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Red 5 shuts down  Firefall  PvP to 'rethink' its eSports approach
Red 5 shuts down Firefall PvP to 'rethink' its eSports approach
September 16, 2013 | By Kris Ligman

September 16, 2013 | By Kris Ligman
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More: Console/PC, Social/Online, Business/Marketing



Red 5 Studios has announced it is closing down its existing player-versus-player mode for Firefall, which entered open beta this past July. The studio cited among its reasons for the system closure an untenable low attract rate for its "controversial eSports route."

In a letter to players on the company's blog, Red 5 CEO Mark Kern said that Firefall's PvP attracted a mere 3 percent of its overall userbase, something Kern blames on the high skill level involved.

"We have gone through several iterations, [but] it's not working very well," Kern admitted in the letter.

Combining these issues with player demand for bug fixes and more PvE content, Kern said the team has decided to "suspend" Firefall's PvP system to "regroup, rethink, and deliver the best PvP system we can."

No timetable has been set regarding the server closure, only that "at some future point" Red 5 will be taking its PvP system offline. No target date has been set for a relaunch.

Founded in 2005 by Mark Kern, best known for his work as a team lead on World of Warcraft, Red 5 obtained $18.5 million for online development in 2006 from venture capital firms Benchmark Capital and Sierra Ventures. Following reorganization and layoffs in January 2010, Red 5 obtained a cool $20 million in new investment cash from Shanghai-based The9 in February of the same year. In 2011, it was announced Orson Scott Card had been tapped to write Firefall's story.


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Comments


Samuel Green
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I could never install the game, always had issues with the installer. Are there any players here who can fill us in on what exactly was wrong with PvP? Too skillful? That sounds strange to me.

Craig Stevenson
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My problems with pvp were attached to the broken initial missions. I couldn't level up my character therefore was limited to base load out weapons. When fighting lvl 20s the pvp system seemed super unbalanced but may have just be an issue poor matchmaking. Hard to tell from my experience.

Patrik Kotiranta Lundbeg
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I think their PvP target was set all wrong from the start... They got this Dynamic FPS MMO world and then tried to nail an eSport TF2 on top of it. It would be equally natural for Blizzard to nail an eSport DOTA on top of World of Warcraft.

They should forget about eSport and instead start with adding PvP that is meaningful to the game world. Allow players and groups to challenge each other, allow players to steal resource nodes and add some sort of clan content that they can fight over... there is many ways to solve it in a way that will blend with the game that they already have.

Kaitlyn Kaid
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since they revamped the progression system (no more levels like Craig mentioned), the main issues (imho) were the following:

1) PvP had no progression. You couldn't advance your frames ("classes") via PvP so going into a match meant less time doing something that would make your frame better. With how hard/time consuming it can be to get the last upgrades, this becomes a bigger and bigger issue the more you play (discouraging long term players from wanting to PvP).

2) PvP was restricted to the base loadouts only. Part of what makes FF fun is swapping out abilities/weapons for other ones that suit your playstyle more. In PvP, players were restricted to the stock abilities only, and were not allowed to use any custom crafted gear (ones that sacrifice having higher "mass" constraints to do more damage for example). This made for an extremely dull meta.

3) The usual... lag, hit detection, map design (namely with the sniper frames).


I don't think I ever heard a player complain about it being "too skillfull".

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