Cliff Bleszinksi to address Boss Key failure in new book

From Gameindustry.biz: "Industry veteran's memoir closes the chapter on studio that shut down less than a year after its debut title Lawbreakers launched"

Read Full Story >>
coolbeans2163d ago (Edited 2163d ago )

Titled "Curb Stomping My Reputation," I imagine.

gangsta_red2163d ago

I like, "It Can't Fail and How I Lost Anyways"

rainslacker2163d ago (Edited 2163d ago )

Weird. A whole book for what most development houses put out in a 2-3 page postmortem.

I guess he has to recoup that investment money somehow. Too bad any proceeds from the book go to him and not the investors.

More seriously, this appears only to be part of the book, and I guess its going to be some sort of auto-biography. Short version

guy creates mod...
guy gets hired by Epic....
guy rises to fame by creating a decent game....
guy becomes the director of a huge AAA game that is hugely popular....
guy gives it up to "retire"....

guy starts own studio and comes to realize that one's name only goes so far in the game industry, because 95% of game consumers don't have the first clue who anyone is....and when you piss off half of the other 5% who cared about your BS and condescending comments about how gamers are lame and they should just get with the program, said gamers aren't that keen to buy your game....particularly when more enticing games come out at about the same time......

Guy writes book to keep himself relevant, because those who can't, teach apparently.

Ahytys2162d ago

LOL! Completely agree! Loved your comment, funny and smart at the same time

fluxmulder2163d ago

300 pages of Cliffy blaming it on everything but himself.

Skuletor2163d ago

Sounds like Hillary Clinton's "What Happened" all over again. .

WorldGamer2163d ago

Or our current POTUS? That would be more timely and relevant than Hillary don't you think?

crazyCoconuts2163d ago

Personally I'd rather read a book about Fortnite and it's success than Lawbreakers and it's failure. Seems like coming off a failed business venture is exactly the wrong time to write a book if the intent is for other people to read it. Bad timing for launches is kinda the consistent theme here I guess...

Goldby2163d ago

Same could be said about epic and fortnite.

They gave up on paragon (failed venture) and pumped all the money into the BR mode to save fortnite. And now that they are racking in the cash, all they want is more, or they wouldn't have invested that bsck into their previous games

gangsta_red2163d ago

If anything I say it's good to have both types of books to read. I mean Lawbreakers had a lot going for it, there really isn't anything on paper about the game that would even suggest it would fail.

I would be curious if there was behind the scenes reasons why this game failed, the way Cliffy is portrayed by fans as a reason, the things he said about not releasing on Xbox, the switch from F2P to paid (I believe), the comparisons to Overwatch, who knows.

rainslacker2163d ago

Sometimes a negative postmortem can be more valuable than a positive one.

But in this case, I think even the most deluded of gamers can see what went wrong with this game, and the followup to it. Its not exactly that difficult to see.

Cliff is a talented game designer, but with his games at Epic, he had the full force of hundreds of talented game designers to help him with the productions he was put in charge of.

But the important lesson here is that no matter how popular you are, it doesn't mean your guaranteed success. Just look at how many big name devs went to start their own indie studio, only to not succeed. On top of that, I feel his ego may have not matched what he could actually achieve, and he was rather brash with his own fan base...which just wasn't large enough to make this game successful on their own.

Its not that I felt he made any improper business decisions in how he released Lawbreakers, but he has always been rather condescending to the gamer, and his ego often fed into negativity among the community at large...much of which he was relying on for the success of this game. But he found out that no matter how popular you may be within a community, it doesn't mean sh*t in a community which is more about "what have you done for me lately", than it is about remembering yesteryear. Peter Molyneux learned this lesson as well.

crazyCoconuts2162d ago (Edited 2162d ago )

I don't disagree. Personally I feel that when it comes to Multiplayer games there are tons (sadly too many) of examples of pretty good ideas baked into pretty good games that don't make it. It's like MP has to cross this really high threshold to keep our ADD from kicking in and moving on to something else, essentially killing the game. And with social media being as it is, it seems there's even more stratification around a handful of games that all your friends are playing. So failing is not that interesting - it happens all the time and the odds are stacked against you. It's the companies that somehow get their userbase engaged, keep them engaged, keep tweeaking, balancing, hyping, etc. Those guys are the magicians that I'm impressed with...

rainslacker2162d ago

I've noticed that for the most part, the only MP games that seem to do exceedingly well, or even good enough to survive, tend to be the AAA games that are marketed heavily. The reason for this I believe is because they are marketed heavily, so they get a player base, and for a MP game, a player base is extremely important. Even mediocre MP games can continue to thrive, but they have to be good enough to keep the player hooked long enough that attrition doesn't take its toll early.

Games with smaller scopes like PBBG(at least for its early concept), which wasn't a huge budget game, and mostly crowd funded so it still returned a lot of money, and the success it had is extremely rare within the MP market.

I said above that I felt he might have had a more stable future had he not tried something so ambitious and something not in a market that was already over saturated. Without a doubt he knew of some of the heavy competition coming as well, and I think had he done something more along the lines of say Jazz Jackrabbit.(in scope but maybe not design)..one of his early titles where he was credited as a designer, could have helped establish his company better. It would have given a sense of nostalgia to help show why he became popular in the first place. I don't doubt he could have made a good game. But the important thing is that if he kept it SP, it would have cost less money, and likely would have had more chance to succeed, and return revenues for a longer period of time. With MP games, if you fail out of the gate, that's pretty much it, unless you're willing to go do "A Realm Reborn" and throw another AAA budget into it.

And of all the lessons that I think that could be learned from a postmortem of this game it would be don't be too ambitious out of the gate. Its one thing if you start a big studio to focus on making AAA games, but trying to make a high end mid-tier MP game and capitalize on the MP market is very risky without the funding to market the game. SP games may be riskier in terms of AAA development, but they seem to do quite well in the mid-tier market, and even if they don't do exceedingly well out of the gate, they can still make money over the long term. Not everyone can reach the stars on their first try, and I think some people who leave bigger studios to start indie studios fail to realize that.

bangoskank2163d ago

"All the people who didn't want to play my games are dickheads."

Show all comments (24)

"Stars Reach" MMORPG Announced by Raph Koster: A Spiritual Successor to Star Wars Galaxies

Discover "Stars Reach," the new MMORPG by Raph Koster, featuring a dynamic universe, procedurally generated planets, and robust player housing and economy.

Read Full Story >>
MestreRothN4G51m ago

Raph Koster wrote the #1 most influential game design book. Nice to see a game coming from him.


The Cloud Gaming Graveyard: Dead Cloud Gaming Services

We take a walk around the Cloud Gaming Graveyard - listing all the failed cloud gaming services over the last decade.

We discuss the ups, the downs, and overall history of this technology. Turns out running a successful cloud gaming service that addresses the various technical hurdles and actually makes money is a real challenge.

Read Full Story >>
Chocoburger1d 4h ago

I'm sure that there will be more to come in the future.

UltimateOwnage6h ago

Latency and video compression will always make cloud gaming an afterthought.