<![CDATA[Kotaku: hellgate: london]]> http://tags.kotaku.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: hellgate: london]]> http://kotaku.com/tag/hellgatelondon http://kotaku.com/tag/hellgatelondon <![CDATA[Namco Bandai Holding Up The Return Of Hellgate]]> MMO Hellgate died. Then it was bought out, and is back (in Asia). In the West, however, it remains dead, despite the best efforts of new franchise owners HanbitSoft.

See, HanbitSoft want to bring the game back to the West. But while HanbitSoft own the rights to the IP itself, Namco Bandai own the publishing rights to the game in North America and Europe. So HanbitSoft can't open up Western servers (or even allow Western players on asian servers) without Namco Bandai's involvement.

And Namco Bandai doesn't want a bar of it, as they have no intention of re-opening the servers they closed on January 31.

So, Western Hellgate players, looks like your goose is well and truly cooked. Time to make like most other humans and give up on the game.

HanbitSoft 'Interested' In Western Relaunch For Hellgate, Prevented By Licensing [Gamasutra]

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<![CDATA[Where Hellgate: London And Flagship Studios Went Horribly Wrong]]> Hellgate: London's development, like its eventual implosion, was epic. At GDC, Stephen Goldstein, Flagship Studio's ex-director of business development, explained just how what seemed like a guaranteed hit went horribly, regrettably wrong.

Goldstein reminded us first of the happier, more hyped times at Flagship. In October 2007, when the founders of Blizzard North were on the verge of launching their new company's first title, Flagship had secured 60 magazine covers to promote game. It had six publishers worldwide, and five co-marketing partners—meaning millions of dollars in marketing funds—in addition to comic books, novels, manga, action figures, and more, all born from original, internally owned IP.

But just nine months later, Flagship was laying off a hundred-plus employees, unable to pay the bills and beginning the process of handing off Hellgate: London to someone else. What went wrong?

Many things, according to Goldstein, including the fact that Flagship really hadn't considered failure an option.

"Everything was plan A," he said. "There was no plan B. Everything was going to be a massive success."

Part of the reason for Flagship for not having a "plan A" was that the developer had begun to believe its own hype, he said. Not every person involved in the development of Hellgate: London was like a lemming blindly walking itself off of a cliff, Goldstein noted, but he warned other developers in attendance to get outside feedback from those not invested in the success of the game.

"When everyone's telling you how great you are, take a step back and reevaluate," Goldstein warned, "We really had no objective point of view. Everyone was in the trenches."

Even the game-buying public had begun to believe the hype, a product of a massive marketing assault that resulted in lofty expectations. Goldstein said that "No matter what we would deliver [with Hellgate: London] it would be impossible to meet those expectations."

One of the other contributors to Hellgate: London's failure was tackling "too many firsts." It was Flagship's first 3D game, it's first first-person shooter, it's first subscription based game, and it's first time creating software as a service. On top of that, it planned to release the game worldwide in 17 languages, which required 17 builds of the game, with each of its six publishers looking to score "something special" for their version of the game.

Another factor was Hellgate's ill-defined structure. It was a single-player game with a multiplayer component that was split into a free-to-play tier and a subscription-based tier.

But what Goldstein called "the company-killing moment" was that, at one point, it had passed on investment. That, hypothetically, could have given Flagship an extra four to five months of development time, a period Goldstein feels could have given the developer enough time to deliver a polished product.

Remember, when someone hands you money, take it.

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<![CDATA[HanbitSoft To Continue Hellgate: London - No Really]]> Despite news to the contrary back in November, Korean publisher and developer HanbitSoft still plans to maintain Hellgate: London as a free-to-play title on a global scale after Namco Bandai's January 31st server shutdown.

HanbitSoft first announced plans to relaunch the game back in early November of last year, after Namco Bandai announced that servers would close on January 31st, 2009. Namco Bandai then dismissed the announcement, claiming the company did not own the IP for the US and Europe.

Now HanbitSoft is once again asserting that they own the worldwide rights to the Flagship Studios title, and will be maintaining it as a free-to-play game, with a large-scale patch coming soon, combining Hellgate's two play modes and unifying the community.

The question we should really be asking ourselves at this point, is does anyone really still care? I suppose we'll find out come February 1st.


