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Lionhead Studios and Press Play closed. Fable legends cancelled.

nikos

Member
WTF?! Been waiting for this game. One of the reasons I have an Xbone.

Really sucks that those studios shut down.
 

Sydle

Member
So now the only prominent first party studios they have are 343, Turn 10, Coalition, and Rare? Is that right or am I missing something else?

Not sure if Mojang fits?

We haven't seen Decisive's game yet, but they're probably working on Age of Empires or Rise of Nations.
 

Leflus

Member
Considering how Fable III did over 1 million units during its first two months in US I never really understood why MS went to the direction they went with the series. Traditional single player Fable could have still sold really well.
The really weird part is that people might actually have been more receptive towards Fable Legends had Lionhead made Fable IV first.

+Build a userbase on XBO/W10
+Satisfy the fans who had been waiting for Fable IV since 2010
+Fill in a gap in the (exlusive) library that Xbox is missing right now (RPG)

..then they could have made Fable Legends while maybe working on DLC for Fable IV as well.

I just don't get it.
 

shoreu

Member
Lol. They are all Halo games. In the Halo franchise. Released annually for those listed years.

This argument is stupid. Halo wars and Spartan assault relate in name and universe to the mainline only. Yeah your technically right but the argument this tries to make is stupid.
 

Dash Kappei

Not actually that important
Fuck no, not Press Play! Max & The Curse of Brotherhood is the best platformer to ever grace an Xbox platforms and a great game all around, a gem which didn't do anything drastically original but managed to not be derivative and samey and also a perfect example of finding the sweet spot between B productions/downloadable games and price/content. I loved the game so much that it made my X1 purchase a bit sweeter in the long drought of good exclusives from launch till Sunset Overdrive (imo, don't jump on me). What makes it worse is that they had grown so much since Magic Marker and it was pretty clear that under MGS's wing they had found what was missing to produce and polish their content.
It's a shame really.

Of course I'm also saddened for the folks at LS and hope everyone land on their feet; not grieving for the studio itself since it's been a shell of its former self for years and two Fable games were more than enough, it was also painfully clear Legends would've bombed hard.

Damn, now I'm sad :(
 

hawk2025

Member
I actually agree that Press Play is more surprising, especially after the poll and, as far as we know, Max filling a significant gap on the early Xbox One lineup.

I thought it had been successful, and they didn't even get a chance to follow it up.
 

Synth

Member
As an end user, no on the surface, this doesn't hurt me. If there is less product, I buy elsewhere. No biggie.

But as a producer of content, its hard to make the case for Microsoft supporting new and varied franchises. Isolated games yes, but if they arent successful they are put on the back burner, never to be heard of again.

Thats really is the crux of the disccusion here.

But, that'd kinda be what'd happen anyway? The difference you probably want to argue between Sony and Microsoft would be where the bar is set for an IP to be considered worth building on.

Project Gotham was considered worth building on until PGR4 happened. It being external didn't dictate that.
Halo Wars has been considered worth building on, even though they didn't feel it was worth keeping Ensemble as a whole in order to do it.
Many (most?) of Rare's stuff has been considered NOT worth building on, despite them being an internal studio.

It's not really much of a concern whether you own the studio or not. Only that you want to continue working with them. You can see this with stuff like Forza Horizon. If the studio doesn't want to continue working with you, then you're done either way, as you don't own the people that work there (e.g. Bungie, some of Rare, etc), The main difference between owning a studio and contracting one, is that if you own one, you need to have stuff for the to constantly be working on, else they're likely to get closed down. 7 years between Halo Wars games may make sense for the platform, but isn't much good for a studio specialising in RTS. Luckily Creative Assembly won't get killed after Halo Wars 2 ships, because they can return to their regular scheduled programming until Halo Wars 3 is required.
 

RdN

Member
This argument is stupid. Halo wars and Spartan assault relate in name and universe to the mainline only. Yeah your technically right but the argument this tries to make is stupid.

Personally, I don't think it is.

Microsoft has released so much stuff with the Halo name in the past 5 years that the franchise feels saturated.

Couple that with a poor reception with Halo 4 and a massive fiasco with The Master Chief Collection, it was no surprise when Halo 5 didn't sell quite to the standards of the franchise.

