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Mourning fansite Krels Library has an interview with an intentionally unnamed former developer of Mourning on the disastrous development process that lead to the broken release and sudden closure of the game last year, leaving many who paid for the game feeling they had been scammed. It's important to caution that without the name of the respondent it's impossible to verify the veracity of these claims, but they have a ring of truth for mine. The article appears to have been written a while ago and was posted in December. Here's a snip:Q: Let's get to that point a bit later. What do you mean when you say that Egomancer "underestimated the market"?
A: He used to say that any mmorpg is just a chat with graphics, and it's not that complicated after all. And it's really funny that he was making fun of Blizzard 2 years ago, "look, they have the game in development for three years and it's still not ready, our game will be ready in 2 years and it will be much better". Isn't life ironic?
Q: That is pretty ironic, especially considering the RoT staff played WoW a lot after it released. So what were some of the problems that you faced personally in working for Egomancer?
A: Mostly project management issues. We didn't have a clear schedule. The tasks were assigned by Egomancer one by one, without us knowing the "master plan". I have my doubts he even had one. Plus the game was always due in six months. This situation had slightly changed in better toward the end of the development period, but it was too little and too late. There were team meetings every monday, but they were not very... efficient. | Source: Telefragged |
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