Worlds Adrift will host an End of the World event before its sunset tomorrow

    
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Isolationist.

Worlds Adrift’s final hours are fast approaching, I’m sorry to report.

Back in May, Bossa Studios announced that it was sunsetting the game in July, chiefly because the freewheeling open-PvP sky-sailing sandbox hadn’t “captured the imagination of as many people as [it] needed to make it commercially viable.” In June, devs wiped the servers and characters and added the final patch. And as of tomorrow, the game is over.

Those who’d like to pay their final respects can do more than press F; Bossa is hosting what will apparently be a six-hour End of the World event starting at 10 a.m. EDT on Friday, July 26th. We’ll be streaming the tail end of it on OPTV tomorrow, or you can watch it on the official stream too.

Once again, our condolences to the players and designers affected by the sunset.

Source: Twitter
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Schlag Sweetleaf
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Vorender

Who could have foreseen this? Oh right, most of us.

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Daniel Miller

I backed this game on ks or sonewhere. Bought the basic pack. 35. Never got a ship built. Always died on starter island.

Was to frustrating, clunky, bad graphics. Then they went and listened to care bears for pve only servers. I can’t say I am sad to see it go.

This game perhaps should of been an offline game.

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Sray

It wasn’t a crowdfunded game: you must have bought it in old fashioned early access.

But the unrestricted ganking at the game’s launch gave the game a rep that couldn’t be shaken off. If there is one lesson that indie developers building PVP focused MMOs can learn from this game it’s this: early access or not, don’t let the public touch your game until you’ve got newbie player safe zones in; because no matter how cutthroat the game is supposed to be, no one likes being ganked 5 seconds out of the character creator.

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Daniel Miller

Early access was sold on site before steam.

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Sray

There it is!

Sorry to be pedantic about that, but there’s so much crowdfunded stuff out there these days I always feel that studios that fund projects the old fashioned way deserve special recognition for that. No slight meant to Mark Jacobs, who’s possibly lurking in this thread still: he crowdfunded, but also put his money where his mouth is.

deekay_plus
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deekay_plus

almost all successful crowdfunding has required personal upfront investment from and personal risk to the crowdfund campaign runners should the kickstarter fail to fund/unable to secure more traditional means of funding during the campaigns, let alone after.

bossa studios also didn’t sell early access on their own site until after there had been a fair bit of invitation unpaid player testing. which wasn’t terribly dificult to get in if you wanted to be a part of it. source: was in said test group, unfortunately could not partake more than than a few hours as the game made my fear of heights/falling just go nuclear.

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Sray

You’re right dk, when you’re talking about successful games that have come out of Kickstarter. However, when I think about crowdfunding, I’m more thinking about the broke guys with a 30 million dollar idea that go asking for 50 thousand dollars and assure a bunch of morons that it’s completely possible with their team of 6 volunteers. I’m sick of that behavior (which has thankfully mostly disappeared as people have realized that crowdfunding is not a good means of getting the funds for anything but very small scale projects) and because of it I feel compelled to point it out whenever someone confuses an independently funded project with a crowdfunded one.

deekay_plus
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deekay_plus

definitely. bossa is definitely self/traditionally funded, having sold a fair few copies of their previous viral indie hits like i am bread.

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Schmidt.Capela

If it had PvE-only servers I would have purchased a copy.

Instead, the “PvE” server was PvE just for the earlier tiers, and then you needed to enter a PvP area in order to continue progressing. Thus completely worthless for a pure PvE player.

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Arktouros

I’m sure the PvE players they changed the game for will come out and honor the game’s closing.

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Sray

Just like all the PVPers who came out in huge numbers for the game?

If Worlds Adrift had been attracting enough of a PVP audience, they wouldn’t have changed things to try to attract that PVE audience. The fact is it’s not the fault of PVE or PVP players: the game simply failed to attract enough of anyone to be viable. There’s a million reasons that can be listed off I’m sure, but games don’t fail because of players: they fail because of what happens on the studio/publisher side.

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Arktouros

Players aren’t going to play a bad game in the hopes that it turns into a better game. No players are going to do that be it PvE, PvP, hardcore raiders, softcore casuals it’s just not going to happen. There are too many decent to good quality products on the market to waste your time on the idea that bad games will turn into good ones. All these games (World’s Adrift, Legends of Aria, etc) have one big thing in common and that’s a super long early access phase that many people are burned out on in the genre.

