A bunch of you have questions about project development shutting down for some reason...
I’m guessing it has to do with two cases of fairly high-profile projects being shut down. For those unaware, the two cases in question are:
Vampire: The Masquerade: Bloodlines 2, where publisher Paradox Interactive has removed the project from developer Hardsuit Labs and has delayed its release indefinitely
Anthem Next, the rework of the game that Bioware was working on rebuilding
Both of these situations have some similarities, so I’ll try to address them in a batch today.
Is another studio going to pick up where Hardsuit left off for VampTheMBlood2?
Let me be clear here - (this iteration of) VampTheMBlood2 has been cancelled. The current completed work on the project is effectively abandoned; there is very little chance that another studio will be brought in to pick up where Hardsuit Labs left off. Projects of this scope are enormous endeavors with a huge amount of institutional knowledge. Only the current team of developers know how the things they built work. Any new developer who obtains the old project assets and code would have to spend months, possibly years, trying to piece things together - much like archaeologists try to figure out how ancient civilizations did things.
By removing Hardsuit Labs from the project, Paradox is removing all people who know anything about how the project works. If the current project were salvageable, it would (in a worst case scenario) be something similar to what happened with the Kerbal Space Program 2, where the publisher cancelled the contract with the developer studio and hired many individual dev team members from the former studio to continue work on the project. That institutional knowledge of how things work is invaluable if the same project code and assets are to be used. This is clearly not the case with VampTheMBlood2. Paradox is ok with dumping the work done and starting over.
Is Anthem’s cancellation because of the engine being used?
Almost assuredly not. In Anthem’s case, the Frostbite engine was already used to build something that released; if it were a problem with the engine, they would never have been able to ship in the first place. The problem wasn’t that the game wasn’t functional, the problem was that the game wasn’t fun.
What are the common causes for project’s cancellation like this?
Projects far into the development cycle are usually cancelled for a few major reasons. The first is the reality of the numbers - getting from the current state of the project to where it needs to be in order to ship is not feasible within the available time and budget in combination with the current team. The amount of development time needed could, for example, place the finished release in a terrible place on the schedule, competing with its own publisher’s other products or with a licensor or other major competitors. The required additional budget could push it way too far into the monetary loss category, especially when additional costs and factors like a new marketing campaign or changing market trends are considered.
Why do you say these two situations are similar?
Both projects had notable changes in leadership a while back, and both had a reasonable amount of intervening development time since then. In Anthem’s case, the game’s state was unacceptable for the long term because it wasn’t meeting its goals for continued development and support. The publisher didn’t give up on it though - they gave the (new) dev team leadership an opportunity: a block of time to come up with a prototype and plan to take Anthem from where it was to a place where it could hit its performance goals (number of regular players, monetization targets, etc.) within a set of given constraints (time frame, budget). If they could prove the concept and the external circumstances lined up, they could continue development. This is exactly what the Bioware Austin team had done in the past with Star Wars: The Old Republic. Unfortunately, one or more of these failure conditions were met for Anthem and the proposal was sadly rejected.
I suspect that a similar situation happened between publisher Paradox and developer Hardsuit. When Hardsuit’s creative director was removed from the project, I suspect that the game was not in a good state or on a good trajectory toward launch. It was not where it needed to be. However, I believe the publishers still saw the potential in the project if the developers could properly course-correct. I conjecture that the developers at Hardsuit were given around six months for the new leadership to get things back on track. In a similarly unfortunate set of circumstances, I suspect that they were unable to meet the publisher’s expectations and Paradox decided to pull the plug.
But Paradox said VampTheMBlood2 is still coming!
It (probably) is, but it will likely be a completely new game from a completely new developer, rather than something built from the remnants of Hardsuit’s cancelled code and assets.
It is an unfortunate that these events transpired this way, especially because of the additional pressures and hardships of having to do this under global pandemic circumstances. We’ve only seen some of the subtle side effects of the pandemic forcing the entire game development world into remote work and I suspect we will continue to see more. There are all sorts of things that could have happened that resulted in these project cancellations, with many of them outside the control of any of the parties directly involved.
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