HanbitSoft: Hellgate London To Continue As Free-To-Play Title
[Gamasutra]

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<![CDATA[Looking at "The MMO Crash of 2008"]]> Hellforge posits that 2008 was the worst year on record for MMOs. But the "collapse" had nothing to do with the genre's viability, and everything to do with hubris and poor decisions by game-makers.

The wreckage includes three titles whose names are either punchlines by now or dangerously close: Hellgate: London, Age of Conan, and the dumpstered Tabula Rasa, joined by the patched-too-late Pirates of the Burning Sea, as examples of how not to run an MMO railroad.

Hellgate cratered thanks to bad management, bad decisions and their reversals, and its bastard sibling Tabula Rasa was so awful Lord British decided to leave Earth rather than deal with the mess. Pirates of the Burning Sea patched its problems, but way too late to save itself. Age of Conan, as discussed before, stopped trying after you got past level 20. Bottom line, Hellgate and Tabula Rasa's servers are shutting down entirely (or already have) and the other two have merged or closed many of theirs too.

The lessons? Listen to beta testers; get the launch right, because patches won't save your asses, and if you're innovating some new gameplay mechanic, do it like you mean it. A successful MMO depends on a huge investment of a gamer's time. The investment on the development/publishing end should be total, too.

The MMO Crash of 2008 [Hellforge]

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<![CDATA[As You Were, Hellgate Not Reopening In US/EU]]> I'm sorry to have to be the one to tell you this. Contrary to recent reports, Hellgate: London will only be clawing its way out of the abyss in Asia. Fans of the game in the US and Europe will be bidding the game farewell at the end of January, as expected.

"People are speculating and I don't want anyone shocked on January 31, 2009 when the server and forums shut down and there is nothing," said NAMCO's Diane Migliaccio in a post to the Hellgate: London forums.

Hanbit software had announced an expansion to the game but, explains Migliaccio, "Hanbit owns the IP and rights to publish anywhere other then the US and EU. NAMCO owns the rights to publish in the US and EU."

New's about Hellgate's Future [Hellgate Forums via Blues News]

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<![CDATA[Hellgate Creator On Why Hellgate Sucked]]> Poor Hellgate. It promised so much, and delivered so little. So little, in fact, that it drove developers Flagship Studios out of business. As the mourners file slowly away from the studio's funeral and make their way towards the free finger food and drinks, it's time to reflect on just why Hellgate never made it. Creator Bill Roper has a fairly good idea:

Some of them were just bad timing in the PC market. The PC market was lousy last year. Some of it was the fact that we were an independent studio. We didn't have unlimited money, and we had to ship when we had to ship. Part of it was because we overreached, and that was a design problem that was totally our fault. We tried to do too much. We tried to be a standalone game and a free-play game and an MMO and an RPG and a shooter. We were trying to be something for everybody and ended up really not pleasing many people at all....

Sounds about right to us!

Bill Roper: 'Hellgate Wasn't As Good As It Should Have Been'
[1UP]

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<![CDATA[Hellgate, Mythos Development Picked Up By Korean Publisher]]> So Flagship (and Hellgate) are sunk, and Mythos has been canned along with them, right? Not necessarily! According to some job postings over on Gamasutra and DICE.com, Korean publisher T3 is opening a development studio in San Francisco, and will continue work on both titles. Seems random, but T3 own a controlling stake in HanbitSoft, Hellgate's Korean publisher, and the company at the centre of a tussle over ownership of the game as Flagship was going down. A tussle they seem to be well on the way to winning. The news probably won't matter to Hellgate players since, outside of Korea, there really aren't any left, but it's good news for Mythos fans.

Report: T3 To Continue Hellgate, Mythos Development In SF Office [Gamasutra]

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<![CDATA[Flagship Sunk, Who's In Charge of Hellgate?]]>
Word started passing yesterday that Flagship Studios went caput, and now multiple sites are reporting that the Hellgate developer is indeed no more.

We got an anonymous tipster who said Flagship shut down abruptly yesterday, and that developers for both Hellgate (San Francisco) and Mythos (Seattle) have all been pink-slipped. "But there's also hope that they will all have their jobs back at the end of next week at a brand new company," our tipster says.

But wait, there's more. Flagship's Korean partners/owners, Hanbitsoft, were said to be taking over. That sparked a foofaraw regarding who owns the Hellgate intellectual property.

