Status update
Lyrical DejaVu

I know, i guess its just Im more perplexed than mad about the whole situation. As good as they treated us in how they closed the game, why it was closed was sudden and completely unexpected. That and I'm not the type to just give up when things get difficult, I'd try absolutely everything i could first, nor would I keep people in the dark when its going to affect them. The whole thing seems too throwing in the towel-ish, and "this is my project so its my burden, to make it work, and its ONLY my burden" ...pride issues. And yes, i am a bit disgruntled, and bitter at this point, it does still get me upset.

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  1. Jus?tin

    My thoughts exactly. TS still had money, therefore all the options were not yet exhausted. It was honorable of them to offer refunds, but let's be honest with ourselves? Would the vast majority of Glitchen out there have wanted their money back, or a shot at keeping open that which we loved so dearly?

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Status update
Shmoopie Kerfuffle

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Status update
Lyrical DejaVu

Agreed, this much i figured, and also that it was too much headache. But given that this was the 2nd time he had tried to make a game like this work, one would think this would make you extra determined to make it work, or at least not willing to let it go without a fight. Instead of the relaunch and advertising that should of happened but didn't, the game was closed, a ton of work putting this game together was lost, people lost there jobs, (and had no real warning) and the community may or may not, give you a chance again if you ever put out another game. To me that = not worth it. I'm not saying spend ALL of the money, but have a relaunch and a ton of advertising, at the very least, before you determine if it can't be saved. This game had virtually NO advertising, and trying to find it in a search engine was next to impossible. It really did need an actual relaunch, heck most of us didn't even know it had went to Open Beta. I know nothing is going to change, but its such a short sighted, bruised ego, don't want anyone to know there might be problems...type of reaction. Newsflash, there were a lot of ppl just as invested in this game. You, werent in this alone. If things like Small Worlds and Gaia can survive, Glitch at least had a fighting chance, don't know if it would of won the fight but...well weve said it all before.

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  1. Lyrical DejaVu

    Ok, that came across really harsh, some things are hard to say, what went wrong or how severe the stability issues were.....there are those factors, still it does strike me mostly as what i said above

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  2. Shmoopie Kerfuffle

    Agree! And I have seen and heard so many people say they didn't know about the game, they would have loved to have played it if they had known. Advertising was the key, but we were expected to do that ourselves, without knowing the possible closure hung in the balance.


  3. glum pudding

    The problem with warning people was that they just shot the messenger and went back to playing. Even some of the staff kept their hands firmly over their ears when other staff tried to bring about positive change. I agree with you about the lack of advertising, and when that invitation feat showed up, all I could think was: why should I be expected to market a game which the staff hasn't bothered to market yet? (It would also have been weird to invite people to a game while there was such little content; it still felt like a virtual world desperately waiting for a game to happen in it.) Supposedly there were small ads placed over a period of months, but when staff analyzed the numbers, they found the return insufficient.


  4. Kukubee

    We did spend some resources on advertising. But we had poor, poor, poor retention from new players. We had next to zero organic growth. It's not just about getting your name out there if the people who try the game don't even stick with it. Our dedicated players turned out to be a very very very small minority of the players that actually tried the game. And for this game to at least break even, we had to do something like 15-20x the player numbers we had. That's a huge jump. I really don't think anything could have helped outside of making some huge fundamental changes to the game itself. And THAT'S what would've cost us a more than we could afford.

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  5. Benzyl

    It seems weird that most people played for a few levels, said what's this and stopped. I played it for eight hours solid, said what's this and didn't stop walking for, oh, about 427 days. I'd be playing it now to be honest and the massively upgraded PC I bought all the bits to play it better with only got finished since it closed 'cos otherwise I never quite seemed to have the time.

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