Monday, July 16. 2007
Your days are numbered...
Okay, so I shouldn't gloat, but I have to say, I was really happy to read this article, which basically indicates that internet users under 18 are leaving MySpace and using FaceBook instead. Now that I have experience with both, it's pretty clear which one is better. So unless MySpace wants to step up, and fast, it seems that its reign over all other social networking sites will come to an end. And there's not really much more to say than that.
Wednesday, July 11. 2007
WoW versus... Auto Assault?
A friend of mine found an amusing video that pits World of Warcraft against Auto Assault, comparing the combat styles of each game. What I thought was most interesting about the video is that it's a great commentary about the type of game play that MMO players like and expect. Have a look:
I couldn't help but feel a little sad watching this; Auto Assault really shows well here -- this combat looks action-packed and well, fun, especially when you see it side by side with the typical turn-based, standstill combat common of MMOs. Just seeing AA made me want to log in and play again, which I would have done were I not at work.
And of course, it feels good to know that there are some fans out there somewhere, and that as few as they may be, they've had a great time playing.
I couldn't help but feel a little sad watching this; Auto Assault really shows well here -- this combat looks action-packed and well, fun, especially when you see it side by side with the typical turn-based, standstill combat common of MMOs. Just seeing AA made me want to log in and play again, which I would have done were I not at work.
And of course, it feels good to know that there are some fans out there somewhere, and that as few as they may be, they've had a great time playing.
Monday, July 9. 2007
Let's NOT make a deal!
While there was a small chance that NetDevil would regain the rights to the Auto Assault IP, allowing them to continue running the game on their own after NCsoft shuts it down at the end of August, it seems that it's just not going to happen. According to the following article on WarCry: [ NetDevil Reacts to Closure: Exclusive Interview with Scott Brown ], NCsoft wouldn't release the rights to the game to NetDevil... In the words of Scott Brown, they "just couldn't come to an agreement."
Tuesday, July 3. 2007
Farewell, Auto Assault
It's been a bumpy ride, Auto Assault. Looks like we've finally come to the end of the road.
NCsoft announced on Monday that Auto Assault will be shut down forever on September 1st, 2007. Despite its underwhelming launch in early in 2006, and its continuing struggle to find a place amongst its bigger, badder NCsoft siblings, I'll admit that this news still came as a shock to me. And it's not just because I worked on the game in the past and deep down I always hoped it'd make it; I think it's the fact that because I'm a game designer, it's never good news to hear about a game being cancelled. But it's a great reality check -- really reminds me about the challenge designers face when aiming to create a successful MMOG, and there's a lot more involved than simply whether or not it's a good game. There have been other failures before Auto Assault, and sadly, there will be many after it as well.

I've been doing some reflection over the last couple of days... When I was offered a position on the Auto Assault team back in 2005, I knew it wasn't my dream job, but I took it without hesitation, confident that the experience would help me grow as a designer. In terms of design, I entered the AA production process very late -- most important design decisions had been made; pipelines were in place, and the impact I could have on the game seemed minimal. But as the weeks passed, I grew to love working on it, regardless. Maybe it's just that I love games, and I love the industry that I work in, but I think it's more than that. I saw, and still see something redeeming in Auto Assault. No game is without both faults and strong points, and this game is no different. Auto Assault tends to get singled out, yet the problems it may have are no worse than lots of other games out there. And I think that's why I still defend it to this day, and I probably always will.
It always made me smile when I read or heard a positive comment about AA. Because they were so few and far between, they had a much bigger impact on me -- such a contrast to the harsh criticisms I became used to hearing. Websites, magazines, friends, there are a few out there that have always tried to cast AA in a positive light, and I'm very appreciative of these rare acts of kindness. So shines a good deed in a weary game designer's world.
Auto Assault wasn't my baby, my dream. But I know that it was something special for so many of the hard-working folks at NetDevil -- the investment, dedication, and enthusiasm were obvious while I was there. And because of this, I wanted it to succeed just as badly as they did. It's definitely disappointing to hear that has to end this way, and there's not much to say other than that I wish things had gone differently for this game.
When I think back on that time, I'm amazed by all I was able to learn while working on the game, and the opportunities I was afforded by the awesome guys at ND. I gained so much more than I ever could have dreamed, and I'll always be grateful. Auto Assault is one of the things that has made me the designer I am today, and I wouldn't have it any other way.
NCsoft announced on Monday that Auto Assault will be shut down forever on September 1st, 2007. Despite its underwhelming launch in early in 2006, and its continuing struggle to find a place amongst its bigger, badder NCsoft siblings, I'll admit that this news still came as a shock to me. And it's not just because I worked on the game in the past and deep down I always hoped it'd make it; I think it's the fact that because I'm a game designer, it's never good news to hear about a game being cancelled. But it's a great reality check -- really reminds me about the challenge designers face when aiming to create a successful MMOG, and there's a lot more involved than simply whether or not it's a good game. There have been other failures before Auto Assault, and sadly, there will be many after it as well.

Goodbye, old friend. I'll always remember you.
I've been doing some reflection over the last couple of days... When I was offered a position on the Auto Assault team back in 2005, I knew it wasn't my dream job, but I took it without hesitation, confident that the experience would help me grow as a designer. In terms of design, I entered the AA production process very late -- most important design decisions had been made; pipelines were in place, and the impact I could have on the game seemed minimal. But as the weeks passed, I grew to love working on it, regardless. Maybe it's just that I love games, and I love the industry that I work in, but I think it's more than that. I saw, and still see something redeeming in Auto Assault. No game is without both faults and strong points, and this game is no different. Auto Assault tends to get singled out, yet the problems it may have are no worse than lots of other games out there. And I think that's why I still defend it to this day, and I probably always will.
It always made me smile when I read or heard a positive comment about AA. Because they were so few and far between, they had a much bigger impact on me -- such a contrast to the harsh criticisms I became used to hearing. Websites, magazines, friends, there are a few out there that have always tried to cast AA in a positive light, and I'm very appreciative of these rare acts of kindness. So shines a good deed in a weary game designer's world.
Auto Assault wasn't my baby, my dream. But I know that it was something special for so many of the hard-working folks at NetDevil -- the investment, dedication, and enthusiasm were obvious while I was there. And because of this, I wanted it to succeed just as badly as they did. It's definitely disappointing to hear that has to end this way, and there's not much to say other than that I wish things had gone differently for this game.
When I think back on that time, I'm amazed by all I was able to learn while working on the game, and the opportunities I was afforded by the awesome guys at ND. I gained so much more than I ever could have dreamed, and I'll always be grateful. Auto Assault is one of the things that has made me the designer I am today, and I wouldn't have it any other way.



