Flagship Studios Closing

Posted 12th Jul 2008 02:50 AM by Flux

Rumors are flying today that Flagship Studios, creators of Hellgate London and Mythos, founded by the creators of the Diablo franchise, and (at one point) staffed almost entirely by ex-Blizzard North employees, is soon to close due to financial difficulties.  Their Korean partners/owners are said to be taking over, staff cuts are confirmed, and things look very grim.

Wrangling over their game properties and legal issues will dominate the news in the days to come, but however those matters shake out, this is a say day for the gaming community. Flagship was staffed by very talented guys (and girls) who had a dream to create great computer games. I was lucky enough to be invited to their offices for business and for pleasure, and everyone there was invariably kind and helpful to me and the other webmasters in the HGL and Mythos gaming community. Let’s wish them all the best of luck in landing on their feet, and coming back with future titles as good as their past work.

Update: And it’s done. We have received inside confirmation that everyone has been laid off and the studio is closing. :-(




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blodtypexnar
Posted 12, Jul 2008 11:32 PM
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Here is the reason of Hellgate London FAILURE!

Blademasters Most Wanted: Ability to move while using Skills (“allow Run and Gun” unlike current game behavior)

Playing a melee class in HGL right now, is near impossible! Its 50% of the game that lacks good gameplay! This made me and my 15+ Diablo and HGL fans trash the game :(  Change it! and the game will end up getting nice!

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El_Ucca
Posted 13, Jul 2008 12:27 AM
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Hellgate got terrible reviews and it deserved them. I tried it and i was very suprised this game was made by the same people who made Diablo 2, one of the greatest games ever made. Seems like ex-blizzard is not nearly the same as a real Blizzard employee, as Hellgate was really an opposite when you compare it against the REAL quality which Blizzard makes all over again. I was waiting for Mythos, but seems like i never got in the beta. And now when Diablo 3 is annouced, Mythos would just have ween a warmup for D3.

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Zygfs
Posted 13, Jul 2008 03:05 AM
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People say things like it was horrible and whatnot, but how are they trying to quantify it? What makes a game fun or not is a short list of simple repetitive tasks that keep you addicted to it. The only actual named complaint ive heard about it is its release, which was as buggy and incomplete as every other video game released by a developer who has to release when the publisher says release (almost every developer other than blizzard).

I did not find the melee to be annoying beyond the simple fact that melee in general in that particular kind of interface can never be as good as in a top down click to move kind of game. I quite enjoyed playing my guardian. (the blade master was kind of screwy, but thats more of a class balance issue)

I am quantifying, i am saying HG:Ls fault is its perspective. That is a big thing, but that’s really its only issue. The release problems are uniform across the industry unless you have enough clout to tell publishers what to do.

Look at the design elements of it and it did everything else right, even some things better than d2 (and more like d1, which does several things better than d2).

The only other fault with HG:L is how flagship more or less abandoned it and stopped doing anything but making a few arbitrary changes here and there when they promised lots of content coming out.

So flagship did screw up, but the game they designed and made did not have much of a fault (other than the perspective, again=P)

Maybe the koreans will make it better, as the game still has great potential. They need to just actually finish it. (and again, not finishing it on release is NOT THE FAULT OF THE DEVELOPERS, IT IS THE FAULT OF THE PUBLISHERS)

To summarize, HG:L is a fine game, Flagship only messed up when it started ignoring it (which is quite a big screwup).

So what am I even saying? Did flagship deserve to go under? Well, maybe, but not because they did not design a good game.

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Asteria
Posted 14, Jul 2008 03:22 PM
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@ El-Ucca, of course these guys are quality. The fact you’re here is testament to that.  They overstretched themselves, trying to build every last facet from the ground up, server architecture, client, graphics engine and they were under an intense deadline to push it out.  Naive to attempt it all themselves as their first project with a new team.

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sectoid
Posted 15, Jul 2008 06:08 PM
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Zygfs, I hate when publishers hush a game, but to call it their fault only is too much. The developers previously AGREE on an agenda. Project Managers have the job of coming up with a time frame to build the game. It’s their jobs to separate it into smaller tasks and know how much time each will take. It’s an absurdly difficult job, and that’s why it’s paid better than proper development in general, because it’s THEIR faults if anything happens. Most important, though, it’s THEIR JOB TO KNOW THAT $#&* HAPPENS!!! Today’s problems lie here: a lot of managers do not take this into serious consideration, or want to promise everything to get what they need at the time. The first to suffer, and the ones who suffer most from this are the real programmers, who have to work almost 24/7, give up their family and friends and put up with a lot of stress. The second ones who also suffer are the consumers. The third ones, the publisher and game company, who get less and less sales as reviews and word of mouth spread. And, finally, all of the game team, who gets marked by a bad product.

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