wallet. The MMO Graveyard is strewn with the corpses (some aren't dead yet, they're just taking a long time to die) of failed titles that weren't "good enough to ship" and paid for it in the marketplace.
I don't think AoC will be one of them, but only if they are paying attention to what folks are complaining about the most and only if they work their asses off to fix things as fast as they can.
I wouldn't want to be a developer or QA engineer at Funcom right now. I'm guessing that they're running some seriously long hours. I've been there too, and you don't pull hours like that on a software release unless you really believe in what the company is trying to do. Again, time will tell.
-K
7-04-2008 @ 6:34PM
Russell said...
There's an old saying in software - never confuse sales with delivery...
So as Kevin says, vote with your dollar. It's the only thing businesses understand.
7-04-2008 @ 10:00AM
Etapi said...
Great article, it is too bad that the forum trolls really don't care about facts, and live for high drama (at least in their opinion).
I completely agree with your analysis that this was the right time for Funcom to release AoC, bugs and all. Despite them, it has really been a fairly smooth ride so far and I for one will stick it out.
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7-04-2008 @ 5:06PM
Kevin Stallard said...
I'll just add this as an aside...
There have been times, while playing AoC, where I wanted to throw something through my screen because of a bug that, in my opinion, should have been found pre-beta. Despite those times, when I sit down to play some AoC, I am almost always surprised that 3 or 4 hours have gone by. It's a fun game. If they can work out the bugs, it can be a great game. Compared to other MMO releases, AoC has done well, but if you want to be "epic", then you gotta be better than that.
I think what has frustrated so many players is that they expected this title to be a "WoW Killer". (see previous columns on that concept...) I think these players have the same expectations for Warhammer Online as well.
It ain't gonna happen. Even if Warhammer executes a flawless launch with zero bugs, it won't "kill" World of Warcraft. If AoC comes out with a mega patch next week that fixes every last issue with class balance and game play, it's not going to supplant WoW. WoW will succeed or fail on it's own merits. If Lich King comes out and it sucks, you might see them lose some subscribers... but Blizzard understands what many of you don't.
Your competition does not define your success. Your own success or failure depends on the execution and quality of your product.
I'm done preachin... everyone have fun out there today and stay safe, leave the big explosions to the pro's. :)
-K
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7-06-2008 @ 5:33PM
Fiontar said...
Thanks for the insight on how such flawed thinking evolves in the MMORPG development community.
First, you ignore the very real fact that if a premature launch turns the tide of opinion against a game, they will never recover from that, no matter how good the game becomes.
Second, Funcom is a publicly traded company, thus we have some solid insight into their finances. Not only could they have afforded to continue development for another year, they almost certainly could have done so with an enlarged development staff.
You actually show how flawed Funcom's launch decision really was, while trying to defend them. How do so many people in the development community have the same exact blinders on?
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