I sometimes worry about the future of Halo, specially since it's one of my favorite games... Hopefully Microsoft wakes up and realizes that their current model isn't sustainable.
 

Sydle

Member
The really weird part is that people might actually have been more receptive towards Fable Legends had Lionhead made Fable IV first.

+Build a userbase on XBO/W10
+Satisfy the fans who had been waiting for Fable IV since 2010
+Fill in a gap in the (exlusive) library that Xbox is missing right now (RPG)

..then they could have made Fable Legends while maybe working on DLC for Fable IV as well.

I just don't get it.

I think they could have made FL a lot like the previous entries and made it shared world, too. The quest structure was bizarre to me, it killed everything about the exploration that I loved in the previous games.

Really hoping we can have a thread to talk openly about it soon. I think the majority of people will agree with the decision to not release it if there wasn't going to be regular content updates.
 

vcc

Member
Not sure if Mojang fits?

We haven't seen Decisive's game yet, but they're probably working on Age of Empires or Rise of Nations.

Mojang and minecraft is likely the biggest thing they own right now. A w10 store exclusive Minecraft and having a good touch interface for surface could do wonders for both.
 

Sydle

Member
Mojang and minecraft is likely the biggest thing they own right now. A w10 store exclusive Minecraft and having a good touch interface for surface could do wonders for both.

Or they'll end up driving away the fanbase if they don't get the mod situation figured out.
 

Shpeshal Nick

aka Collingwood
As an end user, no on the surface, this doesn't hurt me. If there is less product, I buy elsewhere. No biggie.

But as a producer of content, its hard to make the case for Microsoft supporting new and varied franchises. Isolated games yes, but if they arent successful they are put on the back burner, never to be heard of again.

Thats really is the crux of the disccusion here.

Well if Kevin Dents recent tweet is any indication, he mentions that a studio as big as Lionhead should be selling around 7million units per game to justify their existence. So it's actually kinda surprising they've lasted this long when viewed from that perspective.
 
Building studies is hard work...lets run a scenario here...would you rather microsoft took its war chest for games to smaller independent studios who bid to build games for microsoft, rather than huge slow moving studios that have little input into what they make..

Its an easy choice.
But they haven't done this despite plenty of opportunities. Suddenly their strategy of working with 3rd parties is the way to go, even though that's exactly what got them into trouble halfway through the Xbox 360's lifespan?
 

Leflus

Member
I think they could have made FL a lot like the previous entries and made it shared world, too. The quest structure was bizarre to me, it killed everything about the exploration that I loved in the previous games.

Really hoping we can have a thread to talk openly about it soon. I think the majority of people will agree with the decision to not release it if there wasn't going to be regular content updates.
I agree with everything in your post except for the shared world stuff. No thanks. : /

Yeah. It'd be interesting if we could get a Fable Legends thread up and running at some point.
 
So you take a dev who has made a certain type of game and made it successful. Then you tell them make a completely different game based on where u see the market heading (F2P, MP, MicroTrans) using the same name. Then once you see the market won't look kindly on this type of game in today's climate, you close the studio down. What?

This game shouldn't have doomed a studio like Lionhead. I'm pretty sure they didn't want to make that lousy Kinect game and this game reeked of MS market research. It seems to be that their biggest failure was management, who we all know, never takes the brunt of the fall. Sad for all those that are losing their jobs making a game clearly no one wanted from the moment it was announced.
 

Lime

Member
Pretty sad that Press Play got bought by MS 3 years ago and then gets shut down without warning to the employees and head of the studio.
 

shoreu

Member
Personally, I don't think it is.

Microsoft has released so much stuff with the Halo name in the past 5 years that the franchise feels saturated.

Couple that with a poor reception with Halo 4 and a massive fiasco with The Master Chief Collection, it was no surprise when Halo 5 didn't sell quite to the standards of the franchise.

I sometimes worry about the future of Halo, specially since it's one of my favorite games... Hopefully Microsoft wakes up and realizes that their current model isn't sustainable.

No one should feel over saturated because of remakes and PC f2p titles.

Or an rts game. If they were making shooting games like cod it'd be another story but they are not doing that.

Are you telling me if we got kotor 3, good battlefront 4, Jedi knight, and a rogue one arcade game people would complain about over saturation?