Fan site Hellgate Guru first reported that HanbitSoft was taking full control of Hellgate: London and intended to continue the game. That brought a forceful denial from Flagship, and confirmation from HanbitSoft's own attorneys (who slipped in a backhanded dig at the failing studio, which pretty much confirms Flagship's demise.)

HanbitSoft's attorneys said that while they're an exclusive licensee of Hellgate and Mythos, it's been pledged only the Mythos IP. Secured lender Comerica gets the Hellgate IP as collateral on the loan. Either way, Flagship does not own either, and also:

[I]t is unfortunate that Flagship turned down additional investments HanbitSoft offered to make that would have allowed it to keep its doors open, but HanbitSoft hopes to work with Comerica and some of the team at Flagship to see if there is a way to continue to generate content to keep Hellgate online in Asia and to finish the development of Mythos.

That sounds like the "brand new company" possibility our tipster mentioned. Either way, HanbitSoft says it threw Flagship a lifeboat, and it chose to go to the bottom. Ouch.

Finally, VE3D says it got more confirmation early this morning:

Flagships's Community Manager, Taylor Balbi, has revealed, through sources, that all Ping0 and Flagship Studios staff have been made redundant. Employees were notified at a company meeting and subsequently informed that the offices will be officially closed on Saturday. Balbi went on to reveal that three of the studio's top brass dug into their own pockets to provide 30 days of pay to all employees.

Our source says an official announcement will come next week (like what, at E3?)

Flagship Studios' Closure Confirmed, All Staff Fired, All I.P. Lost [Voodoo Extreme]

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<![CDATA[Flagship Co-Founder: Hellgate Was Overambitious, Rushed]]> We're all pretty much aware that Hellgate: London failed, and I'd say we're all pretty sure of the reasoning behind that failure, but it's always nice to get confirmation from someone in the know. In an interview with Eurogamer mainly dealing with their new MMO Mythos, Flagship's operations chief and co-founder Max Schaefer explains that the company just bit off more than they could chew.

If we made a mistake with Hellgate, it was trying to do too many things for too many people. We wanted a cutting edge graphics engine, we wanted multiple business models with subscriptions and free play, and single-player, we wanted to combine third-person play with first-person play, we wanted to do random 3D levels, and when you're starting with a brand new game studio with very limited budget and no existing technologies, that was probably biting off too much. We ended up rushing it to market and not keeping it in the oven long enough, just out of necessity.

It's still a shame, especially when the game had so much potential, but it's good to see Flagship accepting and learning from their mistake and moving on to bigger and better things. Hit the link for the full interview.

Flagship's Max Schaefer [Eurogamer]

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<![CDATA[Hellgate: London Korea's Most Successful Launch]]> From worst to first! Just last month, Flagship's Hellgate: London made 1UP's list of the top five botched PC game launches of all time, with regular server crashes and people being billed multiple times for premium subscriptions. The Southeast Asian launch went even worse, with Infocomm Asia Holdings nearly wiping all player progress within the first 30 days of launch. It's amazing what a few months can do, because now Hellgate: London is being touted as Korea's most successful online game launch in 3 years. There are over a million active accounts, and the game is the 9th most-played game in the country. Sheesh. "To become the most successful launch in Korea for over three years is an incredible achievement," said Bill Roper, CEO of Flagship Studios.

"This milestone wouldn't have been possible for us to achieve without the incredible support of our publishing partner, Hanbitsoft, and our dedicated community in Korea."
Wow, that Hanbitsoft must have the most magical marketing team ever! Hit the jump for the press release, which actually contains the words 'Hellgate", 'Successful', and 'Launch', all in the same spot.
Flagship Studios' HellgateTM: London Celebrates The Most Successful Online Korean Launch In Three Years

San Francisco, CA (April 11th, 2008) - Flagship Studios today announced that its action role-playing game Hellgate: London has become the most successful online video game launch in Korea of the past three years with over 1 million accounts registered within the first two weeks of its open beta test. Hellgate: London is the first online game in over three years to use a monthly subscription business model.

After launching the open beta on January 15th, Hellgate: London quickly rose to the ninth most played online game, fifth most popular RPG and most popular online beta game in PC Cafes*, with over 1 million accounts. Hellgate: London was released commercially on February 22nd, and achieved record sales in its first week of presales.

