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Balancing advantage and disadvantage, and unfortunately the balance was not struck, I guess.
BR: Yeah. Yeah. I think, if we would have had another six months, maybe things would have been different. The game would have come out much better and met more of the expectations it had. Again, in trying to please so many people, even the game style... I think that people that saw it as taking the Diablo experience into a 3D realm were the ones that were the happiest with the game.
But there was a lot of people that thought like, "I'm getting an MMO." And then they were like, "This is an MMO? I hate this game." Or so many people thought, "I'm getting a first-person shooter." And then they got the game and went, "This is a crappy first-person shooter." So, those people were very disappointed...
Because it wasn't a first-person shooter.
BR: Because it wasn't, and we never pitched it as such. But because it was an RPG with FPS elements, a lot of people latched onto the FPS portion. They were like, "Oh, cool. It's an FPS."
I did get a demo where somebody over-messaged to me "FPS people can get into this game!" I think the lesson, in terms of design, is realizing the implications of the decisions you make.
BR: Yeah. Absolutely. Again, it was trying to be like, "We're going to appeal to everybody." In hindsight, it's like, "Wow, we did so many things that seem so stupid," but at the time, it was like, "We want everybody to play this game. Here's this core thing, and how do you spice up the core thing? Oh, this will be great. We'll add that. We'll do some of this."
And after a while, you have what was originally that great dish, you have put so much other spices and crap in it, it just becomes a big messy gumbo.
Whereas Torchlight was an example of honing in on something very specific.
BR: I honestly think that as much as people hated me, as much as people hated Hellgate and hated Flagship, people would have loved Mythos. And that was the second game from the studio. And there was a lot of crossover, you know. And I think that Torchlight proved that that next game idea was...
But the thing is they're kind of doing it in this three-stage process, where they released a single-player version. Runic did the game like "Here's a single-player version." The next is going to be a peer-to-peer type thing. And then it's going to be, "Okay, now everybody goes online and plays."
The advantage we had with Mythos is we would have been right at stage three because all that tech was already there. It's a real drag. There was a version of Mythos... We did internal, and then we pushed from the internal server to beta server. And people who were playing Mythos when we closed the company, the version that was next going to get pushed to beta, which was internal, had all these changes to it based on everybody's feedback that was playing.
It wasn't hub-instanced anymore. It was a big open world that then you would go into all the instanced content. You could actually run around with people. We were like, "Oh my God, this is it. This is going to be so great." But you don't get there. And I think that's the difficulty, that we were in an unsustainable business model.
I mean, the game sold, actually, a good number of units, not a failure number of units at all. We never released our box money because we never cracked [our royalty numbers]... Because development cost was so high. We were like, "God, we'll never make that."
We even at one point just realized, "We're never going to make money off box sales. Even if this game sells multiple millions of copies, we might never make our money back on the box sales. We're going to have to make our money on the back end, on the online." Because that was a much lower nut to crack every month. But we just didn't get the number of players.

Right. And once the buzz went, thus the game.
BR: Yeah, then the game went. And I think the sad part is there was... It's that kind of thing where, it's like if you have a student who's very promising. It's like, "Oh, this kid is really smart. He's going to be great. He's going to do great in school."
It's like, "Alright, here's the first huge test he had where he finished his first year. Wow, he did not do well. Okay, well, I guess we should kick him out of college and he should be a garbage man for the rest of his life, because obviously he can never be a scientist or whatever."
And I think that's the sad part. It's almost throwing the baby out with the bathwater, which I think Mythos was, and I think that other products... We had learned so much. It's that kind of thing; you learn from your mistakes. And I think it is the rare, almost unique company that never makes mistakes.
Even if you look at the best filmmakers. It's like Howard the Duck, hello. There's the classic Howard the Duck things, whatever he does, but that's not like the end of their career. It's not like, "Alright, Mr. Spielberg, you're done. You're not allowed to make any more movies," right. It's just like, "Oh, wow. That was a really bad movie. Well, alright, let's see what the next thing is."
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Not really an MMO but still charging like one. I'm not surprised they went under.
The only sucky part about the game was the subscription model. I mean on the inside cover of the box release (that I still have) it was promised that there would be additional classes for subscribers, guild vs guild warfare etcetera. I was a subscriber for 9 months and only recieved an extended inventory. Had they mad eexpansions a "single Purchase" and introdced new features that way then it would have been a lot more sucessful inhte long run.
Great game, fantastic vision, horendous business plan.
I never thought it was a bad game at all. Definitely buggy, and not nearly as good as Diablo 2, but a lot of fun, and a lot of the same appeal as Diablo 2, with the added bonus of run n' gun action. If they had just made it single player from the start, it would've ended up amazing.
That, and the horrible last 10% of the story-mode with the broken "casual multiplayer minigame"-style missions, which caused me to never have finished the game.
Despite loving the setting and enjoying the story.
Hellgates various and varied flaws, to me, were easily overlooked when considering all the game had to offer and was attempting to offer.
And yeah, Roper was successful at Blizzard - a great company that does many things to make it's employees and projects successful. Oh yeah and gave him alot of press time to make a public name to get other offers / funding. And Roper took that for granted, ditched, and thus inherited the responsibility on himself - be it good or (the real case) bad. As he said they were their own victim.
I applaud the openness, and it sucks to hear about personal life being damaged/affected by work (if that was the case). In my opinion, a responsible designer would take on something much more manageable as a first project. As I understand they did have Mythos as some form of proof of concept, it's just a shame that the magic there was lost in the process of the "grander vision".
