Chapter 13. Microsoft s UltraCorps : Why This Turn-Based Game Failed


Chapter 13. Microsoft's UltraCorps : Why This Turn -Based Game Failed

by Jessica Mulligan

KEY TOPICS

  • Turned-Based Conquest Games Are Not Mass-Market

  • Too Easy to Exploit the Game Design

  • Constant Bugs and "Hacks" Destroyed the Game's Credibility

  • Lack of Publicity and Marketing by Microsoft

  • Failure to Refresh the Game Often Enough

  • The Zone's Sysops Were AWOL

AUTHOR NOTE

During the week of June 1, 1999, Microsoft and VR-1 (www.vr1.com) closed down UltraCorps ( UC ) , a turn-based MMP game of space conquest and resource management, and one of the first premium, for-pay games to debut on Microsoft's Gaming Zone (www.zone.com). It was also the first of the crop of "new" (post-fall 1996) for-pay online games to be closed down. In this context, I define "new" as online games developed by inexperienced but well- funded shops since 1996, as opposed to experienced developers such as Kesmai or Simutronics, which developed online games during the period from 1978 “1995 on shoestring budgets and a lot of passion.

I noted in print at the time that it would not be the last such game to fail, and 2001 showed me to be all too correct. Why this attitude? Some of the reasons UC failed are being repeated by others. As I read over the case study in early 2002, I found that most of the lessons are still current, showing how little has changed in three years in this industry.

Here are the main points from the original case study. The lessons to be learned still apply today.




Developing Online Games. An Insiders Guide
Developing Online Games: An Insiders Guide (Nrg-Programming)
ISBN: 1592730000
EAN: 2147483647
Year: 2003
Pages: 230

flylib.com © 2008-2017.
If you may any questions please contact us: flylib@qtcs.net