Also OT.


Corral bro keep your head up!
 
So you take a dev who has made a certain type of game and made it successful. Then you tell them make a completely different game based on where u see the market heading (F2P, MP, MicroTrans) using the same name. Then once you see the market won't look kindly on this type of game in today's climate, you close the studio down. What?

I don't have any info there, but I don't think that's what MS does. I'd assume that Lionhead had enough freedom to decide over what games they wanted to make. It rarely happens that a publisher straight out tells the developer what kinda game should be developed next (apart from the obvious Call of Duty, Forza, etc. studios that are pretty much committed to make just that). I might be completely wrong on that and they might do stuff like that to AAA studios, but I'd just be very surprised. Motivation would automatically be at an extreme-low, if you don't allow developers to come up with their own vision. I'm sure once you land a huge hit like a 'Halo', Microsoft would definitely want the dev to make another sequel, but in the case with Lionhead, I wouldn't be surprised if those decisions weren't made by MS, but by upper management at Lionhead themselves.

This game shouldn't have doomed a studio like Lionhead. I'm pretty sure they didn't want to make that lousy Kinect game and this game reeked of MS market research. It seems to be that their biggest failure was management, who we all know, never takes the brunt of the fall. Sad for all those that are losing their jobs making a game clearly no one wanted from the moment it was announced.

I wouldn't be so sure of that. Molyneux was a huge fan of Kinect and he might have put that into production after seeing a prototype he liked or whatever. Since this is all NDA'd, I guess we'll never know what actually happened.
 

Lime

Member
No one should feel over saturated because of remakes and PC f2p titles.

Or an rts game. If they were making shooting games like cod it'd be another story but they are not doing that.

Are you telling me if we got kotor 3, good battlefront 4, Jedi knight, and a rogue one arcade game people would complain about over saturation?

1. It appears saturated because it's the same genre over and over again. Nothing new is put to the table, whereas your Star Wars example is a RPG, a FPS, a thirdperson action game, and an arcade game.
2. Not that this is a direct counter argument, but Star Wars has a lot deeper lore and flexibility in what themes and experiences the universe allows for. Halo is basically just dudes in motorbike helmets shooting at overly serious Dreamworks aliens.
 

shoreu

Member
1. It appears saturated because it's the same genre over and over again. Nothing new is put to the table, whereas your Star Wars example is a RPG, a FPS, a thirdperson action game, and an arcade game.
2. Not that this is a direct counter argument, but Star Wars has a lot deeper lore and flexibility in what themes the universe allows for. Halo is basically just dudes in motorbike helmets shooting at overly serious Dreamworks aliens.

Oh my god did you just come for halo's lore and say its not deep?


And how the hell is an RTS a fps. And a top-down arcade shooter the same?
 

Leflus

Member
So you take a dev who has made a certain type of game and made it successful. Then you tell them make a completely different game based on where u see the market heading (F2P, MP, MicroTrans) using the same name. Then once you see the market won't look kindly on this type of game in today's climate, you close the studio down. What?

This game shouldn't have doomed a studio like Lionhead. I'm pretty sure they didn't want to make that lousy Kinect game and this game reeked of MS market research. It seems to be that their biggest failure was management, who we all know, never takes the brunt of the fall. Sad for all those that are losing their jobs making a game clearly no one wanted from the moment it was announced.
This is my fear as well. : /

This is the job description of an Xbox boss in Europe from 2012 to 2015:
Responsible for building and driving our strategic operating plan to make the shift from being solely a provider of packaged based entertainment to becoming an operator of connected entertainment experiences across all our Europe-based studios.
Look at what their European studios are/were working on in that period:

Lionhead: Fable Legends (went from single-player games to F2P games as a service)
Rare: Sea of Thieves (Shared world multiplayer game. It was an upgrade from kinect duty, I suppose)
Press Play: Project Knoxville (went from single player games to multiplayer game)
Mojang: Minecraft
 

mcrommert

Banned
1. It appears saturated because it's the same genre over and over again. Nothing new is put to the table, whereas your Star Wars example is a RPG, a FPS, a thirdperson action game, and an arcade game.
2. Not that this is a direct counter argument, but Star Wars has a lot deeper lore and flexibility in what themes and experiences the universe allows for. Halo is basically just dudes in motorbike helmets shooting at overly serious Dreamworks aliens.

