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Posts with tag russell-williams

Renewed marketing, free trials to come following PotBS build 1.5

Filed under: Historical, Pirates of the Burning Sea, Business models, MMO industry

Flying Lab Software is hoping to breathe new life into Pirates of the Burning Sea with the upcoming Build 1.5. We've already seen that many towns will be getting a face-lift, but now CEO Russell Williams has outlined some of the strategies which he hopes will have new ships sailing into their waters. A couple of the next initiatives for PotBS from FLS will be to start up a fresh marketing campaign, and to begin offering 14-day free trials.

Williams mentions that the marketing around the game's launch was good, but short-lived, and that the new campaign will be aiming for longevity. The ads will talk about specific features of the game, mentioning the free trials that will be on offer. We are told that special care has been taken to stop trial accounts from being used as mules or tools for spamming, and that newbies can choose to convert to a paid subscription and continue to play their characters at the end of the 14 days. The trials should kick in around mid to late July, and the marketing will presumably follow.

Pirates of the Burning Sea developer wrap-up

Filed under: Historical, Pirates of the Burning Sea, Economy, Game mechanics, MMO industry, Patches, PvP, PvE


In his post-launch developer wrap-up, Flying Lab CEO and co-founder Russell Williams talks about how Pirates of the Burning Sea went from an idea to a game, and what they learned after it launched. Their great idea: kick-ass ship combat, PvP that affected the world, a robust economy and great stories. In 2002, that was all they had -- an idea and a sense that the player should never have to look around too hard to find the fun. What followed was six long years of progress and setbacks as they put that simple idea into code and watched World of Warcraft completely change the face of MMOs.

Players who played PotBS once it went live played completely differently than the beta players. They had tuned the game based on beta testing, but that led them false as players who might, in beta, have spent a substantial amount of time on the open sea, instead spent it on land or in instanced missions. Without the needs of world PvP-ers driving the economy, the economy itself hit a reef. They have a solution for that about ready to go. Williams feels the game plays well to its strength -- ship-to-ship combat, though he acknowledges that many of missions were created with a template, and look it. Could the avatar play better? Yes, he says: and they plan to reduce the instancing in towns and open up more combat options in upcoming patch 1.4.

Players are eager these days to try the new game, play it for awhile, then move on to something new. It's hard to get a hook into these people, but Flying Lab has seen what people actually like best about the game now that PotBS has launched, and will keep playing to strengths and addressing weaknesses as it settles into its niche.

Flying Lab explains the 7-server shutdown

Filed under: Historical, Pirates of the Burning Sea, Events, in-game, Server downtime, News items

Flying Lab CEO Russell Williams has explained the reasoning behind the recent shutdown of 7 of the 11 servers that host Pirates of the Burning Sea. In an e-mail to news publication Next-Gen, Williams gives a number of factors that went into the decision to close down over half of their servers and consolidate the in-game population.

Among the numerous reasons are the fact that they made some faulty assumptions concerning player balance and play style, based on the way their beta testers stressed the game more people showed up for the beta than stuck around after the official launch. Williams goes on to say " ... we have systems that require a minimum number of players to function correctly, such as our economy, and they break other systems if they're not working correctly (such as PvP). If we didn't have these kinds of interdependent systems, we wouldn't even be considering server merges."

For the full list of reasons for the shutdown, read the entire article. What do you think, Learned Audience? Was this the right decision to make, based on the evidence?

FLS CEO does the rounds at Aussie gaming sites

Filed under: Historical, Pirates of the Burning Sea, Business models, Interviews, MMO industry, News items

The CEO of Flying Lab Software, Russell Williams, has been busy promoting the fantastic deal that involves Aussies getting Pirates of the Burning Sea for free, and has stopped in at the Australian branches of both GameSpot and IGN to discuss the finer points of the game.

Both online publications have worthwhile articles, but while IGN's is intended (and named) as a PotBS Primer, the GameSpot interview with Williams focuses on the game's launch in Australia. Williams says that there is no retail launch planned at all for the Australian market, and that PotBS will only be available as a digital download through the aforementioned deal. He also says that there will be Australian servers -- although they won't actually be located in Australia. Check out both of the articles from the links below.

GameSpot: Flying Lab Software on Pirates of the Burning Sea down under
IGN: A Pirates of the Burning Sea Primer

Mythic Worlds and FLS CEO on PotBS

Filed under: Pirates of the Burning Sea, Game mechanics, New titles, Patches, PvP, Opinion

Mystic Worlds is among the many blogs (including ours) who have been posting impressions of Pirates of the Burning Sea during their beta, but she got something that not many other sites have gotten: answers from the CEO of Flying Lab Software himself. Russell Williams, FLS' CEO, emailed her about what she'd posted, and countered a few of her concerns about the game before launch.

To her point that the female avatars look the same as men, he replied that FLS wanted customization to work across both sexes, so they had to use the same models (with a few modifications, obviously) for both. He says that the swashbuckling does need some tuning (and keep in mind that there are still weeks before the game launches for FLS to fix some of these issues), and that the invisible walls and tiny spaces in the beta are being worked on. He also says that a lot of the late-game instances and towns are much bigger-- as we heard in the press tour, FLS got better at designing as they went along (does that mean they should have designed the end of the game first?).

Finally, he says that the three "star systems" FLS targeted were sailing combat, organic PvP, and the economy, so if you're looking for those in an MMO, they'll have something to offer. Of course they're working hard on everything else as well, but those were the three key things he says they aimed for.

The date is almost on us-- after January 22nd, the game goes officially live for everyone, and then Williams has to let the game speak for itself.

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