Quote:
|
Originally Posted by Wrrlor
Hey, just got into this game with an old friend. Wow, what a fantastic game.....old but still good. Free now, so can't beat the price. Anyone still messin around with this game, or have any info about it. Why did it never take off, or did it and I just missed it?
Good fun though in any case. 
|
Ok, why didn't Shadowbane take off? Good question, and something that has been much discussed over the past few years.
1. Time in development
Let's just say that its five-year development, including 2 full years in beta, cut into their fan base.... and dated the graphics. They did upgrade graphics early in beta, but they were still subpar.
Believe it or not, this game was supposed to release around the same time DAOC did.
I remember joining the community in Sept. 02, supposedly a couple weeks before it was finally going to release. It was delayed, after they gave a concrete specific release day, until March 2003.
At that time, SWG was heading for release (April 2003, pushed back to June 2003).
The pre-release guild I joined apparently died out after the first year in beta. I heard many guilds suffered in numbers because of the delays.
2. Bugs
Yes, bugs. Not just some bugs, but one of the buggiest games of all time. Monumental .exe desktop-crashing bugs. If you went into a large siege (50-300 people) you could expect it to slow down to a snail's pace, and crash every 20-60 seconds.
You'd swing at someone, and 3 minutes later, if you didn't crash, you'd be dead because you were swinging at someone who had left your range 2 minutes before you initiated the swing. Lag was colossal.
The first few months were horrendous. It got better, barely, by the end of the year, but sieging was still a nightmare.
The stack. OMG, the stack. That was brutally effective, because of the lag.
Basic bugs that should have been caught years before were still in the game a year after release.
3. Related to lag... rubberbanding. How frustrating is it to (think you're) running 10-15 minutes, then rubberband back to your original spot. Then run 5-10 minutes, bounce back, then....
4. Duping. Enormous sums of gold were being routinely duped on several servers. I don't think they ever did figure out a way to prevent duping on the original servers. I know for a fact many people left because of the duping. It destroyed economies.
5. Loss of cities. I know the whole theme was Play to Crush. Which was great. I love pvp. But there were also a lot of people, who after a month or three of building up their city (ranking times were different back then for vendors and trees) did not appreciate losing it overnight, or in a week of overnight raids. The game released in March 2003, by June-July the overnight raiding (coinciding with kids out of school) was rampant. Your guild was expected to have a sizable force online 24-7, and that just wasn't going to happen.
6. Login problems. I know of a couple guild leaders in my Mourning nation who quit because they couldn't log in for 2-3 weeks straight in April-May 2003. Can you imagine being locked out of a game for 3 weeks while they're "working on a fix for you". Meanwhile, your guild is being destroyed, your assets erased, and...
7. Treeless guilds. Another Play to Crush idea. Errant guilds, with no fixed assets, did terrifically well, destroying guild after guild, nation after nation. There was no way to fight back. They had nothing you could destroy.
8. Server migrations. Once they started allowing migrations, the populations took another hit. A couple big guilds would leave, the old server would die. Many just left the game rather than migrate.
9. Games like WoW eventually showed up, thinning out an already thin player base.
10. Did I forget anything? In a nutshell, the bugs, lag, duping and loss-of-assets caused the game to freefall from 10 decent pop initial servers to limp along at three.
All I can say is, if you're having fun, go nuts. A lot of people still consider it the best pvp game out there.
It was my first MMO, so it will always be a special game for me. Those first few weeks on Mourning in March-April 2003, and the rush to grab property were unforgettable. But after 11-12 months, I was done. My third guild was dying, and it was just time to leave.