Post by Morreion on Jan 29, 2010 8:40:16 GMT -5
Seed was a massively multiplayer online role-playing game (MMORPG) developed by Runestone Game Development. Aiming for a radically different experience than most other games in the genre, the game focused on character interaction and politics to the extent that combat was entirely removed from the design.
Beta testing started on February 1st, 2006. Open beta testing started on April 25th, 2006. The game was released to the public on May 2nd, 2006.
As of September 28th, 2006, Runestone decided to file a bankruptcy petition to the court of Aarhus, Denmark. A public statement[1] explained that the lack of money was caused by failing to achieve a partnership deal with publishers and MMO companies.
Blog Banter #8: The modern re-make of a game (CrazyKinux's Musing)
It's difficulty, and ultimate failure, in becoming a successful MMO had little to do with the game itself. The roleplaying non-combat approach was very much innovative in the MMO genre, and still is today. And with the visual direction they took with cell-shading, this little game had all the elements of a winner. As with many MMOs, they did have trouble with the launch of the game, and it wasn't completely polished when it shipped. But many games today had similar beginnings and yet, were eventually successful. EVE Online being one of those MMOs with a less-than-stellar launch. Not every MMO launches with the roar of a WoW, an AoC or a WAR.
The major obstacle for Runestone, one that resulted in the death of SEED, was its inability to find a publisher and the funding to push the game ahead, as its subscription increased. An important detail in the lifespan of any game, even more so for an MMO which works more like a service than a product, and so which requires more funding in its initial stages.
The major obstacle for Runestone, one that resulted in the death of SEED, was its inability to find a publisher and the funding to push the game ahead, as its subscription increased. An important detail in the lifespan of any game, even more so for an MMO which works more like a service than a product, and so which requires more funding in its initial stages.