I am a huge fan of both star wars and halo universes. If you seriously think that star wars has deeper lore you are out of your mind.
 

element

Member
Well if Kevin Dents recent tweet is any indication, he mentions that a studio as big as Lionhead should be selling around 7million units per game to justify their existence. So it's actually kinda surprising they've lasted this long when viewed from that perspective.
I think that is one thing being lost in many posts, especially the ones that bring up classic franchises like Crimson Skies, MechAssult, Kameo, Perfect Dark. The cost of making games is SOOOO much larger now than it was when those games were made. You could make a game for well under $10m back then, while now it is pretty challenging, especially from an internal studio. When you are investing $25m $30m on development alone, your sales through number needs to be 600k to break even just on the development budget, let alone additional aspects like marketing. And like I said in a previous post, companies are more likely to invest heavily in something they will make HUGE profits on. As crazy as it sounds, companies this size would rather spend $100m to make $1b, than spend $10m to make $100m.

Press Play: Project Knoxville (went from single player games to multiplayer game)
Fans voted for which game they would make. Though all the other titles had multiplayer aspect to them. Note Kalimba was very much a multiplayer game!
 

_machine

Member
Too many pages to go through, but as an interesting historical sidenote (and hopefully as a piece of information that goes to prove that game business is very hard), even back in GDC'10 Lionhead revealed that they realistically needed Fable 3 to sell over 5 million units: http://www.engadget.com/2010/03/11/fable-2-sold-3-5-million-copies-lionhead-needs-5-million-for/

That's a tough number when you factor that the first did I believe around 3 million across two platforms and the second 3.5 million on one platform. Then you have a major step-up in production costs with the XBO so business-wise it doesn't necessarily come as a huge surprise, though I would have assumed that keeping some of the key talent would have been a good decision. Let's see what happens, but it's definitely a sad day.

I think that is one thing being lost in many posts, especially the ones that bring up classic franchises like Crimson Skies, MechAssult, Kameo, Perfect Dark. The cost of making games is SOOOO much larger now than it was when those games were made. You could make a game for well under $10m back then, while now it is pretty challenging, especially from an internal studio. When you are investing $25m $30m on development alone, your sales through number needs to be 600k to break even just on the development budget, let alone additional aspects like marketing. And like I said in a previous post, companies are more likely to invest heavily in something they will make HUGE profits on. As crazy as it sounds, companies this size would rather spend $100m to make $1b, than spend $10m to make $100m.
Yes, thank you. It's easy to think of what could've been, but at the same time I do reckon that MS at least thought that these franchises didn't have enough potential to grow into major franchises. Fable showed potential with it's growth, but at the same time the 3 iteration didn't do well at all and MS most likely wanted to try another service model where the high production costs and risky productions could be combated with a steady revenue source (which is why some of the leading mobile studios can make multiple projects that never see the light of day and find success by committing to only the best of the best).
 

Monocle

Member
The really weird part is that people might actually have been more receptive towards Fable Legends had Lionhead made Fable IV first.

+Build a userbase on XBO/W10
+Satisfy the fans who had been waiting for Fable IV since 2010
+Fill in a gap in the (exlusive) library that Xbox is missing right now (RPG)

..then they could have made Fable Legends while maybe working on DLC for Fable IV as well.

I just don't get it.
Yeah, I really wish they'd made Fable 4.
 
Well if Kevin Dents recent tweet is any indication, he mentions that a studio as big as Lionhead should be selling around 7million units per game to justify their existence. So it's actually kinda surprising they've lasted this long when viewed from that perspective.

Kevin Dent is a nut case, do not believe anything he says.
 
