The Bears Pit August 18, 2010 -- Cliffhanger Productions Announces They Are Working on JAO
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Subject: Jagged Alliance Online GamesCon Impressions & Predictions Posted by Morness on Thu, 19 Aug 2010 17:20:52 GMT View Forum Message <> Reply to Message Hey guys, I asked my business partner that is attending GamesCon to check out Jagged Alliance Online on your behalfs, so here's me reporting back what he told me, and in a nutshell, there's nothing to see yet. There is no gameplay prototype, and he saw some sort of pre-rendered video, which in general are quite worthless as was his opinion of it. But when he talked to them, they are claiming is that they might be using a web-based Unity engine so they can utilize 3D in a web browser, coupled with Facebook Connect in order to get access to the Facebook community. The plan is to release it in 2011. Given what they are going for, that's the path of least resistance and a good option. So now I'll speculate, given my experience in the games industry ranging of how this thing will likely go down. Call it my predictions based on little fact. Let's start with what we know: March 9, 2010 -- BitComposer aquires Jagged Alliance license from Strategy First. http://www.bit-composer.com/www_en/newsarchive.aspx?newsid=9e87d356-8529-45b5-a49f-8a8 14749efc9. Given the stock announcement, I am guessing they didn't pre-emptively work on the game in secret. May 15, 2010 -- http://www.jaggedalliance.com was "changed" -- the web logs show a transaction which likely was BitComposer taking possession of the website and registering it for the next 2 years. Really just shows some behind the scenes action. June 17, 2010 -- BitComposer announces new head of development. This guy is going to be managing all external development efforst. http://www.bit-composer.com/www_en/newsarchive.aspx?newsid=f5e67b9e-5bbe-49a0-bc5d-f82 59388994a I tried to do a little digging on this guy, and it seems he's been pretty active in German Game development circles ranging from tester in the early days up to senior producer on several titles. http://www.mobygames.com/developer/sheet/view/developerId,146340/. I was hoping to find a connection between him and Cliffhanger Productions which is developing JAO, but didn't find anything - though I didn't dig very deep. Finding a connection would have been a positive in my opinion. August 13, 2010 (approx) -- Was first noticed that Jagged Alliance Online was being worked on and as you know it has only been a few weeks since it has been known that CliffHanger Productions is responsible for it. Page 1 of 18 ---- Generated from The Bears Pit August 18, 2010 -- CliffHanger Productions announces they are working on JAO. Speculation Time -- Last few months to present Individually none of that sparse information is particularly important, but when you combine that with educated guesses, well -- here are my predictions: I believe that bitComposer acquired the rights and spent the past 5 months doing business research & planning and completing developer selection, which probably closed no more than a month ago. Behind the scenes, I'd guess CliffHanger has been working on it informally for a couple months. They would need some time to figure out game scope and rough design, complete due diligence on project costs, technology selection, devise a schedule, and possibly even create a rough internal prototype. With the deal being finalized, CliffHanger is likely now just at the very beginning of ramping up production. Likely utilizing an existing internal team -- maybe a few extra hires. They look like a pretty small team. I'd guess around 20. Meanwhile, BitComposer has been working on drumming up some attention. Announcing Jagged Alliance Online at GamesCon required some marketing resources to print out some concept art, make a quick promo video -- and probably without much coordination from CliffHanger. Speculation Time -- Future Year Assuming my predictions are right so far, we're probably looking at either an unrealistic schedule or a very simple project. Even if we assume Xmas 2011, that's only ~15 months from now. You're not going to get a whole lot of complexity in such a short time frame. Utilizing Unity and Facebook Connect will buy them some time but without knowing their team size and experience, there is no way to predict what they will be able to pull off. With my guess of 20 devs, they might be able to pull something off to the scope of Lords of Ultima... and if anyone has played that game, the only resemblance to Ultima was the name. Completely different type of game. But I don't think it'll be that drastic of a difference comparing JA2 to JAO as it will need tactical combat. Predicting what they will release If I was tasked to making JAO given the timeline and a small team of ~20 -- this is what I would build: Players will manage a group of mercenaries taking a bunch of randomly generated missions, and using the money to upgrade mercs and equipment. You'd also have a few key story driven missions as well. I'd utilize microtransactions so players can progress faster by purchasing cool weapons or unlocking new mercenaries, but I doubt there will be any form of multi-player or even direct communication with other players. I'd focus on allowing the player to at least create his own persona to take in the field. The combat system wouldn't be nearly as advanced as JA2 was -- cover systems, ballistics, AI. AI would likely be very weak given the short time frame, and I think balance will also suffer greatly. So I just don't think the game will be very challenging. I'd match JA2 in terms of real-time exploration and turn-based combat seeing the business announcement already promised that at minimum. Page 2 of 18 ---- Generated from The Bears Pit I'd focus on a minimum viable product approach using agile development so we'd release something playable and fun, at the cost of content. The cool thing about social games is that you can expand greatly after your first public release. So I'd focus on the core gameplay experience and less on content. Try playing Desktop Defender on Facebook... gameplay progression will probably resemble that -- play a bunch of maps, get a few coins, buy more stuff -- repeat. Try to get higher scores so you can compare favorably to your friends. Not a hardcore game, but it may be successful enough for casual gamers. In Closing I don't mean to be a pessimist, in fact it's quite easy to call things negatively because more often than not, the pessimists win. But I've seen this pattern time and time again on a lot of game projects at a lot of companies, Unless I have a key number of early assumptions wrong, this is likely the way it's going to go down, even if they don't realize it yet. Right now they are in the optimistic phase, and over the next 6-8 months, they'll likely reach a point where they will have to either extend the release or scale back their goals. Historically the developers are forced into difficult situations -- the whole publisher / developer relationship fosters a "low-bid for over-promised products" culture. Once the contract is nailed and several months pass, it becomes clear that the original promises simply cannot be done without throwing more time and money at the problem. Then the publisher has to decide whether to pull the plug or compromise. What makes it worse, publishers and developers already know this and factor it into initial negotiations, but the publishers have all the power. It's usually a really shitty situation for the small developer and it rarely works out. I just don't understand why this particular business relationship model has been allowed to survive for so long. If it doesn't work, change it.... So just remember, this is purely speculative based on very limited data and a lot of experience. Subject: Re: Jagged Alliance Online GamesCon Impressions & Predictions Posted by 7h30n on Thu, 19 Aug 2010 18:00:34 GMT View Forum Message <> Reply to Message Thanks a lot for your insightful info! I'm expecting something like this will happen, but there is still hope that people will notice Jagged Alliance and that there will be a title that will do the franchise justice! Now that I think about everything ... I hope too much xD Subject: Re: Jagged Alliance Online GamesCon Impressions & Predictions Page 3 of 18 ---- Generated from The Bears Pit Posted by Anonymous on Thu, 19 Aug 2010 18:55:27 GMT View Forum Message <> Reply to Message :angry: :digit: :computer2: :compsmash: :rant2: :puke: Subject: Re: Jagged Alliance Online GamesCon Impressions & Predictions Posted by Faithless on Fri, 20 Aug 2010 00:28:25 GMT View Forum Message <> Reply to Message Quote:The cool thing about social gamesAnother "cool" thing about social games is that you can reach the casual gamer (facebook anyone?) Because this casual gamer isn't used to games, you can spoonfeed him pretty much anything. Sometimes I don't believe the worthless crap so many people play on facebook. *points at farmville* *sighs* If you compare the concept of JAO with those games, it might actually have a chance. Oh well, since I found out they're also making a normal JA title, they can do to JAO whatever they like. Let's hope it draws attention to the real thing.