<article>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#article10_01_20_179205</id>
	<title>Failed Games That Damaged Or Killed Their Companies</title>
	<author>Soulskill</author>
	<datestamp>1264011720000</datestamp>
	<htmltext>An anonymous reader writes <i>"Develop has an excellent piece up  profiling a bunch of average to awful titles that <a href="http://www.develop-online.net/features/751/Whoops-The-noughties-most-damaging-games">flopped so hard they harmed or sunk their studio or publisher</a>. The list includes <em>Haze</em>, <em>Enter The Matrix</em>, <a href="http://www.1up.com/do/feature?pager.offset=0&amp;cId=3169356"> <em>Hellgate: London</em></a>, <em>Daikatana</em>, <a href="https://games.slashdot.org/story/09/01/18/0614251/An-Inside-Look-At-Tabula-Rasas-Failure"> <em>Tabula Rasa</em></a>, and &mdash; of course &mdash; <em>Duke Nukem Forever</em>. '<em>Daikatana</em> was finally released in June 2000, over two and a half years late. Gamers weren't convinced the wait was worth it. A buggy game with sidekicks (touted as an innovation) who more often caused you hindrance than helped ... achieved an average rating of 53. By this time, Eidos is believed to have invested over $25 million in the studio. And they called it a day. Eidos closed the Dallas Ion Storm office in 2001.'"</i></htmltext>
<tokenext>An anonymous reader writes " Develop has an excellent piece up profiling a bunch of average to awful titles that flopped so hard they harmed or sunk their studio or publisher .
The list includes Haze , Enter The Matrix , Hellgate : London , Daikatana , Tabula Rasa , and    of course    Duke Nukem Forever .
'Daikatana was finally released in June 2000 , over two and a half years late .
Gamers were n't convinced the wait was worth it .
A buggy game with sidekicks ( touted as an innovation ) who more often caused you hindrance than helped ... achieved an average rating of 53 .
By this time , Eidos is believed to have invested over $ 25 million in the studio .
And they called it a day .
Eidos closed the Dallas Ion Storm office in 2001 .
' "</tokentext>
<sentencetext>An anonymous reader writes "Develop has an excellent piece up  profiling a bunch of average to awful titles that flopped so hard they harmed or sunk their studio or publisher.
The list includes Haze, Enter The Matrix,  Hellgate: London, Daikatana,  Tabula Rasa, and — of course — Duke Nukem Forever.
'Daikatana was finally released in June 2000, over two and a half years late.
Gamers weren't convinced the wait was worth it.
A buggy game with sidekicks (touted as an innovation) who more often caused you hindrance than helped ... achieved an average rating of 53.
By this time, Eidos is believed to have invested over $25 million in the studio.
And they called it a day.
Eidos closed the Dallas Ion Storm office in 2001.
'"</sentencetext>
</article>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30835272</id>
	<title>Haze...</title>
	<author>Skatox</author>
	<datestamp>1264015920000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext>Haze was supposed to be one of the top games of PS3 and it totally sucked a lot!! bad graphics , bad controllers, stupid story and really short game.</htmltext>
<tokenext>Haze was supposed to be one of the top games of PS3 and it totally sucked a lot ! !
bad graphics , bad controllers , stupid story and really short game .</tokentext>
<sentencetext>Haze was supposed to be one of the top games of PS3 and it totally sucked a lot!!
bad graphics , bad controllers, stupid story and really short game.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30836390</id>
	<title>Enter the Matrix?</title>
	<author>foo fighter</author>
	<datestamp>1264020300000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>2</modscore>
	<htmltext><p>What was wrong with Enter the Matrix? It killed a company?</p><p>You got to jump off walls, shoot agents, and look at women in fetish gear. There was bullet time. It was full of Matrix-universe fluff.</p><p>It sold something like 5 million copies. Shiny (EtM's developer) was rewarded for this success by being purchased by Atari (nee Infogrames).</p><p>I think this games should not have been included on the list of games that killed companies.</p></htmltext>
<tokenext>What was wrong with Enter the Matrix ?
It killed a company ? You got to jump off walls , shoot agents , and look at women in fetish gear .
There was bullet time .
It was full of Matrix-universe fluff.It sold something like 5 million copies .
Shiny ( EtM 's developer ) was rewarded for this success by being purchased by Atari ( nee Infogrames ) .I think this games should not have been included on the list of games that killed companies .</tokentext>
<sentencetext>What was wrong with Enter the Matrix?
It killed a company?You got to jump off walls, shoot agents, and look at women in fetish gear.
There was bullet time.
It was full of Matrix-universe fluff.It sold something like 5 million copies.
Shiny (EtM's developer) was rewarded for this success by being purchased by Atari (nee Infogrames).I think this games should not have been included on the list of games that killed companies.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30836134</id>
	<title>Command &amp; Conquer: Renegade</title>
	<author>BeatYaBad</author>
	<datestamp>1264019160000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>C&amp;C: Renegade was Westwood's attempt to make C&amp;C a FPS. It took forever to develop and the game looked dated by the time it came out. It had a lot of gameplay that we later saw in the Battefield series (but it was done right there).</htmltext>
<tokenext>C&amp;C : Renegade was Westwood 's attempt to make C&amp;C a FPS .
It took forever to develop and the game looked dated by the time it came out .
It had a lot of gameplay that we later saw in the Battefield series ( but it was done right there ) .</tokentext>
<sentencetext>C&amp;C: Renegade was Westwood's attempt to make C&amp;C a FPS.
It took forever to develop and the game looked dated by the time it came out.
It had a lot of gameplay that we later saw in the Battefield series (but it was done right there).</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30836238</id>
	<title>Re:Whatever games companies produce...</title>
	<author>Anonymous</author>
	<datestamp>1264019640000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>Not sure what you mean by "game over" - SIMS is one of EAs most profitable acquisitions still.</htmltext>
<tokenext>Not sure what you mean by " game over " - SIMS is one of EAs most profitable acquisitions still .</tokentext>
<sentencetext>Not sure what you mean by "game over" - SIMS is one of EAs most profitable acquisitions still.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30835222</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30841146</id>
	<title>Re:Ten years from now - "WoW killed Blizzard"</title>
	<author>aztektum</author>
	<datestamp>1263999000000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Death and Return of Superman for 16-bit consoles was pretty crappy.</p></htmltext>
<tokenext>Death and Return of Superman for 16-bit consoles was pretty crappy .</tokentext>
<sentencetext>Death and Return of Superman for 16-bit consoles was pretty crappy.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30836906</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30838428</id>
	<title>Enter the Matrix was a financial success</title>
	<author>bickle</author>
	<datestamp>1263985080000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>The writer needs to check the facts. While 'Enter the Matrix' was a critical failure, it sold extremely well. From Wikipedia: "It sold one million copies in its first eighteen days of release, 2.5 million over the first six weeks, and eventually 5 million copies."</p><p>5 million copies sold does not sound like a financial failure.</p></htmltext>
<tokenext>The writer needs to check the facts .
While 'Enter the Matrix ' was a critical failure , it sold extremely well .
From Wikipedia : " It sold one million copies in its first eighteen days of release , 2.5 million over the first six weeks , and eventually 5 million copies .
" 5 million copies sold does not sound like a financial failure .</tokentext>
<sentencetext>The writer needs to check the facts.
While 'Enter the Matrix' was a critical failure, it sold extremely well.
From Wikipedia: "It sold one million copies in its first eighteen days of release, 2.5 million over the first six weeks, and eventually 5 million copies.
"5 million copies sold does not sound like a financial failure.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30836506</id>
	<title>what, No Cavedog?</title>
	<author>Anonymous</author>
	<datestamp>1264020840000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>4</modscore>
	<htmltext>Seriously, Company started with one of the best RTS ever, Total Annihilation, then followed up with a two expansions, one that added a slew of multiplayer maps and units, and another which added tons of single player maps.  Seemed they were destined for greatness.
<br> <br>
Then came TA: Kingdoms.  Wow, what a disaster.  It was medieval in looks, but played just like any tank based rts.  It felt almost like a palette swap, rather then a new game.  When it bombed, all other titles got scrapped, even Amen: The Awakening, which sounded phenomenal, so they could rush off and make TA2, which was still years away.

<br> <br>It should be noted the death of GT Interactive also had it's hand in the death of Cavedog.  But had TA: Kingdoms been a better game, they may have had the money to break away and fund the rest of their games.

<br> <br>I still dream about someone picking up Amen's license and remaking the game.  The premise and characters sounded fun.</htmltext>
<tokenext>Seriously , Company started with one of the best RTS ever , Total Annihilation , then followed up with a two expansions , one that added a slew of multiplayer maps and units , and another which added tons of single player maps .
Seemed they were destined for greatness .
Then came TA : Kingdoms .
Wow , what a disaster .
It was medieval in looks , but played just like any tank based rts .
It felt almost like a palette swap , rather then a new game .
When it bombed , all other titles got scrapped , even Amen : The Awakening , which sounded phenomenal , so they could rush off and make TA2 , which was still years away .
It should be noted the death of GT Interactive also had it 's hand in the death of Cavedog .
But had TA : Kingdoms been a better game , they may have had the money to break away and fund the rest of their games .
I still dream about someone picking up Amen 's license and remaking the game .
The premise and characters sounded fun .</tokentext>
<sentencetext>Seriously, Company started with one of the best RTS ever, Total Annihilation, then followed up with a two expansions, one that added a slew of multiplayer maps and units, and another which added tons of single player maps.
Seemed they were destined for greatness.
Then came TA: Kingdoms.
Wow, what a disaster.
It was medieval in looks, but played just like any tank based rts.
It felt almost like a palette swap, rather then a new game.
When it bombed, all other titles got scrapped, even Amen: The Awakening, which sounded phenomenal, so they could rush off and make TA2, which was still years away.
It should be noted the death of GT Interactive also had it's hand in the death of Cavedog.
But had TA: Kingdoms been a better game, they may have had the money to break away and fund the rest of their games.
I still dream about someone picking up Amen's license and remaking the game.
The premise and characters sounded fun.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30837328</id>
	<title>Re:Enter the Matrix?</title>
	<author>Coriolis</author>
	<datestamp>1263981060000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>Even if it didn't kill the company, it should've done. The combat was interesting in its approach, but under-developed (Arkham Asylum does it better). Everything else was dreadful. Terrible controls, awful camera, boring levels, and <em>incredibly</em> buggy. I gave up on it when I executed a  bullet-time roll to the left to dodge incoming gunfire, and <em>rolled through the wall, into clipped space</em>. I spent five minutes running around in a trippy fog until I accidentally bumped into the walls again and managed to to fall back into the game world through another gap in the polygons. If they hadn't rushed it out to meet the film marketing deadlines, it might have been a good game, but it was plainly not finished.</htmltext>
<tokenext>Even if it did n't kill the company , it should 've done .
The combat was interesting in its approach , but under-developed ( Arkham Asylum does it better ) .
Everything else was dreadful .
Terrible controls , awful camera , boring levels , and incredibly buggy .
I gave up on it when I executed a bullet-time roll to the left to dodge incoming gunfire , and rolled through the wall , into clipped space .
I spent five minutes running around in a trippy fog until I accidentally bumped into the walls again and managed to to fall back into the game world through another gap in the polygons .
If they had n't rushed it out to meet the film marketing deadlines , it might have been a good game , but it was plainly not finished .</tokentext>
<sentencetext>Even if it didn't kill the company, it should've done.
The combat was interesting in its approach, but under-developed (Arkham Asylum does it better).
Everything else was dreadful.
Terrible controls, awful camera, boring levels, and incredibly buggy.
I gave up on it when I executed a  bullet-time roll to the left to dodge incoming gunfire, and rolled through the wall, into clipped space.
I spent five minutes running around in a trippy fog until I accidentally bumped into the walls again and managed to to fall back into the game world through another gap in the polygons.
If they hadn't rushed it out to meet the film marketing deadlines, it might have been a good game, but it was plainly not finished.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30836390</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30843996</id>
	<title>Re:Driv3r PC at Atari...</title>
	<author>Anonymous</author>
	<datestamp>1264072980000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>I was given several free copies of the game when it came out to review and keep for friends.</p><p>We ended up using one copy as a prize (the worst player has to keep the game) and sent the rest back it was that crappy.</p></htmltext>
<tokenext>I was given several free copies of the game when it came out to review and keep for friends.We ended up using one copy as a prize ( the worst player has to keep the game ) and sent the rest back it was that crappy .</tokentext>
<sentencetext>I was given several free copies of the game when it came out to review and keep for friends.We ended up using one copy as a prize (the worst player has to keep the game) and sent the rest back it was that crappy.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30838696</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30836448</id>
	<title>Re:Daikatana</title>
	<author>Anonymous</author>
	<datestamp>1264020600000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>Shut up bitch!</p><p>What?</p><p>No I'm not John Romero trolling slashdot.</p><p>Really.  I'm not.</p><p>*runs away crying*</p></htmltext>
<tokenext>Shut up bitch ! What ? No I 'm not John Romero trolling slashdot.Really .
I 'm not .
* runs away crying *</tokentext>
<sentencetext>Shut up bitch!What?No I'm not John Romero trolling slashdot.Really.
I'm not.