Microsoft Studios is now publishing only the biggest hits
Let's just recap Microsoft's generation in review:
- Start Lift London
- Downsize the XBLA/Microsoft Studios team because MS doesn't want to be in the business of publishing so many indie games
- Close Microsoft Victoria
- Cancel Black Tusk's original game and make them the Gears studio
- Close Xbox Entertainment Studios
- Buy Mojang
- Merge Lift London with other UK-based small teams
- Promote Kudo to oversee Lift London and other UK based teams
- Kudo transfered out of Microsoft Games
- Spin off Twisted Pixel Games
- Close Press Play
- Close Lionhead

In light of the W10/Xbox One news recently, I would interpret this as the following: Microsoft does not see themselves as a hardware platform owner anymore. As a result, their interest in developing games is no longer about establishing a diverse portfolio (even at a loss), but instead about just publishing games only if they make reliable money with no risk. Hence why they're willing to sign with outside partners, and hence why they're still making Halo, Forza, Minecraft, and Gears. If you were going to transition away from the hardware model but still wanted to publish the odd game and didn't want to shut down the division at all, this is exactly what you'd do. Besides these franchises, almost all of Microsoft's first-party partners are now working on Hololens, and it's not clear that Hololens is going to be a consumer focused gaming product during the Xbox One's lifespan. The exceptions: the Project Spark team (W10/XO--whose game got shut down) and Decisive Games (presumably working on AoE, for W10/XO), and Rare.

As it relates to Press Play, Microsoft's purchase never really made any sense to begin with, just as it didn't with Twisted Pixel, but my thoughts at the time were that it was driven by wanting to have a robust portfolio of indie exclusives as other indie titles went increasingly multiplatform. Neither company had mega hits, although both had some success. In addition, neither company was all that large, so shutting them down isn't just a vote of non-confidence, it's a vote that they aren't even interested in owning those types of companies.

Microsoft did a pretty crap job of making use of Lionhead
Finally, separate from the musing about Microsoft Studios, I think Lionhead Studios has been treated extremely poorly by Microsoft. Microsoft did not secure Black & White from EA or The Movies from Activision when they bought Lionhead. The lack of care about the studio's non-Fable history was palpable. Also let it be noted that every non-Fable game they worked on under Microsoft got cancelled. Which would be OK if they cared about Fable, but here's what they did with Fable:
- Fable 1 gets a late PC port
- Fable 2 never gets a PC port
- Fable 3 gets a GFWL PC port that gets discontinued years ago when they run out of keys, MS never bothers to remove GFWL
- Fable Heroes never gets a PC port
- Fable The Journey never gets a PC port
- Fable Anniversary gets a late PC port with a rocky launch
- Fable Legends cancelled during beta

Microsoft sucks at F2P
Let's talk about free to play, though. Free to play is a pretty exciting business model for publishers and fans alike, if executed properly. MS has really sent some big signals about F2P and their interest in it. How have they done?