"To become the most successful launch in Korea for over three years is an incredible achievement," said Bill Roper, CEO of Flagship Studios. "This milestone wouldn't have been possible for us to achieve without the incredible support of our publishing partner, Hanbitsoft, and our dedicated community in Korea. We look forward to expanding the Hellgate universe and building upon this success in the future."

"Flagship Studios are well aware of how the Asian market operates very differently to the Western territories" said Alex Kim, CEO of HanbitSoft, "By listening to players' feedback and through constant updates to the game, Hellgate: London will continue to be an incredible success throughout Asia."

Hellgate: London combines the depth of role-playing games and the action of first-person shooter titles, while offering infinite playability with dynamically generated levels, items, enemies, and events. Whether online or off, a player creates a heroic character, completes quests, and battles through innumerable hordes of demons to advance through experience levels and branching skill paths. A robust, flexible skill and spell system, highly customizable appearances, and a massive variety of randomly generated equipment allow players to create their own unique hero.

For more information please visit the official Hellgate: London site at www.hellgatelondon.com
*According to Gametrics and Game Report


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<![CDATA[Hellgate: London Gets Patched]]> Flagship Studios has announced a new patch for Hellgate: London. Patch 1.2 contains a bunch of new features and improvements to the game. Most notable is the addition of an in-game mail system that will allow players not only to communicate, but to send items to each other as well. There is also a major character class balance and upgrades to certain in-game characters. Also included is a new enemy, six new weapons, higher monster spawns in certain areas and "pets with abilities."

All the gory details of the patch can be found on the Hellgate:London forums.

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<![CDATA[Hellgate London: Now With More Hell]]> The nether regions of Hellgate: London are expanding. Hellgate creators Flagship Studios announced yesterday that they would be adding new content to the game as of Jan. 21. The expansion is known as The Stonehenge Chronicles and will add outdoor areas to the game's rotting city locales. It contains three new sections entitled The Caste Caves, Moloch's Lair and The Wild that will enable players to earn some new items and unlock new dungeon scenarios. Also included are a PvP area, upgraded UI and the ability to pay for your subscription via PayPal and PaybyCash. More hell is good hell!

Hellgate London To Get First Content Update [Gamasutra]

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<![CDATA[Hellgate Contest Has Two Winner(s)]]> Holy crap our Hellgate: London contest was way too close to call! Finalist 2 and Finalist 4 ran neck and neck. Here's our solution: We're giving both copies of Hellgate: London. The other finalists must be satisfied with INTERNET FAME — however ephemeral it is. We're not going to do this every contest, so do not ask.

Congrats to our dual winners and much love to everyone else who entered! Finalist 2 and Finalist 4 shoot tips an email with your address so we can get your prizes to you.

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<![CDATA[Vote for HELL]]> Our Show-Us-Hell-Win-Hellgate: London contest has drawn to a close. Voting time! We've got TK finalists, and it's up to you, Kotakuland, to vote for the one finalist you like best. Remember, vote for ONE and only ONE. Voting ends Monday, December 10th at 11:59pm. Hit the jump for the finalists!

Finalist 1
finalist1roxe.JPG
Roxeraz writes:


Well, since Nintendo keeps screwing us Europeans over and over, I
thought this would be fitting.
After I finally got the Wii I still don't get what the big fuzz is about.
It's overpriced. (Xbox Premium is cheaper in Norway) The motion controls
are horrible.
And it doesn't even have that many good games, in Europe at least...
So here you go Nintendo.


Finalist 2
finalist2shawn.jpg
Shawn writes:


So sitting at work I realized I hadn't entered the "Hellgate" contest. All
I had was some staples, a laser mouse, and some paper. Here's the
results...


Finalist 3
finalist3fuzzypaws.jpg
Mr. Fuzzypaws writes:


This is a scene from the end of 28 Days Later, an excellent movie and much better than the suckfest called 28 Weeks Later.
The picture even gets a little gaming flavor by having Mario with his Wiimote in it and I was playing the movie on my Playstation 3.