*runs away crying*</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30835260</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30838962</id>
	<title>FURY</title>
	<author>preacha</author>
	<datestamp>1263987000000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>What about Aussi made <a href="http://en.wikipedia.org/wiki/Fury\_(game)" title="wikipedia.org" rel="nofollow">Fury</a> [wikipedia.org] -  I thought that had some potential<nobr> <wbr></nobr>:( hmmpft.</htmltext>
<tokenext>What about Aussi made Fury [ wikipedia.org ] - I thought that had some potential : ( hmmpft .</tokentext>
<sentencetext>What about Aussi made Fury [wikipedia.org] -  I thought that had some potential :( hmmpft.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30839488</id>
	<title>Re:Never forget Ultima 9</title>
	<author>Tapewolf</author>
	<datestamp>1263989340000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Because I happen to have read about this way back when (either on the Exult list or Ultima-Dragons newsgroup), I figure I may as well expand on the technical issues, and why it was done this way.</p><p>Warning - blast from the past.</p><p>Voodoo memory worked by putting the machine into 32-bit protected mode, opened up the FS selector (or GS?) to have a 32-bit linear address space and then switched it back into real-mode.  Owing to a quirk of the CPU design, the FS register was left with a full 32-bit address space, which could be accessed via assembler code.
<br>This sounds like a hack, and it was, but from what I've heard it was the only way they were able to get the performance they needed for the game to be playable on the average hardware of the day, a 386sx running at 16MHz.
</p><p>I have done the voodoo trick myself actually, when I had an attack of insanity and decided to make my own MIDI synth in DOS - but that's another story.

</p><p>Anyway, Ultima 7 was made with Borland C, which was a 16-bit compiler.  In order to make the program work they had to swap blocks of memory in and out of the 640k region that DOS programs can access.  From what I heard they tried everying - swapping to disk, EMS and XMS but swapping via 'voodoo' memory was the only acceptable solution in terms of performance.  DOS extenders as used in Doom etc were unheard of at the time and Win32 didn't even exist.</p><p>The problem - which really came a few years later - was that it wouldn't work if you had EMM386 running in DOS, or if you tried to run it inside a DPMI host such as Windows.</p><p>Pagan did use a DOS extender, but a 16-bit one.  Probably they still wanted to use Borland as the compiler since it was one of the best ones available at the time.  They either used Phar Lap/16 or Rational Systems DOS16M as the extender, but I'd have to look at the program to see.  They hit a different problem, though.</p><p>The graphics engine used a lot of assembler and this used the 386 extended registers for performance reasons.  After all, why blit stuff to the framebuffer in 8 or 16 bit blocks when you can do it 32 bits at a time?  The problem was that the 16-bit DOS extender was only preserving the lower 16 bits when an interrupt occurred which meant that the game would run fine for a while and then randomly crash when an interrupt happened at the wrong moment, trashing the upper word of a crucial register.</p><p>To get around this, they had to hack the kernel somehow to add support for this, a mechanism which I believe Jason Ely referred to as "Spanky" or somesuch.  I don't know how they did this but I suspect they used ring-0 code to do it... while it was rather more tolerant of running under a different DPMI host, Pagan still wouldn't run under Windows.</p><p>

So, if you ever wondered what the kernel hacking stuff in the Pagan credits was all about, there you go<nobr> <wbr></nobr>:P</p></htmltext>
<tokenext>Because I happen to have read about this way back when ( either on the Exult list or Ultima-Dragons newsgroup ) , I figure I may as well expand on the technical issues , and why it was done this way.Warning - blast from the past.Voodoo memory worked by putting the machine into 32-bit protected mode , opened up the FS selector ( or GS ?
) to have a 32-bit linear address space and then switched it back into real-mode .
Owing to a quirk of the CPU design , the FS register was left with a full 32-bit address space , which could be accessed via assembler code .
This sounds like a hack , and it was , but from what I 've heard it was the only way they were able to get the performance they needed for the game to be playable on the average hardware of the day , a 386sx running at 16MHz .
I have done the voodoo trick myself actually , when I had an attack of insanity and decided to make my own MIDI synth in DOS - but that 's another story .
Anyway , Ultima 7 was made with Borland C , which was a 16-bit compiler .
In order to make the program work they had to swap blocks of memory in and out of the 640k region that DOS programs can access .
From what I heard they tried everying - swapping to disk , EMS and XMS but swapping via 'voodoo ' memory was the only acceptable solution in terms of performance .
DOS extenders as used in Doom etc were unheard of at the time and Win32 did n't even exist.The problem - which really came a few years later - was that it would n't work if you had EMM386 running in DOS , or if you tried to run it inside a DPMI host such as Windows.Pagan did use a DOS extender , but a 16-bit one .
Probably they still wanted to use Borland as the compiler since it was one of the best ones available at the time .
They either used Phar Lap/16 or Rational Systems DOS16M as the extender , but I 'd have to look at the program to see .
They hit a different problem , though.The graphics engine used a lot of assembler and this used the 386 extended registers for performance reasons .
After all , why blit stuff to the framebuffer in 8 or 16 bit blocks when you can do it 32 bits at a time ?
The problem was that the 16-bit DOS extender was only preserving the lower 16 bits when an interrupt occurred which meant that the game would run fine for a while and then randomly crash when an interrupt happened at the wrong moment , trashing the upper word of a crucial register.To get around this , they had to hack the kernel somehow to add support for this , a mechanism which I believe Jason Ely referred to as " Spanky " or somesuch .
I do n't know how they did this but I suspect they used ring-0 code to do it... while it was rather more tolerant of running under a different DPMI host , Pagan still would n't run under Windows .
So , if you ever wondered what the kernel hacking stuff in the Pagan credits was all about , there you go : P</tokentext>
<sentencetext>Because I happen to have read about this way back when (either on the Exult list or Ultima-Dragons newsgroup), I figure I may as well expand on the technical issues, and why it was done this way.Warning - blast from the past.Voodoo memory worked by putting the machine into 32-bit protected mode, opened up the FS selector (or GS?
) to have a 32-bit linear address space and then switched it back into real-mode.
Owing to a quirk of the CPU design, the FS register was left with a full 32-bit address space, which could be accessed via assembler code.
This sounds like a hack, and it was, but from what I've heard it was the only way they were able to get the performance they needed for the game to be playable on the average hardware of the day, a 386sx running at 16MHz.
I have done the voodoo trick myself actually, when I had an attack of insanity and decided to make my own MIDI synth in DOS - but that's another story.
Anyway, Ultima 7 was made with Borland C, which was a 16-bit compiler.
In order to make the program work they had to swap blocks of memory in and out of the 640k region that DOS programs can access.
From what I heard they tried everying - swapping to disk, EMS and XMS but swapping via 'voodoo' memory was the only acceptable solution in terms of performance.
DOS extenders as used in Doom etc were unheard of at the time and Win32 didn't even exist.The problem - which really came a few years later - was that it wouldn't work if you had EMM386 running in DOS, or if you tried to run it inside a DPMI host such as Windows.Pagan did use a DOS extender, but a 16-bit one.
Probably they still wanted to use Borland as the compiler since it was one of the best ones available at the time.
They either used Phar Lap/16 or Rational Systems DOS16M as the extender, but I'd have to look at the program to see.
They hit a different problem, though.The graphics engine used a lot of assembler and this used the 386 extended registers for performance reasons.
After all, why blit stuff to the framebuffer in 8 or 16 bit blocks when you can do it 32 bits at a time?
The problem was that the 16-bit DOS extender was only preserving the lower 16 bits when an interrupt occurred which meant that the game would run fine for a while and then randomly crash when an interrupt happened at the wrong moment, trashing the upper word of a crucial register.To get around this, they had to hack the kernel somehow to add support for this, a mechanism which I believe Jason Ely referred to as "Spanky" or somesuch.
I don't know how they did this but I suspect they used ring-0 code to do it... while it was rather more tolerant of running under a different DPMI host, Pagan still wouldn't run under Windows.
So, if you ever wondered what the kernel hacking stuff in the Pagan credits was all about, there you go :P</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30836844</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30837612</id>
	<title>Re:TA: Kingdoms? Master of Orion III?</title>
	<author>Anonymous</author>
	<datestamp>1263982320000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p><div class="quote"><p>What, no TA: Kingdoms and Cavedog?  No Master of Orion III and Quicksilver?  Lovell must be new here.</p></div><p>That game didn't kill Cavevdog. They got killed by success of TA and then allowing everyone and their brother to have their own project... most of which went no where.</p></div>
	</htmltext>
<tokenext>What , no TA : Kingdoms and Cavedog ?
No Master of Orion III and Quicksilver ?
Lovell must be new here.That game did n't kill Cavevdog .
They got killed by success of TA and then allowing everyone and their brother to have their own project... most of which went no where .</tokentext>
<sentencetext>What, no TA: Kingdoms and Cavedog?
No Master of Orion III and Quicksilver?
Lovell must be new here.That game didn't kill Cavevdog.
They got killed by success of TA and then allowing everyone and their brother to have their own project... most of which went no where.
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30836302</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30835686</id>
	<title>Game Quality and Profit are not correlated</title>
	<author>stewbacca</author>
	<datestamp>1264017240000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>To make the assumption a "bad" game sank a company is hard to justify, considering "bad" games often sell much better than "good" ones.</p><p>There are a lot of companies that make bad products that are profitable (mine, for example) and many that make great products that can't stay in business.</p><p>In many cases, I would bet that a game company runs the risk of going out of business because their product is too good (or bent on being too good, and never hits the shelves in time to start making profit).</p></htmltext>
<tokenext>To make the assumption a " bad " game sank a company is hard to justify , considering " bad " games often sell much better than " good " ones.There are a lot of companies that make bad products that are profitable ( mine , for example ) and many that make great products that ca n't stay in business.In many cases , I would bet that a game company runs the risk of going out of business because their product is too good ( or bent on being too good , and never hits the shelves in time to start making profit ) .</tokentext>
<sentencetext>To make the assumption a "bad" game sank a company is hard to justify, considering "bad" games often sell much better than "good" ones.There are a lot of companies that make bad products that are profitable (mine, for example) and many that make great products that can't stay in business.In many cases, I would bet that a game company runs the risk of going out of business because their product is too good (or bent on being too good, and never hits the shelves in time to start making profit).</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30842962</id>
	<title>Why isn't the article sub-titled...</title>
	<author>NateTech</author>
	<datestamp>1264015620000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>just-as-essential-as-the-last-three-editions  ?</p></htmltext>
<tokenext>just-as-essential-as-the-last-three-editions ?</tokentext>
<sentencetext>just-as-essential-as-the-last-three-editions  ?</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30835640</id>
	<title>Quicksilver vanished with MOO3</title>
	<author>Shivetya</author>
	<datestamp>1264017120000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>it pretty much tanked and Atari quickly parted ways with them.</p></htmltext>
<tokenext>it pretty much tanked and Atari quickly parted ways with them .</tokentext>
<sentencetext>it pretty much tanked and Atari quickly parted ways with them.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30836364</id>
	<title>TR didn't tank NCSoft though.</title>
	<author>Chas</author>
	<datestamp>1264020180000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Just the unit responsible for TR.</p><p>Unfortunately they didn't do it BEFORE sinking a metric assload (as opposed to an imperial assload) of extra cash into it, too caught up in the development cycle to call it quits when it wasn't done, wasn't working, and wasn't any good.</p><p>At least they're out of TR-rehab and back to putting support into the games that ARE paying their bills.</p></htmltext>
<tokenext>Just the unit responsible for TR.Unfortunately they did n't do it BEFORE sinking a metric assload ( as opposed to an imperial assload ) of extra cash into it , too caught up in the development cycle to call it quits when it was n't done , was n't working , and was n't any good.At least they 're out of TR-rehab and back to putting support into the games that ARE paying their bills .</tokentext>
<sentencetext>Just the unit responsible for TR.Unfortunately they didn't do it BEFORE sinking a metric assload (as opposed to an imperial assload) of extra cash into it, too caught up in the development cycle to call it quits when it wasn't done, wasn't working, and wasn't any good.At least they're out of TR-rehab and back to putting support into the games that ARE paying their bills.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30835906</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30841184</id>
	<title>Re:Whatever games companies produce...</title>
	<author>Mr. DOS</author>
	<datestamp>1263999180000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Interestingly enough, one of my favourite Sim games, <a href="http://en.wikipedia.org/wiki/SimTower" title="wikipedia.org">SimTower</a> [wikipedia.org], wasn't even developed by Maxis - they just handled localization and publishing in North America. I spent hours playing that game. So easy to get started, and then find that you've screwed yourself over through bad elevator layout decisions.</p><p>And then there was <a href="http://en.wikipedia.org/wiki/SimIsle:\_Missions\_in\_the\_Rainforest" title="wikipedia.org">SimIsle</a> [wikipedia.org]. I never did even figure out how to play that one...</p><p>
&nbsp; &nbsp; &nbsp; --- Mr. DOS</p></htmltext>
<tokenext>Interestingly enough , one of my favourite Sim games , SimTower [ wikipedia.org ] , was n't even developed by Maxis - they just handled localization and publishing in North America .
I spent hours playing that game .
So easy to get started , and then find that you 've screwed yourself over through bad elevator layout decisions.And then there was SimIsle [ wikipedia.org ] .
