Massively OP Podcast Episode 258: Camelot Unchained and Colossus

    
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On this week’s show, Bree and Justin unravel the brouhaha surrounding City State Entertainment’s Colossus, celebrate the 10th anniversary of Star Trek Online, get the cold shoulder from Guild Wars 2, and take a second look at the New World switcharoo.

It’s the Massively OP Podcast, an action-packed hour of news, tales, opinions, and gamer emails! And remember, if you’d like to send in your own letter to the show, use the “Tips” button in the top-right corner of the site to do so.

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zoward

Just for the record, I’d totally listen to a “Bree Rant” podcast!

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Minimalistway

In haiku form? sign me in :-D

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Fang GWJ

Open World PvP does not make you a psychopath. Griefing does. Or it is possibly worse in that you are aware of the harm you are causing and either enjoy it or don’t care. At least a psychopath is incapable of seeing or caring about the harm they do.
That being said I am probably one of the chosen few who like this decision re: Colossus.
I believe I am on record on this site saying how much I though all the character classes they were creating sounded like they needed a PvE game to really shine. Mark agreed with me at the time and hoped that a game like that would be something to look at after CU released. And now, here we are :)
Precedent isn’t great for this type of move but I am hopeful.

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TomTurtle

Yet another reminder of how appreciative I am of the amount of work Bree puts into this site, such as the amount of research she puts into the news.

As much as I detest open world PvP and griefing, I still don’t like calling those that enjoy that style of gameplay “psychopaths” as the reader e-mail used. Taking out anger/frustrations sure, but I wouldn’t take it that far as a given.

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Paragon Lost

Bree’s a gem to be sure. :)

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Brazen Bondar

I don’t have a dog in this fight, but I have always enjoyed seeing Mark Jacobs comments in a thread. I think Bree is right that sometimes a company needs to at least talk to a PR team before doing something dramatic. I was following the thread for a bit and it got so heated I stopped reading it, and I just keep thinking what an unnecessary catastrophe that was…… I hope he can make it right with his backers and fans and that it won’t turn out that the backers were being used to get financing for a new engine.

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Mark Jacobs

Thanks for the kind words. You’re right about the announcement’s timing and way it was carried out. And in terms of the backers being used, we just showed them how that fear was misplaced with the latest CU build. We had hoped it would be ready in time for the announcement but it wasn’t. I should have just delayed the announcement till then (we thought it would be less than a week) but I didn’t want to wait.

For more info on whether we are going to license the engine, please see my response below. :)

Thanks again for the kind words.

Yangers
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Yangers

When you mentioned Fortnite having a PvE mode, which I had no idea was even a thing, I went and had a look on the official website to see what it was all about.

They actually charge a lot of money for that thing – $40 and $60. Why do they charge so much for basically a dead mode but give away the BR for free which generate mega mountains of cash? Remarkable.

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Armsbend

I noticed your interview was linked on my google news feed for pcgamer.

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Ironwu

And, still no word from CU customer service on my refund request. Not even an acknowledgement of receiving it. This fish is starting to ripen.

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Bree Royce

They promised refunds within 90 days. It’s been four. Dunno whether they do acknowledgments. I would assume they have a big queue they are working through at this point, but if you haven’t been refunded in 90 days, then I definitely want to hear about it.

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Ironwu

Thanks for the additional info. Did not see the 90 day part. We will see if I even remember in 3 months time!

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Mark Jacobs

Hey Ironwu. You and the other Backers who have asked for a refund will be hearing from support this week. I asked her to wait until I could write up some new text and link the videos of progress on CU that we are showing on our forums (if you haven’t seen them, they are worth a look). I had hoped to have the latest CU builds ready to go at the same time we made the announcement but we didn’t but the first got done yesterday morning and others will follow.

Sorry to see you go, I hope we can regain your trust and your support, maybe even before the refunds are paid out. We have a lot of CU stuff going in over the next few months (new scenario, classes, etc.) as well as continued improvements to the engine itself (autoscaling of servers for scenario, more performance improvements, etc.) as well.