From a PvP perspective the game was an unbalanced mess. I have no obligation to play through or support a company while it works how to sort that mess. If they can’t do it and they instead cop out and change their game model to cater to a different market then I especially am not going to stick around in a product that is different than one I originally bought. They wanted their new market. They got their new market for the few months I said they would get that new market for when they announced their shift. Then the PvPers had abandoned them, the PvE players had consumed their content and moved on, and now they’re done.

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Schmidt.Capela

My gut feeling is that the devs were mainly open world PvP fans, but with a grossly unrealistic vision of how PvPers behave; they seemed to believe that almost no one would engage in ganking (AKA picking their fights so they only engage when they have an overwhelming advantage), and even less players would engage others when they had little to nothing to gain (which would prevent just about every instance of an advanced player or group destroying the ship of a newbie).

So, they made their game — and decided not to include safeguards against griefing and ganking — under the assumption that most players would only engage in “honorable” PvP. Which is beyond naive in any open PvP game.

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Arktouros

That’s just the flaw of just about every PvP game developed in memorable history. There’s zero incentives to not just go on a rampage.

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Schmidt.Capela

Sincerely, their “changing” the game for PvE players was just an ill-disguised attempt to attract PvE Players and push them into a PvP end-game, in a con I’m glad to see has failed. A game where end-game rewards, like the blueprints and materials only available in T4 in WA, are only available in PvP-enabled zones isn’t directed towards PvE players at all.

I wasn’t against the game per see or wanted to see the game as a whole fail, mind. But if they wanted PvE players to boost their player numbers, then they should have actually catered to PvE players with a game mode where those players could reach the pinnacle of power without ever having to open themselves to PvP (or trade with other players that do so). If they were unwilling to go that far, then they should instead have reduced their budget to match what they could make from just the PvP players.

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Arktouros

To be honest from a PvE perspective the game was trash. The only PvE content was explore some islands basically. Even if they had unlocked everything, in a month of even casual play you’d be done with the game basically. You can’t convert a PvP title and make it work for PvE. PvE players require content to consume and a constant source of new content to keep them interested/playing. It’s an endless job of creating new content and most of these smaller companies can’t keep up with churning out that much content.

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Schmidt.Capela

PvE players require content to consume and a constant source of new content to keep them interested/playing.

Not if the game actually works as a PvE sandbox game, like Minecraft in servers modded in a certain way (or in single-player). WA was planned as a PvP sandbox, but if the devs ever got the opportunity to implement everything they wanted to add then I believe it would have worked well as a PvE sandbox too.

But then, the devs didn’t even try. The “PvE” server they created was PvE in name only. They should have kept its original nomenclature and called it “hybrid” to the end, or else not even bothered trying to attract PvE players if they weren’t willing to fully embrace those players.

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Arktouros

That isn’t at all what World’s Adrift had however. The only PvE content the game had was exploring islands for knowledge captures/chests while avoiding Mantas when using engines. Without PvP the second half is trivial because you can just use a sail except when crossing walls. So you’re left with nothing but islands that get re-used/re-hashed each time they wipe. They would have to basically overhaul the entire game to make PvE actually work or introduce any kind of lasting sandbox PvE content systems.

Just wasn’t going to work under any scenario.

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Mark Jacobs

So sad, I thought this was a really interesting idea for a MMO and hoped it would succeed. Hopefully they will have more success with their next title(s).

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Arktouros

The physics/spatialOs system really added a layer of depth I had not initially expected to find when I bought the game. Good chunk of my game play wasn’t spent fighting other people or exploring for blueprints/xp but instead sitting in front of the ship building menu trying to min-max frame designs and weight/power ratios on ship design. Very unique experience over my 20 years gaming for sure.

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Mark Jacobs

Yep. They had some really good ideas and it’s a shame that it didn’t work out, both for the studio and gamers. :(

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Utakata

RvR would likely of been the best way to handle this game, IMO. Would of kept the goal of PvP while attracting a wider audience base. But I guess this is all academic now…

…my thoughts goes to those effected by this closure. I wish them better luck for the future. /bows

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Schlag Sweetleaf

daoc framing of rvr and pve would have been very interesting for this game that never was

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Utakata

You know, I played Warhammer Online because of this, despite it being PvP focused to my understanding. So the concept of it all I could get very much behind on.