I never did even figure out how to play that one.. .       --- Mr. DOS</tokentext>
<sentencetext>Interestingly enough, one of my favourite Sim games, SimTower [wikipedia.org], wasn't even developed by Maxis - they just handled localization and publishing in North America.
I spent hours playing that game.
So easy to get started, and then find that you've screwed yourself over through bad elevator layout decisions.And then there was SimIsle [wikipedia.org].
I never did even figure out how to play that one...
      --- Mr. DOS</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30837422</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30843656</id>
	<title>Re:Ten years from now - "WoW killed Blizzard"</title>
	<author>BigMeanBear</author>
	<datestamp>1264068300000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Actually, Warcraft was pretty terrible.  What's up with the road construction nonsense??</p></htmltext>
<tokenext>Actually , Warcraft was pretty terrible .
What 's up with the road construction nonsense ?
?</tokentext>
<sentencetext>Actually, Warcraft was pretty terrible.
What's up with the road construction nonsense?
?</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30836906</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30838814</id>
	<title>Re:I liked Enter the Matrix.</title>
	<author>MasterMynd</author>
	<datestamp>1263986460000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>I thought it was 'ok', but redundant level design made me think I was playing the same level over and over again. They could have improved the driving capabilities, I felt like I was driving a golf cart rather than an SUV. Also, they could have done something about the damn camera, especially when your fighting the agent on the plane and you've got to do a flying kick to knock him out of the plane and while doing that the camera pans to the side (nice cinematic effect, but bad for gameplay) but it doesn't adjust the controls accordingly so you do a flying kick flying past the agent and almost falling out the back of the plane yourself. It's clear that the Wachowski brothers should stick with movies and avoid games.</p></htmltext>
<tokenext>I thought it was 'ok ' , but redundant level design made me think I was playing the same level over and over again .
They could have improved the driving capabilities , I felt like I was driving a golf cart rather than an SUV .
Also , they could have done something about the damn camera , especially when your fighting the agent on the plane and you 've got to do a flying kick to knock him out of the plane and while doing that the camera pans to the side ( nice cinematic effect , but bad for gameplay ) but it does n't adjust the controls accordingly so you do a flying kick flying past the agent and almost falling out the back of the plane yourself .
It 's clear that the Wachowski brothers should stick with movies and avoid games .</tokentext>
<sentencetext>I thought it was 'ok', but redundant level design made me think I was playing the same level over and over again.
They could have improved the driving capabilities, I felt like I was driving a golf cart rather than an SUV.
Also, they could have done something about the damn camera, especially when your fighting the agent on the plane and you've got to do a flying kick to knock him out of the plane and while doing that the camera pans to the side (nice cinematic effect, but bad for gameplay) but it doesn't adjust the controls accordingly so you do a flying kick flying past the agent and almost falling out the back of the plane yourself.
It's clear that the Wachowski brothers should stick with movies and avoid games.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30835666</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30839038</id>
	<title>Retro: Imagine Software killed by Bandasnatch</title>
	<author>MROD</author>
	<datestamp>1263987420000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>For those in the UK who were around in the early 80s then I'm sure that you remember the most spectacular failure of a games company (and the games it was producing). i.e. Imagine Software and the game Bandasnatch:</p><p>http://en.wikipedia.org/wiki/Bandersnatch\_\%28video\_game\%29</p></htmltext>
<tokenext>For those in the UK who were around in the early 80s then I 'm sure that you remember the most spectacular failure of a games company ( and the games it was producing ) .
i.e. Imagine Software and the game Bandasnatch : http : //en.wikipedia.org/wiki/Bandersnatch \ _ \ % 28video \ _game \ % 29</tokentext>
<sentencetext>For those in the UK who were around in the early 80s then I'm sure that you remember the most spectacular failure of a games company (and the games it was producing).
i.e. Imagine Software and the game Bandasnatch:http://en.wikipedia.org/wiki/Bandersnatch\_\%28video\_game\%29</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30835630</id>
	<title>Tomb Raider: Angel of Darkness</title>
	<author>Jim Hall</author>
	<datestamp>1264017060000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>2</modscore>
	<htmltext><p>TFA mentions <b>Tomb Raider: Angel of Darkness</b> as the game that tipped Eidos/Core over.</p><p>I first discovered the series with Tomb Raider 2. Since then, huge fan! I bought all the games for PS1, and a few for the Mac as well (I'd re-play the game on my in-laws' computer sometimes.)</p><p>When Eidos announced Angel of Darkness for PS2, I was obviously caught up in the hype. More memory and higher res meant more intricate puzzles and larger levels - this would be an amazing game. Or so I thought. Aside from buggy gameplay (and there was a <em>lot</em> of that) they changed the game mechanic to the point that it was like playing an entirely different game, but with Lara Croft in it. No tombs, no puzzles, just a lot of running around shooting things.</p><p>I quit the game before I got very far in it, the same sucked that bad. I recall making it just past the cemetary - which I understand is still pretty early in the game.</p><p>Still, good things came out of this fiasco: <b>Tomb Raider: Legend</b> was actually very good! Amazing what a new developer can do to breathe fresh life into a project. (That said, Uncharted is a better series.)</p></htmltext>
<tokenext>TFA mentions Tomb Raider : Angel of Darkness as the game that tipped Eidos/Core over.I first discovered the series with Tomb Raider 2 .
Since then , huge fan !
I bought all the games for PS1 , and a few for the Mac as well ( I 'd re-play the game on my in-laws ' computer sometimes .
) When Eidos announced Angel of Darkness for PS2 , I was obviously caught up in the hype .
More memory and higher res meant more intricate puzzles and larger levels - this would be an amazing game .
Or so I thought .
Aside from buggy gameplay ( and there was a lot of that ) they changed the game mechanic to the point that it was like playing an entirely different game , but with Lara Croft in it .
No tombs , no puzzles , just a lot of running around shooting things.I quit the game before I got very far in it , the same sucked that bad .
I recall making it just past the cemetary - which I understand is still pretty early in the game.Still , good things came out of this fiasco : Tomb Raider : Legend was actually very good !
Amazing what a new developer can do to breathe fresh life into a project .
( That said , Uncharted is a better series .
)</tokentext>
<sentencetext>TFA mentions Tomb Raider: Angel of Darkness as the game that tipped Eidos/Core over.I first discovered the series with Tomb Raider 2.
Since then, huge fan!
I bought all the games for PS1, and a few for the Mac as well (I'd re-play the game on my in-laws' computer sometimes.
)When Eidos announced Angel of Darkness for PS2, I was obviously caught up in the hype.
More memory and higher res meant more intricate puzzles and larger levels - this would be an amazing game.
Or so I thought.
Aside from buggy gameplay (and there was a lot of that) they changed the game mechanic to the point that it was like playing an entirely different game, but with Lara Croft in it.
No tombs, no puzzles, just a lot of running around shooting things.I quit the game before I got very far in it, the same sucked that bad.
I recall making it just past the cemetary - which I understand is still pretty early in the game.Still, good things came out of this fiasco: Tomb Raider: Legend was actually very good!
Amazing what a new developer can do to breathe fresh life into a project.
(That said, Uncharted is a better series.
)</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30839208</id>
	<title>Re:Ten years from now - "WoW killed Blizzard"</title>
	<author>Raptor851</author>
	<datestamp>1263988200000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>Let's take the wayback machine to somewhere around...say..1998, granted though in this case they were acquired BEFORE their big MMO<nobr> <wbr></nobr>:)

<p>To date, as far as I can tell, Origin Systems has never made a bad (debatable, based on personal taste) or unsuccessful (not up for debate) game. They've got a perfect record. And they're raking in more money every month. If that's a recipe for disaster, sign me up!</p><p>

They never could follow up UO, everything after it ended up getting canceled, blizzard's path seems eerily similar. It's not a perfect comparison, but still...</p></htmltext>
<tokenext>Let 's take the wayback machine to somewhere around...say..1998 , granted though in this case they were acquired BEFORE their big MMO : ) To date , as far as I can tell , Origin Systems has never made a bad ( debatable , based on personal taste ) or unsuccessful ( not up for debate ) game .
They 've got a perfect record .
And they 're raking in more money every month .
If that 's a recipe for disaster , sign me up !
They never could follow up UO , everything after it ended up getting canceled , blizzard 's path seems eerily similar .
It 's not a perfect comparison , but still.. .</tokentext>
<sentencetext>Let's take the wayback machine to somewhere around...say..1998, granted though in this case they were acquired BEFORE their big MMO :)

To date, as far as I can tell, Origin Systems has never made a bad (debatable, based on personal taste) or unsuccessful (not up for debate) game.
They've got a perfect record.
And they're raking in more money every month.
If that's a recipe for disaster, sign me up!
They never could follow up UO, everything after it ended up getting canceled, blizzard's path seems eerily similar.
It's not a perfect comparison, but still...</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30836906</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30835244</id>
	<title>I wouldn't be surprised</title>
	<author>Monkeedude1212</author>
	<datestamp>1264015800000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>If The Fourth Monkey Island game hurt Lucas-arts. Not that it was a terrible game, but I definately doubt it did as well as its predecessors.</p><p>I'm not surprised the rights to make it went off to Telltale games. They have done a decent job with the episodic content of it. I have an itching feeling it won't be the end of that series though.</p></htmltext>
<tokenext>If The Fourth Monkey Island game hurt Lucas-arts .
Not that it was a terrible game , but I definately doubt it did as well as its predecessors.I 'm not surprised the rights to make it went off to Telltale games .
They have done a decent job with the episodic content of it .
I have an itching feeling it wo n't be the end of that series though .</tokentext>
<sentencetext>If The Fourth Monkey Island game hurt Lucas-arts.
Not that it was a terrible game, but I definately doubt it did as well as its predecessors.I'm not surprised the rights to make it went off to Telltale games.
They have done a decent job with the episodic content of it.
I have an itching feeling it won't be the end of that series though.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30837422</id>
	<title>Re:Whatever games companies produce...</title>
	<author>Ailure</author>
	<datestamp>1263981480000</datestamp>
	<modclass>Informativ</modclass>
	<modscore>2</modscore>
	<htmltext><p>I belive Maxis was infact saved from near bankruptcy by EA just before Simcity 3000. Infact I believe the EA acquisition is probably what enabled to push Dollhouse (The Sims) from idea to a full game. Will Wright mentioned the idea of The sims in a old interview done shortly after Simcity 2000, but it's possible staff in Maxis either didn't believe in the idea or didn't have the funds for it.</p><p>Simcity 3000 development wasn't really going anywhere apparently. They were originally planning to make the game fully in 3D, but changed their mind and made it isometric 2D.</p><p>Simcity 4 with it's expansion pack is probably the peak of the Simcity series (anyone saying Simcity 2000 probably hadn't seriously gotten into Simcity 4). Sadly EA thought the Simcity series needed to be more casual (as it's easy to screw up in Simcity 4 for a newbie), and the result was Simcity Societies which got a fairly lukewarm reception. I yet have to see a city simulator to replace Simcity 4 (open source clone developed by fans would be really nice).</p><p>Maxis always been bit of a cash cow milker even when independent from EA. There were a lot of Sim games in the early 90's, some good, some bad ones.</p></htmltext>
<tokenext>I belive Maxis was infact saved from near bankruptcy by EA just before Simcity 3000 .
Infact I believe the EA acquisition is probably what enabled to push Dollhouse ( The Sims ) from idea to a full game .
Will Wright mentioned the idea of The sims in a old interview done shortly after Simcity 2000 , but it 's possible staff in Maxis either did n't believe in the idea or did n't have the funds for it.Simcity 3000 development was n't really going anywhere apparently .
They were originally planning to make the game fully in 3D , but changed their mind and made it isometric 2D.Simcity 4 with it 's expansion pack is probably the peak of the Simcity series ( anyone saying Simcity 2000 probably had n't seriously gotten into Simcity 4 ) .
Sadly EA thought the Simcity series needed to be more casual ( as it 's easy to screw up in Simcity 4 for a newbie ) , and the result was Simcity Societies which got a fairly lukewarm reception .
I yet have to see a city simulator to replace Simcity 4 ( open source clone developed by fans would be really nice ) .Maxis always been bit of a cash cow milker even when independent from EA .
There were a lot of Sim games in the early 90 's , some good , some bad ones .</tokentext>
<sentencetext>I belive Maxis was infact saved from near bankruptcy by EA just before Simcity 3000.
Infact I believe the EA acquisition is probably what enabled to push Dollhouse (The Sims) from idea to a full game.
Will Wright mentioned the idea of The sims in a old interview done shortly after Simcity 2000, but it's possible staff in Maxis either didn't believe in the idea or didn't have the funds for it.Simcity 3000 development wasn't really going anywhere apparently.
They were originally planning to make the game fully in 3D, but changed their mind and made it isometric 2D.Simcity 4 with it's expansion pack is probably the peak of the Simcity series (anyone saying Simcity 2000 probably hadn't seriously gotten into Simcity 4).
Sadly EA thought the Simcity series needed to be more casual (as it's easy to screw up in Simcity 4 for a newbie), and the result was Simcity Societies which got a fairly lukewarm reception.
I yet have to see a city simulator to replace Simcity 4 (open source clone developed by fans would be really nice).Maxis always been bit of a cash cow milker even when independent from EA.