Finalist 4
BSOD%20Hell.jpg
Mujiber writes:


Hi, here's my submission. It's entitled 'Life in BSoD Hell'


Finalist 5
finalist5solo.JPG
Solo writes:


Solo from Montreal


Finalist 6
finalist6hell.JPG
Joey writes:


[Joey wrote nothing]

Finalist 7
finalist7hell.JPG
Nasser writes:


...in Norway actually... I live in Norway too.. The first picture is in hell.. Have a nice day :)
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<![CDATA[Hellgate - A Novel Purchase]]> hellgatenovel.jpgWhen I first played Hellgate: London during the late stages of beta, I was somewhat less than impressed. I loved the concept and the graphical style, but the gameplay seemed kind of empty and hollow to me for some reason. Then one day will wandering through a local bookstore I picked up a copy of Hellgate: London Exodus, the first in a series of game-based novels by Author Mel Odom, whose name I recognized from several books in the Shadowrun series years ago. The story chronicles the early days of London's invasion, following templar Simon Cross as he seeks to avenge his father's death at the hands of demons that he once refused to believe in and the rise of the sorcerous Cabalists to power. After reading through the 466 page story I immediately went out and purchased the game, and found myself enjoying it more than ever. Having immersed myself in the fiction, suddenly the game seemed much more developed and interesting to me.

For me this stressed the importance of a strong background story to the immersion of a video game. Having read many game-related novels over the past few years I can say that with few exceptions, I always enjoy the game more once I know details on the back story and the characters that lived through the game's events.

So what do you guys think? Has a novel ever convinced you to purchase a game you otherwise weren't too keen on? How important is story outside the frame of the game itself?

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<![CDATA[Show Us Hell, Win Hellgate]]> More hell! For our Show-Us-Hell-Win-Hellgate: London contest, reader Nasser writes:


..in Norway actually....

I live in Norway too..

here is a link on google maps

The first picture is in hell.. The second leads straight to hell :)

Have a nice day :)


Thanks :) That second picture is after the jump. Here's the contest: Show us the word "Hell" on something — anything, but just don't write it. Take a picture of it and send it to kotakucontestATkotakuDOTcom. Remember: You're not just playing for a copy of Hellgate: London but the proverbial INTERNET FAME. Good luck!

roadtosthell.jpg
Hellgate: London [Official Site]

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<![CDATA[Use Hell, Win Hellgate]]> Our Show-Us-Hell-Win-Hellgate: London contest is totally heating up. Look at the fantastic entry from Kotaku Mr. Fuzzypaws. He writes:


This is a scene from the end of 28 Days Later, an excellent movie and much better than the suckfest called 28 Weeks Later.
The picture even gets a little gaming flavor by having Mario with his Wiimote in it and I was playing the movie on my Playstation 3.

Brilliant! Here's the contest: Show us the word "Hell" on something — anything, but just don't write it. Take a picture of it and send it to kotakucontestATkotakuDOTcom. Remember: You're not just playing for a copy of Hellgate: London but the proverbial INTERNET FAME. Good luck!
Hellgate: London [Official Site]]]>
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<![CDATA[Show Us Hell, Win Hellgate]]> Here's your friendly neighborhood contest reminder: We're giving away a copy of Hellgate: London. Here's the contest: Show us the word "Hell" on something — anything, but just don't write it. Take a picture of it and send it to kotakucontestATkotakuDOTcom — Just like Joey did! Deadline for this is next Wednesday, December 5th. Remember: You're not just playing for a copy of Hellgate: London but the proverbial INTERNET FAME. Good luck!
Hellgate: London [Official Site]

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<![CDATA[Win Hellgate With "Hell"]]> Our Show-Us-Hell-Win-Hellgate: London contest continues! Reader Joey sends us this "Hell" from a Pokémon card. Clever! Remember, we're giving away a copy of Hellgate: London. Here's the contest: Show us the word "Hell" on something — anything, but just don't write it. Take a picture of it and send it to kotakucontestATkotakuDOTcom. Deadline for this is next Wednesday, December 5th. Remember: You're not just playing for a copy of Hellgate: London but the proverbial INTERNET FAME. Good luck!
Hellgate: London [Official Site]

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<![CDATA[Use "Hell", Win Hellgate]]> Anyone with a calculator know this trick: Type in 7734. Turn it upside down and get the word HELL. Quick contest! We're giving away a copy of Hellgate: London. Here's the contest: Make the word "HELL" out of something — anything, but just don't write it. Take a picture of it and send it to kotakucontestATkotakuDOTcom. Deadline for this is next Wednesday, December 5th. Remember: You're not just playing for a copy of Hellgate: London but the proverbial INTERNET FAME. Good luck!

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