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Developing Online Games. An Insiders Guide Authors: Mulligan J., Petrovsky B. Published year: 2003 Pages: 92-94/230 |
Constant Bugs and "Hacks" Destroyed the Game's CredibilitySince day one of MMP games , a small percentage of players have made it their business to find and exploit bugs in the game code. They are very good at finding these bugs; they can and do find every bug in a game's code. Some players have even gone so far as to hack the frontend or backend of a game, although this is rare. UC was no exception. Bugs not only cropped up; they tended to be persistent. It was rare but not unknown for players to find ways to move resources from one campaign to a completely different one. This happened often enough that a warning about it was put in UC 's player code of conduct. During one early campaign (it might even have been one of the Beta test campaigns ), it was discovered that a player had found a bug that allowed him to create an unlimited number of one type of military unit on any planet he controlled. Thankfully, like most such cheaters, he was stupid and created far more than his resources would have allowed, so he was discovered quickly. The UC programmers handled this one creatively; rather than just ban the player, the programmers created and launched some very large fleets to all his planets and destroyed them, and then the programmers publicized the event as a warning to others. As another example, check out this notice in the rules for the most recent Master's Tournament for UC :
This particular bug has plagued UC since it was made available to the public. While VR-1's developers tried to manually monitor and stop it, that's a lot of work ”and isn't that what a computer is for, anyway? The persistence of these bugs and exploits, and the fact that some players in every campaign were abusing them, made it impossible for the reasonable and responsible player to truly enjoy the game. |
Lack of Publicity and Marketing by MicrosoftMicrosoft's goal on The Zone is to push its brand names . That it does, with great zeal. After the initial launch of UC , it was tough to find ongoing promotions for the game, nor did I ever see the game marketed in banner ads on other game information sites, as I did with The Zone in general. For goodness sake, there wasn't even a link to VR-1's web site from any of the game's pages on The Zone, and I looked hard. We learned a long time ago in this industry that "If you build it, they will come not !" You have to get the word out. With a small niche market such as turn -based strategy games , you really have to get the word out. That wasn't done here and was a major contributor to UC 's failure, I believe. |
Failure to Refresh the Game Often EnoughVR-1 did try, adding the occasional new units and some campaigns that varied the rules a bit. Unfortunately, it just wasn't enough; the new units were just minor variations on existing units, and the rule variants didn't go far enough. There just wasn't enough new about the game on an ongoing basis, and that is the death knell for massively multiplayer online games (MMOGs). Supposedly, UltraCorps Version 2.0 was in development at the time the game was scotched. It might have been interesting to see what changes were planned. For the other reasons in this article, a new version probably would not have saved the game, but it would have been nice to try. |
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Developing Online Games. An Insiders Guide Authors: Mulligan J., Petrovsky B. Published year: 2003 Pages: 92-94/230 |