There were a lot of Sim games in the early 90's, some good, some bad ones.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30836238</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30836330</id>
	<title>Ten years from now - "WoW killed Blizzard"</title>
	<author>BobMcD</author>
	<datestamp>1264020060000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>5</modscore>
	<htmltext><p>This doesn't take a huge heap of imagination, but I'm going to go ahead and predict that the unexpected, unprecedented success of WoW will be the end of Blizzard.  This seems like a really safe bet based on any of the following scenarios:</p><p>1) Activision big-brothers them into oblivion<br>2) They get caught up making bad movies, rather than good games<br>3) They are never able to make a successful sequel, or even another really profitable title<br>4) Creative differences, anti-user angst, or other mis-management runs it into the ground (e.g. NGE) and the shop never recovers</p><p>There's just too many dollars riding on WoW.  Too much momentum.  Surviving the end of that is going to either require masterful leadership or gigantic catastrophe.</p><p>Come to think of it, didn't they name their next expansion 'Cataclysm'?<nobr> <wbr></nobr>;)</p></htmltext>
<tokenext>This does n't take a huge heap of imagination , but I 'm going to go ahead and predict that the unexpected , unprecedented success of WoW will be the end of Blizzard .
This seems like a really safe bet based on any of the following scenarios : 1 ) Activision big-brothers them into oblivion2 ) They get caught up making bad movies , rather than good games3 ) They are never able to make a successful sequel , or even another really profitable title4 ) Creative differences , anti-user angst , or other mis-management runs it into the ground ( e.g .
NGE ) and the shop never recoversThere 's just too many dollars riding on WoW .
Too much momentum .
Surviving the end of that is going to either require masterful leadership or gigantic catastrophe.Come to think of it , did n't they name their next expansion 'Cataclysm ' ?
; )</tokentext>
<sentencetext>This doesn't take a huge heap of imagination, but I'm going to go ahead and predict that the unexpected, unprecedented success of WoW will be the end of Blizzard.
This seems like a really safe bet based on any of the following scenarios:1) Activision big-brothers them into oblivion2) They get caught up making bad movies, rather than good games3) They are never able to make a successful sequel, or even another really profitable title4) Creative differences, anti-user angst, or other mis-management runs it into the ground (e.g.
NGE) and the shop never recoversThere's just too many dollars riding on WoW.
Too much momentum.
Surviving the end of that is going to either require masterful leadership or gigantic catastrophe.Come to think of it, didn't they name their next expansion 'Cataclysm'?
;)</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30838830</id>
	<title>Re:TA: Kingdoms? Master of Orion III?</title>
	<author>Sandbags</author>
	<datestamp>1263986520000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>Oh God, i nearly forgot MoO III.  Part II was awesome, and 3 completely killed the series!  Good call.</p><p>I was also going to add Dragon Age to this list (not the RPG that's out now and doing well, but the MMO that was supposed to release in 2006/2007 that made it into beta, and then got canned because the server-side code was so bad it couldn't handle 100 concurrent users...  The game looked AWESOME, had great content, and some real nice ideas, and serious promise, but when they asked the company for $3Mil more and a 9-12 month launch delay to fix the serverside issues, it got panned.  too bad.  Now, i can't even find links to it....  (was hoping they'd open source it there for a while)</p><p>I'm also afraid, after a couple days playing the Beta, Cryptic is going to end up on the street panning for change over Star Trek.  OH GOD it's awful...  Imagine flying around space (that acts like youre in an atmosphere, no momentum) in a ship that can only pan on 2 axis instead of 3, and that it flies at 1MPH in combat.  Then add on top a first person exploration and combat system (when you beam down) that any of the freeware FPS games on the market have both better play experience, better graphics, and more function.  The entire game engine is horrible.  The ONLY thing it;s got going for it is that they effectively communicated the "treckie" experience of walking around, talking to people, scanning things, and it sorta feels like a real slow replay of some classic trek episodes.  If it wasn;t for the AGGONIZINGLY slow and overly simple interface it might not be a bad game, but after just 3 hours at it i had to log into something else and just smash stuff...  They really could have used the CoH engine for this game with only a skin modification and it would be light years better.  STAY AWAY!</p></htmltext>
<tokenext>Oh God , i nearly forgot MoO III .
Part II was awesome , and 3 completely killed the series !
Good call.I was also going to add Dragon Age to this list ( not the RPG that 's out now and doing well , but the MMO that was supposed to release in 2006/2007 that made it into beta , and then got canned because the server-side code was so bad it could n't handle 100 concurrent users... The game looked AWESOME , had great content , and some real nice ideas , and serious promise , but when they asked the company for $ 3Mil more and a 9-12 month launch delay to fix the serverside issues , it got panned .
too bad .
Now , i ca n't even find links to it.... ( was hoping they 'd open source it there for a while ) I 'm also afraid , after a couple days playing the Beta , Cryptic is going to end up on the street panning for change over Star Trek .
OH GOD it 's awful... Imagine flying around space ( that acts like youre in an atmosphere , no momentum ) in a ship that can only pan on 2 axis instead of 3 , and that it flies at 1MPH in combat .
Then add on top a first person exploration and combat system ( when you beam down ) that any of the freeware FPS games on the market have both better play experience , better graphics , and more function .
The entire game engine is horrible .
The ONLY thing it ; s got going for it is that they effectively communicated the " treckie " experience of walking around , talking to people , scanning things , and it sorta feels like a real slow replay of some classic trek episodes .
If it wasn ; t for the AGGONIZINGLY slow and overly simple interface it might not be a bad game , but after just 3 hours at it i had to log into something else and just smash stuff... They really could have used the CoH engine for this game with only a skin modification and it would be light years better .
STAY AWAY !</tokentext>
<sentencetext>Oh God, i nearly forgot MoO III.
Part II was awesome, and 3 completely killed the series!
Good call.I was also going to add Dragon Age to this list (not the RPG that's out now and doing well, but the MMO that was supposed to release in 2006/2007 that made it into beta, and then got canned because the server-side code was so bad it couldn't handle 100 concurrent users...  The game looked AWESOME, had great content, and some real nice ideas, and serious promise, but when they asked the company for $3Mil more and a 9-12 month launch delay to fix the serverside issues, it got panned.
too bad.
Now, i can't even find links to it....  (was hoping they'd open source it there for a while)I'm also afraid, after a couple days playing the Beta, Cryptic is going to end up on the street panning for change over Star Trek.
OH GOD it's awful...  Imagine flying around space (that acts like youre in an atmosphere, no momentum) in a ship that can only pan on 2 axis instead of 3, and that it flies at 1MPH in combat.
Then add on top a first person exploration and combat system (when you beam down) that any of the freeware FPS games on the market have both better play experience, better graphics, and more function.
The entire game engine is horrible.
The ONLY thing it;s got going for it is that they effectively communicated the "treckie" experience of walking around, talking to people, scanning things, and it sorta feels like a real slow replay of some classic trek episodes.
If it wasn;t for the AGGONIZINGLY slow and overly simple interface it might not be a bad game, but after just 3 hours at it i had to log into something else and just smash stuff...  They really could have used the CoH engine for this game with only a skin modification and it would be light years better.
STAY AWAY!</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30836302</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30836156</id>
	<title>Elite 4 is an inside joke in Oolite.</title>
	<author>Anonymous</author>
	<datestamp>1264019280000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>Elite came out in 1984, and was one of the first (if not THE first) truly open-ended game. So you would think the fifteen year gap between Elite III (Frontier: First Encounters) and now would be enough time for Braben to release The Outsider and get working on Elite 4.</p><p><a href="http://bulk2.destructoid.com/ul/149180-Caution\_this\_is\_Sparta\_v2\_by\_R0adki11.jpg" title="destructoid.com" rel="nofollow">Nope.</a> [destructoid.com] That's why it's an inside joke in Oolite that Elite 4 is STILL coming soon!</p></htmltext>
<tokenext>Elite came out in 1984 , and was one of the first ( if not THE first ) truly open-ended game .
So you would think the fifteen year gap between Elite III ( Frontier : First Encounters ) and now would be enough time for Braben to release The Outsider and get working on Elite 4.Nope .
[ destructoid.com ] That 's why it 's an inside joke in Oolite that Elite 4 is STILL coming soon !</tokentext>
<sentencetext>Elite came out in 1984, and was one of the first (if not THE first) truly open-ended game.
So you would think the fifteen year gap between Elite III (Frontier: First Encounters) and now would be enough time for Braben to release The Outsider and get working on Elite 4.Nope.
[destructoid.com] That's why it's an inside joke in Oolite that Elite 4 is STILL coming soon!</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30846528</id>
	<title>Re:Final Fantasy was supposed to kill Square</title>
	<author>Anonymous</author>
	<datestamp>1264092240000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>I think few companies make a product in the hopes that it will destroy them.  Your title is a bit sensationalist.</p></htmltext>
<tokenext>I think few companies make a product in the hopes that it will destroy them .
Your title is a bit sensationalist .</tokentext>
<sentencetext>I think few companies make a product in the hopes that it will destroy them.
Your title is a bit sensationalist.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30836080</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30835680</id>
	<title>most expensive game of "chicken", ever.</title>
	<author>Anonymous</author>
	<datestamp>1264017240000</datestamp>
	<modclass>Offtopic</modclass>
	<modscore>-1</modscore>
	<htmltext>The "Jay Leno Show" fiasco was the final nail in the coffin for NBC. <br>When Conan O'Brian bought the smoldering remains of the once-great network in 2012, he paid $17 and only <i>two</i> magic beans.</htmltext>
<tokenext>The " Jay Leno Show " fiasco was the final nail in the coffin for NBC .
When Conan O'Brian bought the smoldering remains of the once-great network in 2012 , he paid $ 17 and only two magic beans .</tokentext>
<sentencetext>The "Jay Leno Show" fiasco was the final nail in the coffin for NBC.
When Conan O'Brian bought the smoldering remains of the once-great network in 2012, he paid $17 and only two magic beans.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30835960</id>
	<title>Racing Legends</title>
	<author>Anonymous</author>
	<datestamp>1264018440000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>Try a 12 year delay for a racing product, any product, especially when it comes from the West Brothers. "Who are the West Brothers" you ask? Sit back and let me tell you a quick tale about a long piece of vaporware.</p><p>Backstory: Two decades ago in the late 90s, the West Brothers were contracted to do a game called "World Sports Cars". They had previously been on the development teams of such arcade classics as "Hard Drivin" and "Race Driving". Chris and Tony were certainly at the forefront of realistic driving sims. Games like these certainly influenced later PC sims such as "Grand Prix Legends". So when time came for a GT style game, the Wests were a natural fit. And so the development started on WSC. After numerous DNF styled delays, they were told by their publisher to take off. Then in 2001 they announced Racing Legends, a sprawling race sim that would encompass careers, cars with lifespans. It was an ambitious project, especially for a 2 man team. Their last update was in October 2003, their last communique was in January of 2004. Since then? Nothing, nada, zilch. Once in a while their 3rd member (Gregor Veble, physics consultant) will respond to a jab with a very vague answer that does not even confirm it is still being worked on. Here's what you need to read:</p><p><a href="http://www.racing-legends.com/news.htm" title="racing-legends.com" rel="nofollow">http://www.racing-legends.com/news.htm</a> [racing-legends.com] [racing-legends.com]</p><p><a href="http://www.west-racing.com/forum/index.php?topic=2395.0" title="west-racing.com" rel="nofollow">http://www.west-racing.com/forum/index.php?topic=2395.0</a> [west-racing.com] [west-racing.com]</p><p>Google up on WSC to gain a greater understanding of the Wests, and how they are the rightful heirs to the DNF vaporware crown. People have gone to college, graduated with Comp Sci degrees and actually put out multiple games in the same time that the West Brothers have delivered...NOTHING. The multi-class racing sim has been ursurped by Dave Kaemmer (of Sierra/Papyrus NASCAR Racing fame) and his iRacing game.</p></htmltext>
<tokenext>Try a 12 year delay for a racing product , any product , especially when it comes from the West Brothers .
" Who are the West Brothers " you ask ?
Sit back and let me tell you a quick tale about a long piece of vaporware.Backstory : Two decades ago in the late 90s , the West Brothers were contracted to do a game called " World Sports Cars " .
They had previously been on the development teams of such arcade classics as " Hard Drivin " and " Race Driving " .
Chris and Tony were certainly at the forefront of realistic driving sims .
Games like these certainly influenced later PC sims such as " Grand Prix Legends " .
So when time came for a GT style game , the Wests were a natural fit .
And so the development started on WSC .
After numerous DNF styled delays , they were told by their publisher to take off .
Then in 2001 they announced Racing Legends , a sprawling race sim that would encompass careers , cars with lifespans .
It was an ambitious project , especially for a 2 man team .
Their last update was in October 2003 , their last communique was in January of 2004 .
Since then ?
Nothing , nada , zilch .
Once in a while their 3rd member ( Gregor Veble , physics consultant ) will respond to a jab with a very vague answer that does not even confirm it is still being worked on .
Here 's what you need to read : http : //www.racing-legends.com/news.htm [ racing-legends.com ] [ racing-legends.com ] http : //www.west-racing.com/forum/index.php ? topic = 2395.0 [ west-racing.com ] [ west-racing.com ] Google up on WSC to gain a greater understanding of the Wests , and how they are the rightful heirs to the DNF vaporware crown .