- In Summer 2011, Microsoft publishes Age of Empires Online for PC (GFWL). The game was developed by Robot Entertainment, also known as the company that formed when Microsoft closed Ensemble Studios (the previous developers of Age of Empires). Microsoft had Ensemble develop a console exclusive RTS which ended up being a huge hit but then closed them because I guess they didn't want a PC studio? Who knows? The game started as basically a free demo that required you to pay to buy into most of the content. It also started as a busywork grind. A year later, Microsoft, having basically bungled the game's first year, released the game on Steam (still required GFWL) and lowered the prices. This also did not work. Then a few months later they made the game actually F2P--you could unlock all the content by grinding, or pay to accelerate. A little under 2 years after release, they discontinued development on the game. 8 months later they shut down the servers. As the game is online only, it can no longer be played.
- In 2011, Microsoft publishes Crimson Alliance for XBLA as free to play. Except it turns out they don't understand free to play and the game costs money to play. When they are asked about this, they explain that the demo is free to play (as it was for every other XBLA game released on Xbox 360). ??? Great game, no followup, developer is now a support studio for Halo, no chance of game being ported to a modern platform.
- In 2012, Microsoft launches Windows 8. A variety of the launch games for the platform are "Free to Play", including a great little point and click / hidden object hybrid called Adera. The free to play model for Adera is that you can play the first quarter for free and then pay for the rest. So, again, a demo. Other games are actually free to play, but they're versions of games that used to be entirely free. One game is an endless runner called Gunstringer Dead Man Running. Gunstringer is F2P with currency in a similar model to, say, Jetpack Joyride. This game is shut down in 2014.
- In 2012, Microsoft launches Microsoft Flight, a free to play revival of Flight Simulator. Again, the free content is basically a demo, so it's clear they don't understand Free to Play. The game is locked behind GFWL and is PC exclusive. Five months later, they ceased development on the game, leaving it with nowhere near enough content. In 2013, they removed the ability to purchase any of the content or download the game. In 2014, they shut the servers. Note that Microsoft previously killed the team that made Flight Simulator and then created a new team for this project.
- In October 2012, Microsoft launches the first traditionally F2P game on XBLA: Happy Wars, a Japanese-developed tug of war team based hack and slash multiplayer game. This game went pretty well, although they realized that the business model with F2P is attracting as many people as possible so that you can monetize whales, which was at odds with the whole "you need to pay $50 a year to be able to download this game". It's fine, because the developer went ahead and ported the game to Steam without Microsoft. On Steam it has a few million players.
- In May 2013, Microsoft releases Crash Course 2, a sequel to the free Doritos advertorial game Crash Course. It is pretty well received and very popular, millions on the leaderboards near release. Around the same time they release Crash Course Go, a version of the game for Windows 8. Both games are cancelled less than a year after release and the servers shut down effective immediately.
- In July 2013, Microsoft announces Lift London is working on 4 F2P games. None ever release or are announced.
- In September 2013, Microsoft publishes Ascend: New Gods, by Signal Studios, the popular developers of the Toy Soldiers franchise. This is an F2P dungeon crawl 3rd person ARPG, kinda like Kingdoms of Amalur or Elder Scrolls or a more mechanically intense Fable. The game is actually super popular, lots of people play it. Less than a year after release, Microsoft cancels the game, removes it from sale, and gives everyone 3 day's notice about a server shutdown. Also they do not tell the developer, Signal Studios, who is completely blindsided. Signal ports the game to Steam, where it did OK for a while. It's still available. Signal hasn't worked with Microsoft since.
- A little bit before shutting down Ascend: New Gods, Microsoft shows the first footage of Fable Legends. At the time, the game is not specified as F2P, but it's later clarified to be F2P and Xbox One/Windows 10 cross-play. Microsoft teases 5-10 years of support--that this is the Fable series as we know it going forward. Fable Legends is cancelled during open beta.
- In summer 2014, Microsoft betas Project Spark, a game creation game that's F2P with Microtransactions. The game discontinues development and goes free a year after release, the F2P model having not worked at all.
- In June 2015, Microsoft confirms that they are publishing Gigantic, an Xbox One/Windows 10 cross-play F2P MOBA by indie developer Motiga. The game is in closed beta and moving to open beta this summer. Well, maybe, because a month ago the developer announced significant layoffs.

These are not all of Microsoft's F2P failures--I could also talk about the semi-F2P business model of Game Room, which failed, Microsoft's bad attempts to make their old free Windows parlour games (Minesweeper, Mahjong, Solitaire) into money-making opportunities but instead alienating their audience, Age of Empires: Castle Siege (a bad Clash of Clans clone).

I could also talk about the failure of their cloud gaming initiative by exploring how just about every Microsoft server-based game has been shut down. I could also talk about how Galactic Reign, released by Microsoft as a bold experiment in cloud-based rendering of cutscenes -- pay attention if you like Quantum Break -- shut down 6 months after release, leaving players unable to play the game. I could also talk about how all of Microsoft's major initiatives with the Xbox One: Smartglass, Cloud-based Rendering or Computing Features, and Dedicated Servers are all defunct.


Microsoft is the absolute master of failing at things even when it'd be easier to succeed. The good news is, pretty soon they'll have no more internal studios to shut down besides the ones reliably pumping out their biggest franchises every two years. As someone who bought a lot of Microsoft Game Studios titles and really loved so much of what they accomplished on 360, it sucks that shifting corporate priorities and an unwillingness to fully commit to gaming sabotaged so much of what they could have accomplished.

Everyone should pay attention & read this post if they haven't already. It's very informative.

The writing has been on the wall.
 
Genuinely curious if this is just a single, independent strategic decision or if it's part of a larger strategy, concerning all MS studios. Thing is, I understand that they cancelled Fable Legends, but closing a whole studio, that's something else, especially given MS' scarcity of 1st party studios.

Given other recent developments, it seems like MS is incrementally (pun intended) saying goodbye to console games development. But well, guess we'll know soon enough.

But this develepment is most certainly no grist for the mill of a new XBOX hardware (upgrade).
 
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