I’m sorry to see you go. I do hope you like what you see enough to either stay or come back when CU is ready to go.

Thanks again for your support, it was and still is appreciated even though you are leaving us.

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Ironwu

Hi Mark,

Thank you for your reply here. I too am sorry about the situation, but cannot support the project when the company has diverted resources to a second project. As mentioned in my first post, I am still looking forward to CU and seeing what it is, though more so now when it actually releases.

For a little background, I was a senior software engineer in the Semiconductor Test Equipment field for 25+ years and am named on seven patents. So I know all about feature creep and additional projects started in the middle of a current project. Been there, done that. :)

Again
Thank You

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Mark Jacobs

You’re welcome! No worries at all IW, none at all. But (small ask?) please check out the latest video on our Forums. Given your background you’ll see that at least when I told people that the improvements from FS:R flow directly into CU (or the other way around) because it’s the same engine. That way you’ll know that I was telling the absolute truth about that stuff. The latest Cherry Keep video shows that the hitching, frame drops, etc. are almost entirely gone as opposed to the video (or scenario if you were in it) from May and the lighting model has improved (but now the textures/VFXs need to be tweaked to fit it) a lot. You don’t have to do that of course, but it might at least show someone like you that someone like me wasn’t BSing about some/all of the engine improvements. :)

And like I said, you might change your mind in the next few months. FS:R brought in additional engineers and artists and more are OTW. You know how much a 25% boost to a small engineering team can help a company and we’re hoping to get a little bit bigger as well. And if you are really interested in a little more detail, engineer or ex-engineer, hit me up on the Forums with a PM and I can fill you in on why this situation has been and will be a little bit different than what you might be thinking. But again, no worries at all no matter what you decide to do.

Off I go for a while. Cya!

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Wilhelm Arcturus

Those asking for a refund got a form letter email response today. Refund requests were ignored, you have to resend them. They just wanted to get out a plea from Mark. So I expect the 90 day clock has yet to start.

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Bree Royce

Anybody have a copy of the letter up yet? I’m not a backer, can’t see.

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Wilhelm Arcturus

I’ll send you a copy

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strangesands

The other scary parallel is, of course, Project Copernicus and Kingdoms of Amalur.

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Life_Isnt_Just_Dank_Memes

is CU just a smokescreen to get cash sho they could build an engine and then license it out?

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Mark Jacobs

Not a chance. I even made a legally binding statement on our Forums about just that topic. :)

Licensing the engine now would kill both games and the studio unless somebody dropped something like Softbank did on Improbable. I’ve been asked about that possibility by a couple of publishers and the answer is no. The reason is that while our engine works great, the documentation is almost non-existent and our tools situation only a little bit better than that. The support time that would be required would eat up any license fee we could hope to get.

Plus, I’m a firm believer in the idea that if you have a great game and engine, get the game(s) right first and then, if you want to, license the engine. That’s one reason that Epic was so successful licensing Unreal and most, not all, companies that tried to go down the pure licensing path failed. We game devs, like Hollywood people, love to see what’s successful and learn/gain from it. When Unreal was so successful as a game, people wanted to use the same tech to make their own version.

Our investors bought into CU and now FS:R, the engine bit is tertiary at best, since they would like us to make C.U.B.E commercial as well.

Over the remainder of the winter we’ll be showing our progress on both CU and FS:R to our Backers, which should demonstrate our commitment to making both games. I can promise you that you won’t see any licensing deals for the engine now until at least both games come out. We said we would deliver CU to folks who donated towards it and we are going to do just that.

Have a great day!

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William Scott

Just means CU is much further away then we were led to believe. They thought releasing this half ass game would placate us till CU came out

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Mark Jacobs

See what we are doing in the coming months and hopefully, you’ll be pleasantly surprised. If not, well I/we messed up really badly.