People have gone to college , graduated with Comp Sci degrees and actually put out multiple games in the same time that the West Brothers have delivered...NOTHING .
The multi-class racing sim has been ursurped by Dave Kaemmer ( of Sierra/Papyrus NASCAR Racing fame ) and his iRacing game .</tokentext>
<sentencetext>Try a 12 year delay for a racing product, any product, especially when it comes from the West Brothers.
"Who are the West Brothers" you ask?
Sit back and let me tell you a quick tale about a long piece of vaporware.Backstory: Two decades ago in the late 90s, the West Brothers were contracted to do a game called "World Sports Cars".
They had previously been on the development teams of such arcade classics as "Hard Drivin" and "Race Driving".
Chris and Tony were certainly at the forefront of realistic driving sims.
Games like these certainly influenced later PC sims such as "Grand Prix Legends".
So when time came for a GT style game, the Wests were a natural fit.
And so the development started on WSC.
After numerous DNF styled delays, they were told by their publisher to take off.
Then in 2001 they announced Racing Legends, a sprawling race sim that would encompass careers, cars with lifespans.
It was an ambitious project, especially for a 2 man team.
Their last update was in October 2003, their last communique was in January of 2004.
Since then?
Nothing, nada, zilch.
Once in a while their 3rd member (Gregor Veble, physics consultant) will respond to a jab with a very vague answer that does not even confirm it is still being worked on.
Here's what you need to read:http://www.racing-legends.com/news.htm [racing-legends.com] [racing-legends.com]http://www.west-racing.com/forum/index.php?topic=2395.0 [west-racing.com] [west-racing.com]Google up on WSC to gain a greater understanding of the Wests, and how they are the rightful heirs to the DNF vaporware crown.
People have gone to college, graduated with Comp Sci degrees and actually put out multiple games in the same time that the West Brothers have delivered...NOTHING.
The multi-class racing sim has been ursurped by Dave Kaemmer (of Sierra/Papyrus NASCAR Racing fame) and his iRacing game.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30837994</id>
	<title>Re:Infocom</title>
	<author>Darinbob</author>
	<datestamp>1263983640000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>And yet the internal theatrical quality of Infocom games have rarely been matched.</htmltext>
<tokenext>And yet the internal theatrical quality of Infocom games have rarely been matched .</tokentext>
<sentencetext>And yet the internal theatrical quality of Infocom games have rarely been matched.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30836924</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30835936</id>
	<title>Hellgate wasn't that bad</title>
	<author>afidel</author>
	<datestamp>1264018320000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>It just wasn't good enough to get them to where they could release Mythos which would have been the cash cow. Like many small businesses their essential failing was being under-capitalized, not necessarily a terrible product.</htmltext>
<tokenext>It just was n't good enough to get them to where they could release Mythos which would have been the cash cow .
Like many small businesses their essential failing was being under-capitalized , not necessarily a terrible product .</tokentext>
<sentencetext>It just wasn't good enough to get them to where they could release Mythos which would have been the cash cow.
Like many small businesses their essential failing was being under-capitalized, not necessarily a terrible product.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30841570</id>
	<title>Duke Nukem Forever</title>
	<author>Baloo Uriza</author>
	<datestamp>1264002540000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>Where's the company that made it today?  'Nuff said.</htmltext>
<tokenext>Where 's the company that made it today ?
'Nuff said .</tokentext>
<sentencetext>Where's the company that made it today?
'Nuff said.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30836518</id>
	<title>How About</title>
	<author>sexconker</author>
	<datestamp>1264020900000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>How about successful games that damaged or killed their companies?</p><p>Tetris was so insanely successful that the rights were blatantly stolen and restolen endlessly.</p><p>The creator didn't get squat.</p><p>The self-appointed Tetris Company is a piece of shit that is ruining Tetris.  Infinite spin?  Holding pieces?  WTF is this shit and why is it required to be in all Tetris games?</p></htmltext>
<tokenext>How about successful games that damaged or killed their companies ? Tetris was so insanely successful that the rights were blatantly stolen and restolen endlessly.The creator did n't get squat.The self-appointed Tetris Company is a piece of shit that is ruining Tetris .
Infinite spin ?
Holding pieces ?
WTF is this shit and why is it required to be in all Tetris games ?</tokentext>
<sentencetext>How about successful games that damaged or killed their companies?Tetris was so insanely successful that the rights were blatantly stolen and restolen endlessly.The creator didn't get squat.The self-appointed Tetris Company is a piece of shit that is ruining Tetris.
Infinite spin?
Holding pieces?
WTF is this shit and why is it required to be in all Tetris games?</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30836080</id>
	<title>Final Fantasy was supposed to kill Square</title>
	<author>Anonymous</author>
	<datestamp>1264018920000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>4</modscore>
	<htmltext>From what I've read, the whole reason it was called Final Fantasy in the first place was that the company was planning to close and Final Fantasy was their swan song.  They weren't expecting a miracle since they were treading in new waters and just decided to publish their last game.  And lo and behold, their final game that was supposed to be the end of the company turned out to be their saving throw.</htmltext>
<tokenext>From what I 've read , the whole reason it was called Final Fantasy in the first place was that the company was planning to close and Final Fantasy was their swan song .
They were n't expecting a miracle since they were treading in new waters and just decided to publish their last game .
And lo and behold , their final game that was supposed to be the end of the company turned out to be their saving throw .</tokentext>
<sentencetext>From what I've read, the whole reason it was called Final Fantasy in the first place was that the company was planning to close and Final Fantasy was their swan song.
They weren't expecting a miracle since they were treading in new waters and just decided to publish their last game.
And lo and behold, their final game that was supposed to be the end of the company turned out to be their saving throw.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30835222</id>
	<title>Whatever games companies produce...</title>
	<author>Anonymous</author>
	<datestamp>1264015680000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>5</modscore>
	<htmltext><p>once EA buys them it's game over.</p></htmltext>
<tokenext>once EA buys them it 's game over .</tokentext>
<sentencetext>once EA buys them it's game over.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30835460</id>
	<title>DE3</title>
	<author>Anonymous</author>
	<datestamp>1264016520000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>1</modscore>
	<htmltext><p>"By this time, Eidos is believed to have invested over $25 million in the studio. And they called it a day. Eidos closed the Dallas Ion Storm office in 2001.'""</p><p>But not before they squeezed out a cult favorite, Deus Ex.</p></htmltext>
<tokenext>" By this time , Eidos is believed to have invested over $ 25 million in the studio .
And they called it a day .
Eidos closed the Dallas Ion Storm office in 2001 .
' " " But not before they squeezed out a cult favorite , Deus Ex .</tokentext>
<sentencetext>"By this time, Eidos is believed to have invested over $25 million in the studio.
And they called it a day.
Eidos closed the Dallas Ion Storm office in 2001.
'""But not before they squeezed out a cult favorite, Deus Ex.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30836188</id>
	<title>Re:VtM:B</title>
	<author>AP31R0N</author>
	<datestamp>1264019460000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Loved that game.</p><p>i think some of its trouble was due to using the HL2 code that was leaked.  They had to change a bunch of stuff at the last minute.   Or so i heard.</p><p>i didn't notice any game breaking bugs.  Just some quirky movement stuff that was the same as the quirks in most FPSes.</p></htmltext>
<tokenext>Loved that game.i think some of its trouble was due to using the HL2 code that was leaked .
They had to change a bunch of stuff at the last minute .
Or so i heard.i did n't notice any game breaking bugs .
Just some quirky movement stuff that was the same as the quirks in most FPSes .</tokentext>
<sentencetext>Loved that game.i think some of its trouble was due to using the HL2 code that was leaked.
They had to change a bunch of stuff at the last minute.
Or so i heard.i didn't notice any game breaking bugs.
Just some quirky movement stuff that was the same as the quirks in most FPSes.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30835258</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30836352</id>
	<title>Earth and Beyond?</title>
	<author>JorDan Clock</author>
	<datestamp>1264020120000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>Earth and Beyond was the last game for Westwood. I loved Legend of Kyrandia and Nox was incredibly fun. I even had a subscription for Earth and Beyond for a while. That was a great example of what happens to an MMO that doesn't receive content updates. Three classes were missing from the game, which actually prevented a significant portion of content to be accessible and the in-game events never went anywhere. They would happen, then would kind of repeat on their last stage until the game was cancelled. I'm not sure if that was a case where Westwood didn't know what they were doing, or just another name to add to the list of companies that EA bled dry.</htmltext>
<tokenext>Earth and Beyond was the last game for Westwood .
I loved Legend of Kyrandia and Nox was incredibly fun .
I even had a subscription for Earth and Beyond for a while .
That was a great example of what happens to an MMO that does n't receive content updates .
Three classes were missing from the game , which actually prevented a significant portion of content to be accessible and the in-game events never went anywhere .
They would happen , then would kind of repeat on their last stage until the game was cancelled .
I 'm not sure if that was a case where Westwood did n't know what they were doing , or just another name to add to the list of companies that EA bled dry .</tokentext>
<sentencetext>Earth and Beyond was the last game for Westwood.
I loved Legend of Kyrandia and Nox was incredibly fun.
I even had a subscription for Earth and Beyond for a while.
That was a great example of what happens to an MMO that doesn't receive content updates.
Three classes were missing from the game, which actually prevented a significant portion of content to be accessible and the in-game events never went anywhere.
They would happen, then would kind of repeat on their last stage until the game was cancelled.
I'm not sure if that was a case where Westwood didn't know what they were doing, or just another name to add to the list of companies that EA bled dry.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30837264</id>
	<title>Re:Whatever games companies produce...</title>
	<author>Ailure</author>
	<datestamp>1263980820000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Rest in peace Westwood Studios.</p></htmltext>
<tokenext>Rest in peace Westwood Studios .</tokentext>
<sentencetext>Rest in peace Westwood Studios.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30835222</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30837368</id>
	<title>Re:TA: Kingdoms? Master of Orion III?</title>
	<author>Jaysyn</author>
	<datestamp>1263981240000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Ye Gods TA: Kingdoms was horrible.  I had forgotten about that one, even though the box is still sitting on the bookshelf at home.</p></htmltext>
<tokenext>Ye Gods TA : Kingdoms was horrible .
I had forgotten about that one , even though the box is still sitting on the bookshelf at home .</tokentext>
<sentencetext>Ye Gods TA: Kingdoms was horrible.
I had forgotten about that one, even though the box is still sitting on the bookshelf at home.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30836302</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30840730</id>
	<title>Hellgate: London</title>
	<author>mcpkaaos</author>
	<datestamp>1263995700000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Was the <i>game</i> really a failure or just the way the company ran it into the ground?  I rather enjoyed that game (though I only ever played the single player campaign).</p></htmltext>
<tokenext>Was the game really a failure or just the way the company ran it into the ground ?
I rather enjoyed that game ( though I only ever played the single player campaign ) .</tokentext>
<sentencetext>Was the game really a failure or just the way the company ran it into the ground?
I rather enjoyed that game (though I only ever played the single player campaign).</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30837008</id>
	<title>Re:Final Fantasy was supposed to kill Square</title>
	<author>WarlockD</author>
	<datestamp>1263979680000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>They better change their dice if they are relying on that.</p><p>Seriously, what are they doing that is particularly innovative anymore.  I gave up on them when X-2 came out.  I am only interested in finishing 12 just so I can say I have played all the FF series (except X-2.  God its like I am watching awful Bleach/Naruto filler, except its written by fan-boy's with a lotion fetish).</p><p>The problem I am having is the job systems have all been either done or not very exciting.  The series doesn't make me cry like the end of the first disk of 7 did (To be fair, the rest of 7 was kind of standard fair).  Even if the 12 story sounds good, its hard to get around the wow factor.  I can stand a 8 hour tutorial (Wow has a 70 level tutorial:P) but I can't stand any reward at the end of it.</p><p>DragonQuest hasn't been a serious series in a while so we are left with the hope FF will have a powerful story to keep you playing.  I just lost my faith in Square ever since X-2.  I played the first two chapters of that game and just stopped.  Its like they didn't even try.  I already knew how the story was going to play out by just the hints and there was just no point.</p><p>I guess, in the end it doesn't matter.  Whatever glowing/bad reviews FF13 will have, it won't matter.  It will make a mint like it always does.  It will have a decent, a bit simpler job system.  The story will have some twists that will be easy to follow and not all-together unexpected.  It will then bring their stock price up and all will be well.</p><p>If not?  They always have the ready-to-go project FF7: Aeris Reborn.  Its going to be an FPS.</p></htmltext>
<tokenext>They better change their dice if they are relying on that.Seriously , what are they doing that is particularly innovative anymore .
I gave up on them when X-2 came out .
I am only interested in finishing 12 just so I can say I have played all the FF series ( except X-2 .
God its like I am watching awful Bleach/Naruto filler , except its written by fan-boy 's with a lotion fetish ) .The problem I am having is the job systems have all been either done or not very exciting .
The series does n't make me cry like the end of the first disk of 7 did ( To be fair , the rest of 7 was kind of standard fair ) .
Even if the 12 story sounds good , its hard to get around the wow factor .