Roper is proof that many developers/publishers in the game industry are a bunch of sheep who follow the herd. They become so out of touch with gamers they can't use their imaginations anymore.
1. The promotion for the game started way too early. And since you have to keep building it up till release, the hype got to the point where the game could do nothing but disappoint.
2. The optional subscription. One of the big selling points was that it was free to play online, like the Diablo games. The sub made people feel like they were going to be second-class citizens unless they paid extra. And there did not seem to be a solid plan - to customers, it felt like a desperate, last-minute money grab, not to mention a slap in the face considering that the game wasn't quite finished yet. And the item inventory space for non-subscribers was way too small, rubbing some salt in the wound every time you ran out of space.
3. Business model. Development in San Francisco is expensive, especially when you are also spending money lavishly on non-development stuff. What happened to the console versions? The sub model appeared to be a kind of last minute "uh-oh, we'll never make our money back, I wish we'd made an MMO instead."
4. Too many chefs. The game design was not tightly focused. It wanted to go in more of an action direction than the Diablo games (which was about as much of an action game as an RTS), but it kept the OCD stat emphasis of RPGs. There were powers that would have worked well in a Diablo game, but in a FPS view, with fewer enemies, more enclosed spaces, and three dimensions, they didn't fit all that well. There was FPS with guns, but it felt like a gimped FPS because of how fired projectiles would just disappear after a certain distance. MMO-style fetch/kill quests thrown in at last minute for good measure, but with an inventory system that was really not suitable for the item drops associated with it.
5. Too ambitious. The "scrappy start-up" picks a modest target at first, gets a game out and refines the process and pipelines. Then they can make something bigger and better. Betting the farm on a semi-experimental idea isn't a great plan - better to iterate when it's not burning up a million dollars a month. It seems to me that the founders believed too much in their own legend, much like the people at Sigil.
Disagree with Sting above - if they wanted to cash in on the MMO genre, they would have made an MMO.
I agree with everything you said except that the whole 3D environment and third person perspective *is* mmo entirely, the fact that they wanted to charge subscriptions was just more proof they were influenced by MMO's during development, every game during that period had MMO influences because everyone saw the money MMO's were capable of pulling down. How you interface with characters, dialogue, etc, is entirely MMO like. They didn't understand the game they were making. Everyone thought roper and team were making an isometric action RPG rendered in 3D but still had the awesome goodness of the isometric action RPG, then they get this pseudo wacked out third person game.
Notice diablo 3 is totally in the isometric gameplay style of diablo 2, they didn't fundamentally break the gameplay. Quite frankly every gamer was expecting a game like Torchlight in gameplay style out of Hellgate, what they got was a big mess where the designers were clueless the were too influenced by MMO style games and you can see it in the design.
Consider what you just said " There were powers that would have worked well in a Diablo game, but in a FPS view, with fewer enemies, more enclosed spaces, and three dimensions,"
That statement is proof they were influenced by MMO's in a huge way.
As an FPS/RPG hybrid, Hellgate wasn't quite as good as Bioshock (as one example) in terms of pure shootiness and environment manipulation. This is simply because Hellgate was a Diablo-style numbers-heavy action-RPG first and an FPS second. But I enjoyed it for what it was.
EDIT: Oh yeah, despite the HORRIFIC problem of the rest of the game literally not acknowledging it was there and forcing you to look up FAQs, it had one of the best crafting systems of any game I had played. Until Minecraft, which also forces you to look up stuff on the wiki, Hellgate was the most fun crafting experience ever. (I would say Torchlight was even better, except Torchlight's crafting system basically is Hellgate's, just a little more refined.)
Every factor and feature that Roper mentioned as being included in the game, in the many interviews i read before the game was released were indeed there.
It was peoples pre conceaved notions of what it would be and how it would look that let them down, not Flagship.
I played for a month then opted for the lifetime membership as the game was realy good and had an original feel.
The game started out good and after the patches ended up being great.
I still see HGL as one of the best online games ever.
Thanks Roper and all who worked on Hellgate.
I'm still hoping HanbitSoft's Hellgate Resurrection makes it out8)
There is only one question worth asking Roper, that is never asked: Why so many grey zombies?
The game has them in 70% of the zones. The same grey zombie you see in the first area, is still there in the last areas. They had red and green zombies, but they were very rare and only appeared for quests.
That just isn't standard for the genre. Dragon Warrior 1, Rogue, Phantasy Star, Pool of Radiance... these games had a moving progression in their bestiaries..
Secondly, the subject, Roper, comes across as a very vain guy who honestly had no business being the CEO of anything. If you can't tell that your box sales aren't going to dig you out of a hole before the boxes hit the shelves, you are not good at running a business.
The baby with the bathwater, in this case, seems fitting. This whole interview is just one big apology, stopping just short of begging to be respected again. Sad.
It must be lovely passing judgement on people from up on your cloud.
It makes me wonder how badly can someone's career be burned by a failed product. I have no doubts that he is a good designer.
Or maybe it was something that happened at Cryptic that burned him with the development community?
"We'd talk with developers, and we'd be like, "Oh. We understand what it is you're looking for now. Yeah. We can definitely do something... That would work in our game." But we didn't get a lot of feedback. Everybody needs that. Even the best writer needs an editor, right? Everybody needs that. I think that was a huge thing we didn't get."
It's an angle I hadn't really thought much about before beyond the obvious "you should QA test games". Interesting...