I can stand a 8 hour tutorial ( Wow has a 70 level tutorial : P ) but I ca n't stand any reward at the end of it.DragonQuest has n't been a serious series in a while so we are left with the hope FF will have a powerful story to keep you playing .
I just lost my faith in Square ever since X-2 .
I played the first two chapters of that game and just stopped .
Its like they did n't even try .
I already knew how the story was going to play out by just the hints and there was just no point.I guess , in the end it does n't matter .
Whatever glowing/bad reviews FF13 will have , it wo n't matter .
It will make a mint like it always does .
It will have a decent , a bit simpler job system .
The story will have some twists that will be easy to follow and not all-together unexpected .
It will then bring their stock price up and all will be well.If not ?
They always have the ready-to-go project FF7 : Aeris Reborn .
Its going to be an FPS .</tokentext>
<sentencetext>They better change their dice if they are relying on that.Seriously, what are they doing that is particularly innovative anymore.
I gave up on them when X-2 came out.
I am only interested in finishing 12 just so I can say I have played all the FF series (except X-2.
God its like I am watching awful Bleach/Naruto filler, except its written by fan-boy's with a lotion fetish).The problem I am having is the job systems have all been either done or not very exciting.
The series doesn't make me cry like the end of the first disk of 7 did (To be fair, the rest of 7 was kind of standard fair).
Even if the 12 story sounds good, its hard to get around the wow factor.
I can stand a 8 hour tutorial (Wow has a 70 level tutorial:P) but I can't stand any reward at the end of it.DragonQuest hasn't been a serious series in a while so we are left with the hope FF will have a powerful story to keep you playing.
I just lost my faith in Square ever since X-2.
I played the first two chapters of that game and just stopped.
Its like they didn't even try.
I already knew how the story was going to play out by just the hints and there was just no point.I guess, in the end it doesn't matter.
Whatever glowing/bad reviews FF13 will have, it won't matter.
It will make a mint like it always does.
It will have a decent, a bit simpler job system.
The story will have some twists that will be easy to follow and not all-together unexpected.
It will then bring their stock price up and all will be well.If not?
They always have the ready-to-go project FF7: Aeris Reborn.
Its going to be an FPS.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30836080</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30838938</id>
	<title>Haze's cover killed it for me.</title>
	<author>PinchDuck</author>
	<datestamp>1263986940000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>I thought 'Why does that guy have egg on his face?". Then I put down the box and bought Fall of Man, instead. That game cover had a skull in an army helmet with fangs. I found that intriguing. I enjoy the game. My character doesn't have to wear an egg.</p></htmltext>
<tokenext>I thought 'Why does that guy have egg on his face ? " .
Then I put down the box and bought Fall of Man , instead .
That game cover had a skull in an army helmet with fangs .
I found that intriguing .
I enjoy the game .
My character does n't have to wear an egg .</tokentext>
<sentencetext>I thought 'Why does that guy have egg on his face?".
Then I put down the box and bought Fall of Man, instead.
That game cover had a skull in an army helmet with fangs.
I found that intriguing.
I enjoy the game.
My character doesn't have to wear an egg.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30836440</id>
	<title>Re:Whatever happened to</title>
	<author>Nova1313</author>
	<datestamp>1264020540000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>Ubisoft stopped producing games after Myst 5: End of Ages. Popularity of the games really started dropping in later years.

Cyan Worlds (once just Cyan) the original creators of Myst are still around. They have been floundering though since URU. URU lost it's server support and Cyan lost funding. Cosmic Osmo was once of the last games I remember them working on for the PC. They released Myst iPhone shortly after the layoffs. They are still around in some form trying to bring back URU servers as open source shards.

I highly recommend picking up RealMyst if you like Myst. It is by far I think the best rendition of the game. I wish they would have Given Riven the same treatment.

I wanted to work there all through college. The year I was about to graduate they started to tank.</htmltext>
<tokenext>Ubisoft stopped producing games after Myst 5 : End of Ages .
Popularity of the games really started dropping in later years .
Cyan Worlds ( once just Cyan ) the original creators of Myst are still around .
They have been floundering though since URU .
URU lost it 's server support and Cyan lost funding .
Cosmic Osmo was once of the last games I remember them working on for the PC .
They released Myst iPhone shortly after the layoffs .
They are still around in some form trying to bring back URU servers as open source shards .
I highly recommend picking up RealMyst if you like Myst .
It is by far I think the best rendition of the game .
I wish they would have Given Riven the same treatment .
I wanted to work there all through college .
The year I was about to graduate they started to tank .</tokentext>
<sentencetext>Ubisoft stopped producing games after Myst 5: End of Ages.
Popularity of the games really started dropping in later years.
Cyan Worlds (once just Cyan) the original creators of Myst are still around.
They have been floundering though since URU.
URU lost it's server support and Cyan lost funding.
Cosmic Osmo was once of the last games I remember them working on for the PC.
They released Myst iPhone shortly after the layoffs.
They are still around in some form trying to bring back URU servers as open source shards.
I highly recommend picking up RealMyst if you like Myst.
It is by far I think the best rendition of the game.
I wish they would have Given Riven the same treatment.
I wanted to work there all through college.
The year I was about to graduate they started to tank.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30835748</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30841334</id>
	<title>Re:Enter the Matrix?</title>
	<author>Anonymous</author>
	<datestamp>1264000440000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p><div class="quote"><p>It sold something like 5 million copies. Shiny (EtM's developer) was rewarded for this success by being purchased by Atari (nee Infogrames).</p></div><p>Infogrames bought Shiny before EtM was finished. They were already in financial trouble, but they saw the Shiny acquisition as boosting their share price until it laid the golden egg that would save the company. Instead, once they got real access to the game (rather than the carefully staged demos that were shown to the press and the Infogrames management during the sale) they found a game that was running months late, with key systems not even working, and onerous licensing conditions that prevented them from ditching crap and focusing on getting a game out the door.</p><p>Infogrames threw a lot of developers from their other studios onto the project to get it finished. If those people were costed to EtM it would have made a huge loss.</p><p>As it was, though, Infogrames had gambled and lost on EtM, and they started shedding assets left and right to stay afloat. One game which was pretty much guaranteed to show a profit was canned only a few months from being finished, because Infogrames had to sell the IP license immediately, and couldn't wait 6 months for the game revenue to come in.</p><p>If Infogrames hadn't bought Shiny, there is no way Shiny would have been able to finish EtM. They'd have failed and probably been sued out of existance, which is why they offered themselves up for sale before the real state of the project became known. So, yeah, EtM did kill Shiny. They were just smart enough to flee the wreckage and leave someone else to deal with it. Infogrames were stupid enough to buy it, which fit with a lot of other decisions they were making at the time.</p><p>(Disclaimer, I worked for Infogrames during that period, but didn't work directly on EtM. Worked weekends to cover for people who did though.)</p></div>
	</htmltext>
<tokenext>It sold something like 5 million copies .
Shiny ( EtM 's developer ) was rewarded for this success by being purchased by Atari ( nee Infogrames ) .Infogrames bought Shiny before EtM was finished .
They were already in financial trouble , but they saw the Shiny acquisition as boosting their share price until it laid the golden egg that would save the company .
Instead , once they got real access to the game ( rather than the carefully staged demos that were shown to the press and the Infogrames management during the sale ) they found a game that was running months late , with key systems not even working , and onerous licensing conditions that prevented them from ditching crap and focusing on getting a game out the door.Infogrames threw a lot of developers from their other studios onto the project to get it finished .
If those people were costed to EtM it would have made a huge loss.As it was , though , Infogrames had gambled and lost on EtM , and they started shedding assets left and right to stay afloat .
One game which was pretty much guaranteed to show a profit was canned only a few months from being finished , because Infogrames had to sell the IP license immediately , and could n't wait 6 months for the game revenue to come in.If Infogrames had n't bought Shiny , there is no way Shiny would have been able to finish EtM .
They 'd have failed and probably been sued out of existance , which is why they offered themselves up for sale before the real state of the project became known .
So , yeah , EtM did kill Shiny .
They were just smart enough to flee the wreckage and leave someone else to deal with it .
Infogrames were stupid enough to buy it , which fit with a lot of other decisions they were making at the time .
( Disclaimer , I worked for Infogrames during that period , but did n't work directly on EtM .
Worked weekends to cover for people who did though .
)</tokentext>
<sentencetext>It sold something like 5 million copies.
Shiny (EtM's developer) was rewarded for this success by being purchased by Atari (nee Infogrames).Infogrames bought Shiny before EtM was finished.
They were already in financial trouble, but they saw the Shiny acquisition as boosting their share price until it laid the golden egg that would save the company.
Instead, once they got real access to the game (rather than the carefully staged demos that were shown to the press and the Infogrames management during the sale) they found a game that was running months late, with key systems not even working, and onerous licensing conditions that prevented them from ditching crap and focusing on getting a game out the door.Infogrames threw a lot of developers from their other studios onto the project to get it finished.
If those people were costed to EtM it would have made a huge loss.As it was, though, Infogrames had gambled and lost on EtM, and they started shedding assets left and right to stay afloat.
One game which was pretty much guaranteed to show a profit was canned only a few months from being finished, because Infogrames had to sell the IP license immediately, and couldn't wait 6 months for the game revenue to come in.If Infogrames hadn't bought Shiny, there is no way Shiny would have been able to finish EtM.
They'd have failed and probably been sued out of existance, which is why they offered themselves up for sale before the real state of the project became known.
So, yeah, EtM did kill Shiny.
They were just smart enough to flee the wreckage and leave someone else to deal with it.
Infogrames were stupid enough to buy it, which fit with a lot of other decisions they were making at the time.
(Disclaimer, I worked for Infogrames during that period, but didn't work directly on EtM.
Worked weekends to cover for people who did though.
)
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30836390</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30838782</id>
	<title>Re:Whatever games companies produce...</title>
	<author>Opportunist</author>
	<datestamp>1263986340000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Or, in case it's an MMO, SoE instead of EA.</p></htmltext>
<tokenext>Or , in case it 's an MMO , SoE instead of EA .</tokentext>
<sentencetext>Or, in case it's an MMO, SoE instead of EA.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30835222</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30836220</id>
	<title>Re:Whatever games companies produce...</title>
	<author>Anonymous</author>
	<datestamp>1264019640000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>"Catwoman" killed Argonaut IIRC, and that was published by EA.<br>"Turok" on the N64 put a big dent in Acclaim when it did not sell in Japan.</p></htmltext>
<tokenext>" Catwoman " killed Argonaut IIRC , and that was published by EA .
" Turok " on the N64 put a big dent in Acclaim when it did not sell in Japan .</tokentext>
<sentencetext>"Catwoman" killed Argonaut IIRC, and that was published by EA.
"Turok" on the N64 put a big dent in Acclaim when it did not sell in Japan.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30835222</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30838696</id>
	<title>Driv3r PC at Atari...</title>
	<author>creimer</author>
	<datestamp>1263986040000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>3</modscore>
	<htmltext><p>I worked at Atari as a lead tester for the Nintendo titles when they put me on the Driv3r PC title for a few days.  I bugged ~200 falling out of the world incidents that were never classified as fixed when the game was released.</p><p>IIRC, either Driv3r PC or another racing title, the developers guessed the bug database password, went in to marked all the bugs fixed, and tried to pushed for code release to save their delivery bonus.  The QA team had to re-verify the status of all 4,000 bugs before a code release meeting could be scheduled. The developers and the producer lost their bonuses.</p><p>The good old days at Atari.  My first novel that I'm now revising is based on my misadventures at Accolade/Infogrames/Atari (same company, two different owners, multiple identity crises).  You have never worked in a screwed up company until you spend six years at a video game company.</p></htmltext>
<tokenext>I worked at Atari as a lead tester for the Nintendo titles when they put me on the Driv3r PC title for a few days .
I bugged ~ 200 falling out of the world incidents that were never classified as fixed when the game was released.IIRC , either Driv3r PC or another racing title , the developers guessed the bug database password , went in to marked all the bugs fixed , and tried to pushed for code release to save their delivery bonus .
The QA team had to re-verify the status of all 4,000 bugs before a code release meeting could be scheduled .
The developers and the producer lost their bonuses.The good old days at Atari .
My first novel that I 'm now revising is based on my misadventures at Accolade/Infogrames/Atari ( same company , two different owners , multiple identity crises ) .
You have never worked in a screwed up company until you spend six years at a video game company .</tokentext>
<sentencetext>I worked at Atari as a lead tester for the Nintendo titles when they put me on the Driv3r PC title for a few days.
I bugged ~200 falling out of the world incidents that were never classified as fixed when the game was released.IIRC, either Driv3r PC or another racing title, the developers guessed the bug database password, went in to marked all the bugs fixed, and tried to pushed for code release to save their delivery bonus.
The QA team had to re-verify the status of all 4,000 bugs before a code release meeting could be scheduled.
The developers and the producer lost their bonuses.The good old days at Atari.
My first novel that I'm now revising is based on my misadventures at Accolade/Infogrames/Atari (same company, two different owners, multiple identity crises).
You have never worked in a screwed up company until you spend six years at a video game company.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30838836</id>
	<title>Re:Daikatana</title>
	<author>Opportunist</author>
	<datestamp>1263986580000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Daikatana has not only become synonymous with failure, but with overhyping and underdelivering. You may hype a product. But you have to deliver AT LEAST on par with the hype. And Daikatana had more than its fair share of hype.</p><p>Hype can, as Daikatana showed, backfire badly if you don't deliver that ultra-awesome over-the-top game you promised. It was not bad... ok, it was REALLY bad, that only made it worse. But even as a average-good game Daikatana would be remembered as a huge failure, simply because it would have had no chance at all to live up to its hype.</p></htmltext>
<tokenext>Daikatana has not only become synonymous with failure , but with overhyping and underdelivering .
You may hype a product .
But you have to deliver AT LEAST on par with the hype .
And Daikatana had more than its fair share of hype.Hype can , as Daikatana showed , backfire badly if you do n't deliver that ultra-awesome over-the-top game you promised .
It was not bad... ok , it was REALLY bad , that only made it worse .
But even as a average-good game Daikatana would be remembered as a huge failure , simply because it would have had no chance at all to live up to its hype .</tokentext>
<sentencetext>Daikatana has not only become synonymous with failure, but with overhyping and underdelivering.
You may hype a product.
But you have to deliver AT LEAST on par with the hype.
And Daikatana had more than its fair share of hype.Hype can, as Daikatana showed, backfire badly if you don't deliver that ultra-awesome over-the-top game you promised.
It was not bad... ok, it was REALLY bad, that only made it worse.
But even as a average-good game Daikatana would be remembered as a huge failure, simply because it would have had no chance at all to live up to its hype.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30835260</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30838304</id>
	<title>Where is that time ...</title>
	<author>freaker\_TuC</author>
	<datestamp>1263984660000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>... of Lode Runner, Arcanoid, Zac McCracken, Monkey Island, Thexder, Lemmings, Prince of Persia (the old one!), Ultima (Underworld,<nobr> <wbr></nobr>..), Kings Quest and many more.</p><p>I used to be addicted at games, mostly Lucasfilm/Lucasart and Sierra games but occasionally also Dynamix and others...</p><p>Now, there seem to be only a few games really attracting me, although the goal to reach end-game-content has been shifted entirely.</p></htmltext>
<tokenext>... of Lode Runner , Arcanoid , Zac McCracken , Monkey Island , Thexder , Lemmings , Prince of Persia ( the old one !
) , Ultima ( Underworld , .. ) , Kings Quest and many more.I used to be addicted at games , mostly Lucasfilm/Lucasart and Sierra games but occasionally also Dynamix and others...Now , there seem to be only a few games really attracting me , although the goal to reach end-game-content has been shifted entirely .</tokentext>
<sentencetext>... of Lode Runner, Arcanoid, Zac McCracken, Monkey Island, Thexder, Lemmings, Prince of Persia (the old one!
), Ultima (Underworld, ..), Kings Quest and many more.I used to be addicted at games, mostly Lucasfilm/Lucasart and Sierra games but occasionally also Dynamix and others...Now, there seem to be only a few games really attracting me, although the goal to reach end-game-content has been shifted entirely.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30835748</id>
	<title>Whatever happened to</title>
	<author>Monkeedude1212</author>
	<datestamp>1264017540000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>MYST</p><p>I don't think Ubisoft helped turn out a profitable title.</p></htmltext>
<tokenext>MYSTI do n't think Ubisoft helped turn out a profitable title .</tokentext>
<sentencetext>MYSTI don't think Ubisoft helped turn out a profitable title.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30835482</id>
	<title>Infocom</title>
	<author>Anonymous</author>
	<datestamp>1264016580000</datestamp>
	<modclass>Informativ</modclass>
	<modscore>4</modscore>
	<htmltext><p>Infocom made a great series of text adventure games, so they logically moved into the database arena, which sank the company.</p><p><a href="http://en.wikipedia.org/wiki/Infocom" title="wikipedia.org">http://en.wikipedia.org/wiki/Infocom</a> [wikipedia.org]</p><p><a href="http://en.wikipedia.org/wiki/Cornerstone\_(software)" title="wikipedia.org">http://en.wikipedia.org/wiki/Cornerstone\_(software)</a> [wikipedia.org]</p></htmltext>
<tokenext>Infocom made a great series of text adventure games , so they logically moved into the database arena , which sank the company.http : //en.wikipedia.org/wiki/Infocom [ wikipedia.org ] http : //en.wikipedia.org/wiki/Cornerstone \ _ ( software ) [ wikipedia.org ]</tokentext>
<sentencetext>Infocom made a great series of text adventure games, so they logically moved into the database arena, which sank the company.http://en.wikipedia.org/wiki/Infocom [wikipedia.org]http://en.wikipedia.org/wiki/Cornerstone\_(software) [wikipedia.org]</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30836360</id>
	<title>Failed games?</title>
	<author>Anonymous</author>
	<datestamp>1264020120000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>Failed Games That Damaged Or Killed Their Companies...</p><p>As opposed to failed games that helped their company?</p></htmltext>
<tokenext>Failed Games That Damaged Or Killed Their Companies...As opposed to failed games that helped their company ?</tokentext>
<sentencetext>Failed Games That Damaged Or Killed Their Companies...As opposed to failed games that helped their company?</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30838476</id>
	<title>Re:Ten years from now - "WoW killed Blizzard"</title>
	<author>Monkeedude1212</author>
	<datestamp>1263985260000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p><div class="quote"><p>There's just too many dollars riding on WoW.  Too much momentum.  Surviving the end of that is going to either require masterful leadership or gigantic catastrophe.</p></div><p>I don't think that will be the case at all. Given the amount of dollars that come in from WoW, they could sit back and let the servers run, take in subscription money, and retire on that. If Blizzard shuts down, it won't be because of "one game" ruining their reputation. They could shut down WoW this very instant and they'd still have enough of a fan base to start up ANY new game project, as well as the dollars to see it through.</p><p>And Blizzard has a number of friendly options when they decide to end World of Warcraft.  Friendliest of most - make the client still 40 or 50 dollars to purchase in store. Make the server code completely free and open sourced. End subscriptions. No one is left unhappy - people can start up Vanilla WoW servers, BC Servers, WotLK servers, and Cat Servers. The game can be played by those who still enjoy it and Blizzard wipes their hands completely free of it.</p><p>However - thats likely not going to happen. Why? They make money off of it. As long as Blizzard keeps making money off of WoW they have no reason to stop running it. The only difficulty in surviving to the end of World of Warcraft is that it will likely go on longer than the lifetime of its developers.</p></div>
	</htmltext>
<tokenext>There 's just too many dollars riding on WoW .
Too much momentum .
Surviving the end of that is going to either require masterful leadership or gigantic catastrophe.I do n't think that will be the case at all .
Given the amount of dollars that come in from WoW , they could sit back and let the servers run , take in subscription money , and retire on that .
If Blizzard shuts down , it wo n't be because of " one game " ruining their reputation .
They could shut down WoW this very instant and they 'd still have enough of a fan base to start up ANY new game project , as well as the dollars to see it through.And Blizzard has a number of friendly options when they decide to end World of Warcraft .
Friendliest of most - make the client still 40 or 50 dollars to purchase in store .
Make the server code completely free and open sourced .
End subscriptions .
No one is left unhappy - people can start up Vanilla WoW servers , BC Servers , WotLK servers , and Cat Servers .
The game can be played by those who still enjoy it and Blizzard wipes their hands completely free of it.However - thats likely not going to happen .
Why ? They make money off of it .
As long as Blizzard keeps making money off of WoW they have no reason to stop running it .
The only difficulty in surviving to the end of World of Warcraft is that it will likely go on longer than the lifetime of its developers .</tokentext>
<sentencetext>There's just too many dollars riding on WoW.
Too much momentum.
Surviving the end of that is going to either require masterful leadership or gigantic catastrophe.I don't think that will be the case at all.
Given the amount of dollars that come in from WoW, they could sit back and let the servers run, take in subscription money, and retire on that.
If Blizzard shuts down, it won't be because of "one game" ruining their reputation.
They could shut down WoW this very instant and they'd still have enough of a fan base to start up ANY new game project, as well as the dollars to see it through.And Blizzard has a number of friendly options when they decide to end World of Warcraft.
Friendliest of most - make the client still 40 or 50 dollars to purchase in store.
Make the server code completely free and open sourced.
End subscriptions.
No one is left unhappy - people can start up Vanilla WoW servers, BC Servers, WotLK servers, and Cat Servers.
The game can be played by those who still enjoy it and Blizzard wipes their hands completely free of it.However - thats likely not going to happen.
Why? They make money off of it.
As long as Blizzard keeps making money off of WoW they have no reason to stop running it.
The only difficulty in surviving to the end of World of Warcraft is that it will likely go on longer than the lifetime of its developers.
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30836330</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30837764</id>
	<title>Re:Ten years from now - "WoW killed Blizzard"</title>
	<author>GiveBenADollar</author>
	<datestamp>1263982920000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>You forget all the other games WoW has killed. SOE has taken it as their mission in life to turn every MMO they own into a sort of WoW clone. Easy leveling, little penalty for failure, massive numbers scrolling as damage, and above all everyone's a winner. The sad thing is that only Blizzard has been able to do WoW well, all other duplicates stand by with their lackluster games and wonder why they don't succeed with near identical gameplay and bland content.</p><p>Duplicating another companies path to success is never a good idea when you are in a market dependent on variety. Fighting for a group of players that are already satisfied is stupid. Instead of going after the hottest girl in the room they should try going after a few of ones that are ignored. Then again, I doubt MMO developers know much about dating.</p></htmltext>
<tokenext>You forget all the other games WoW has killed .
SOE has taken it as their mission in life to turn every MMO they own into a sort of WoW clone .
Easy leveling , little penalty for failure , massive numbers scrolling as damage , and above all everyone 's a winner .
The sad thing is that only Blizzard has been able to do WoW well , all other duplicates stand by with their lackluster games and wonder why they do n't succeed with near identical gameplay and bland content.Duplicating another companies path to success is never a good idea when you are in a market dependent on variety .
Fighting for a group of players that are already satisfied is stupid .
Instead of going after the hottest girl in the room they should try going after a few of ones that are ignored .
Then again , I doubt MMO developers know much about dating .</tokentext>
<sentencetext>You forget all the other games WoW has killed.
SOE has taken it as their mission in life to turn every MMO they own into a sort of WoW clone.
Easy leveling, little penalty for failure, massive numbers scrolling as damage, and above all everyone's a winner.
The sad thing is that only Blizzard has been able to do WoW well, all other duplicates stand by with their lackluster games and wonder why they don't succeed with near identical gameplay and bland content.Duplicating another companies path to success is never a good idea when you are in a market dependent on variety.
Fighting for a group of players that are already satisfied is stupid.
Instead of going after the hottest girl in the room they should try going after a few of ones that are ignored.
Then again, I doubt MMO developers know much about dating.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30836330</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30837712</id>
	<title>Re:Ten years from now - "WoW killed Blizzard"</title>
	<author>misterooga</author>
	<datestamp>1263982680000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>And several thousand Koreans eagerly waiting for Star Crack will cry foul....</p><p>Seriously though, while they got Star Craft to pick up the momentum, I hope to see something new from them as well.</p></htmltext>
<tokenext>And several thousand Koreans eagerly waiting for Star Crack will cry foul....Seriously though , while they got Star Craft to pick up the momentum , I hope to see something new from them as well .</tokentext>
<sentencetext>And several thousand Koreans eagerly waiting for Star Crack will cry foul....Seriously though, while they got Star Craft to pick up the momentum, I hope to see something new from them as well.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30836330</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30836396</id>
	<title>Daikatana Review</title>
	<author>nih</author>
	<datestamp>1264020360000</datestamp>
	<modclass>None</modclass>
	<modscore>-1</modscore>
	<htmltext><a href="http://www.somethingawful.com/d/game-reviews/daikatana-demo.php" title="somethingawful.com" rel="nofollow">The most hilarious review of a game ever, probably<nobr> <wbr></nobr>:)</a> [somethingawful.com]</htmltext>
<tokenext>The most hilarious review of a game ever , probably : ) [ somethingawful.com ]</tokentext>
<sentencetext>The most hilarious review of a game ever, probably :) [somethingawful.com]</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30838466</id>
	<title>Re:TA: Kingdoms? Master of Orion III?</title>
	<author>cbhacking</author>
	<datestamp>1263985200000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Kingdoms was my immediate thought too. Even today there are people who still play Total Annihilation, 13 years after its release and a decade after Kindoms' failure killed off Cavedog. TA was phenomenal, and had all sorts of excellent features that were well ahead of its time (it was also the first game to ever make me wish I had better hardware). It takes some stupendous sort of failure to drive a company into the ground after releasing a game like TA, but TA:K killed Cavedog in marely a year.</p></htmltext>
<tokenext>Kingdoms was my immediate thought too .
Even today there are people who still play Total Annihilation , 13 years after its release and a decade after Kindoms ' failure killed off Cavedog .
TA was phenomenal , and had all sorts of excellent features that were well ahead of its time ( it was also the first game to ever make me wish I had better hardware ) .
It takes some stupendous sort of failure to drive a company into the ground after releasing a game like TA , but TA : K killed Cavedog in marely a year .</tokentext>
<sentencetext>Kingdoms was my immediate thought too.
Even today there are people who still play Total Annihilation, 13 years after its release and a decade after Kindoms' failure killed off Cavedog.
TA was phenomenal, and had all sorts of excellent features that were well ahead of its time (it was also the first game to ever make me wish I had better hardware).
It takes some stupendous sort of failure to drive a company into the ground after releasing a game like TA, but TA:K killed Cavedog in marely a year.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30836302</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30846922</id>
	<title>Re:TA: Kingdoms? Master of Orion III?</title>
	<author>WuphonsReach</author>
	<datestamp>1264094160000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><i>I had erased MOOIII from memory. I loved MOO1&amp;2, i told my roomate how great the games were, so we went half in on 3 and got it, played it for a few days, and i think i actually threw it away after about a year of it sitting on my shelf. they ruined the best part of the game, massive ship battles!</i> <br>
<br>
There was an awesome game hidden inside MOO3.  Sadly, it was impossible to play.<br>
<br>
I really really wanted to like MOO3 as it brought the concept of terrain and choke-points back into the series.  (Unlike late-game MOO2 where you can pretty much fly over/around any worm-holes or nebula without worries and your ship range pretty much makes all systems within range.)<br>
<br>
There were some other great concepts deep within MOO3, but it was badly mismanaged and the UI was horrid at presenting those concepts.<br>
<br>
At this point, I'm mostly hoping that Stardock will move GalCiv away from the flat 2D plane in their current incarnation and switch to a flattened 3D universe with star lanes.</htmltext>
<tokenext>I had erased MOOIII from memory .
I loved MOO1&amp;2 , i told my roomate how great the games were , so we went half in on 3 and got it , played it for a few days , and i think i actually threw it away after about a year of it sitting on my shelf .
they ruined the best part of the game , massive ship battles !
There was an awesome game hidden inside MOO3 .
Sadly , it was impossible to play .
I really really wanted to like MOO3 as it brought the concept of terrain and choke-points back into the series .
( Unlike late-game MOO2 where you can pretty much fly over/around any worm-holes or nebula without worries and your ship range pretty much makes all systems within range .
) There were some other great concepts deep within MOO3 , but it was badly mismanaged and the UI was horrid at presenting those concepts .
At this point , I 'm mostly hoping that Stardock will move GalCiv away from the flat 2D plane in their current incarnation and switch to a flattened 3D universe with star lanes .</tokentext>
<sentencetext>I had erased MOOIII from memory.
I loved MOO1&amp;2, i told my roomate how great the games were, so we went half in on 3 and got it, played it for a few days, and i think i actually threw it away after about a year of it sitting on my shelf.
they ruined the best part of the game, massive ship battles!
There was an awesome game hidden inside MOO3.
Sadly, it was impossible to play.
I really really wanted to like MOO3 as it brought the concept of terrain and choke-points back into the series.
(Unlike late-game MOO2 where you can pretty much fly over/around any worm-holes or nebula without worries and your ship range pretty much makes all systems within range.
)

There were some other great concepts deep within MOO3, but it was badly mismanaged and the UI was horrid at presenting those concepts.
At this point, I'm mostly hoping that Stardock will move GalCiv away from the flat 2D plane in their current incarnation and switch to a flattened 3D universe with star lanes.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30836774</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30836806</id>
	<title>GRiN</title>
	<author>Anonymous</author>
	<datestamp>1263978900000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>And their game, Bionic Commando.</p><p>It failed (technically and critically) and they were a young studio.  They couldn't survive.</p></htmltext>
<tokenext>And their game , Bionic Commando.It failed ( technically and critically ) and they were a young studio .
They could n't survive .</tokentext>
<sentencetext>And their game, Bionic Commando.It failed (technically and critically) and they were a young studio.
They couldn't survive.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30835258</id>
	<title>VtM:B</title>
	<author>lavaforge</author>
	<datestamp>1264015860000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>5</modscore>
	<htmltext><p>Vampire the Masquerade: Bloodlines was another game that killed the company.  There's even an interview about it somewhere here on Slashdot.</p><p>Apparently it went way over budget, was laden with game breaking bugs, and had copy protection problems.</p><p>It's a shame, really, because the last 5 years of fan patching have made it kind of enjoyable.</p></htmltext>
<tokenext>Vampire the Masquerade : Bloodlines was another game that killed the company .
There 's even an interview about it somewhere here on Slashdot.Apparently it went way over budget , was laden with game breaking bugs , and had copy protection problems.It 's a shame , really , because the last 5 years of fan patching have made it kind of enjoyable .</tokentext>
<sentencetext>Vampire the Masquerade: Bloodlines was another game that killed the company.
There's even an interview about it somewhere here on Slashdot.Apparently it went way over budget, was laden with game breaking bugs, and had copy protection problems.It's a shame, really, because the last 5 years of fan patching have made it kind of enjoyable.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30839730</id>
	<title>Horrible account of capitalism &amp; corporatism</title>
	<author>unity100</author>
	<datestamp>1263990600000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>killing gaming.</p><p>just read TFA. it is full of accounts of how shareholder pressure, need to please greedy shareholders, big conglomerate intervention screws potential stellar game titles and through shareholder action forces iconic visioneer/pioneers like founder of atari, origin out of their companies.</p><p>really ironic.</p><p>we play the games. the games are produced for us. but the shareholders, not understanding, knowing or even caring zit about gaming, or us gamers, not only break our gaming experience, but their own potential profits.</p><p>that is nothing less than the failure of capitalism and corporatism. if some idea betrays its own ideas with the very idea itself, it shouldnt be practiced.</p></htmltext>
<tokenext>killing gaming.just read TFA .
it is full of accounts of how shareholder pressure , need to please greedy shareholders , big conglomerate intervention screws potential stellar game titles and through shareholder action forces iconic visioneer/pioneers like founder of atari , origin out of their companies.really ironic.we play the games .
the games are produced for us .
but the shareholders , not understanding , knowing or even caring zit about gaming , or us gamers , not only break our gaming experience , but their own potential profits.that is nothing less than the failure of capitalism and corporatism .
if some idea betrays its own ideas with the very idea itself , it shouldnt be practiced .</tokentext>
<sentencetext>killing gaming.just read TFA.
it is full of accounts of how shareholder pressure, need to please greedy shareholders, big conglomerate intervention screws potential stellar game titles and through shareholder action forces iconic visioneer/pioneers like founder of atari, origin out of their companies.really ironic.we play the games.
the games are produced for us.
but the shareholders, not understanding, knowing or even caring zit about gaming, or us gamers, not only break our gaming experience, but their own potential profits.that is nothing less than the failure of capitalism and corporatism.
if some idea betrays its own ideas with the very idea itself, it shouldnt be practiced.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30838504</id>
	<title>Psyclapse and Bandersnatch</title>
	<author>2phar</author>
	<datestamp>1263985380000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>Back in the day, <a href="http://en.wikipedia.org/wiki/Bandersnatch\_(video\_game)" title="wikipedia.org">Imagine Software</a> [wikipedia.org] pretty much set the standard for this in the UK.</htmltext>
<tokenext>Back in the day , Imagine Software [ wikipedia.org ] pretty much set the standard for this in the UK .</tokentext>
<sentencetext>Back in the day, Imagine Software [wikipedia.org] pretty much set the standard for this in the UK.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30847710</id>
	<title>Re:Tomb Raider: Angel of Darkness</title>
	<author>Anonymous</author>
	<datestamp>1264097100000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>I've got to say that I think Tomb Raider 2 was the best game of the TR series. Also, I was pleasantly surprised when I replayed it recently. It ran at 1440x900 just fine, while games not even 2 years old lack support for that res (TR2 came out in 1997, fyi). I thought that TR5 was a letdown and thought that AoD was crap. Legend was okay, Anniversary was good (better than the 1st, actually), and I have yet to play the latest one.</p></htmltext>
<tokenext>I 've got to say that I think Tomb Raider 2 was the best game of the TR series .
Also , I was pleasantly surprised when I replayed it recently .
It ran at 1440x900 just fine , while games not even 2 years old lack support for that res ( TR2 came out in 1997 , fyi ) .
I thought that TR5 was a letdown and thought that AoD was crap .
Legend was okay , Anniversary was good ( better than the 1st , actually ) , and I have yet to play the latest one .</tokentext>
<sentencetext>I've got to say that I think Tomb Raider 2 was the best game of the TR series.
Also, I was pleasantly surprised when I replayed it recently.
It ran at 1440x900 just fine, while games not even 2 years old lack support for that res (TR2 came out in 1997, fyi).
I thought that TR5 was a letdown and thought that AoD was crap.
Legend was okay, Anniversary was good (better than the 1st, actually), and I have yet to play the latest one.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30835630</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30841068</id>
	<title>Daikatana did no such thing.</title>
	<author>mrmeval</author>
	<datestamp>1263998340000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>It was the moron who created it and then mouthed off to gamers that he'd make them his bitch. He's also the conceited fuck who didn't want to make a doom sequel and after being pressured into it and firing one of the employees out of spite crapped DooM3 into another direction. At least there were some people to mitigate his conceited asshatry and doom3, while not a sequel is good.</p><p>I'd bought every game up to Doom3. I've not paid for anything else since that ass showed his contempt for the people who pay his bills.</p></htmltext>
<tokenext>It was the moron who created it and then mouthed off to gamers that he 'd make them his bitch .
He 's also the conceited fuck who did n't want to make a doom sequel and after being pressured into it and firing one of the employees out of spite crapped DooM3 into another direction .
At least there were some people to mitigate his conceited asshatry and doom3 , while not a sequel is good.I 'd bought every game up to Doom3 .
I 've not paid for anything else since that ass showed his contempt for the people who pay his bills .</tokentext>
<sentencetext>It was the moron who created it and then mouthed off to gamers that he'd make them his bitch.
He's also the conceited fuck who didn't want to make a doom sequel and after being pressured into it and firing one of the employees out of spite crapped DooM3 into another direction.
At least there were some people to mitigate his conceited asshatry and doom3, while not a sequel is good.I'd bought every game up to Doom3.
I've not paid for anything else since that ass showed his contempt for the people who pay his bills.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30836844</id>
	<title>Re:Never forget Ultima 9</title>
	<author>Sancho</author>
	<datestamp>1263979020000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>2</modscore>
	<htmltext><p>What actually killed Origin was EA.  EA purchased Origin in the same year that Ultima 7 was released--and coincidentally, Ultima 7 was the last really good Ultima game.  Ultima 7 part 2 was fun and a good story, but it was far too linear.  It also never felt like an Ultima.  Ultima 8 was rushed to keep EA's stockholders happy.  Ultima 9 was simply a travesty.  The constant delays, rewrites, and fighting between Garriot and EA turned what could have been a fantastic ending to the series into a pile of poo.</p><p>That said, Origin's always made some poor design choices.  The Voodoo memory manager caused no end to problems, and required that the computer be rebooted in order to play the Ultima 7 games (for most people.)  Later on, Ultima 9's engine was written with the Voodoo series of graphics cards (no relation) in mind, and DirectX support was tacked on at the last minute.  The upshot was that the game played reasonably well, if slowly, with 3DFX cards, and had tons more bugs and horrible performance with anything else.  Ultima 8 didn't seem to have any voodoo problems, but they went and changed the format of the game (iirc, at EA's behest) to include action elements in a hope that it would appeal to more gamers.  This alienated the core fans, and I suspect that new players were put off by both the paganism/symbolism and the fact that this was the 8th game in the series.</p><p>Blunder's all around, but really, it's all traced back to EA.</p></htmltext>
<tokenext>What actually killed Origin was EA .
EA purchased Origin in the same year that Ultima 7 was released--and coincidentally , Ultima 7 was the last really good Ultima game .
Ultima 7 part 2 was fun and a good story , but it was far too linear .
It also never felt like an Ultima .
Ultima 8 was rushed to keep EA 's stockholders happy .
Ultima 9 was simply a travesty .
The constant delays , rewrites , and fighting between Garriot and EA turned what could have been a fantastic ending to the series into a pile of poo.That said , Origin 's always made some poor design choices .
The Voodoo memory manager caused no end to problems , and required that the computer be rebooted in order to play the Ultima 7 games ( for most people .
) Later on , Ultima 9 's engine was written with the Voodoo series of graphics cards ( no relation ) in mind , and DirectX support was tacked on at the last minute .
The upshot was that the game played reasonably well , if slowly , with 3DFX cards , and had tons more bugs and horrible performance with anything else .
Ultima 8 did n't seem to have any voodoo problems , but they went and changed the format of the game ( iirc , at EA 's behest ) to include action elements in a hope that it would appeal to more gamers .
This alienated the core fans , and I suspect that new players were put off by both the paganism/symbolism and the fact that this was the 8th game in the series.Blunder 's all around , but really , it 's all traced back to EA .</tokentext>
<sentencetext>What actually killed Origin was EA.
EA purchased Origin in the same year that Ultima 7 was released--and coincidentally, Ultima 7 was the last really good Ultima game.
Ultima 7 part 2 was fun and a good story, but it was far too linear.
It also never felt like an Ultima.
Ultima 8 was rushed to keep EA's stockholders happy.
Ultima 9 was simply a travesty.
The constant delays, rewrites, and fighting between Garriot and EA turned what could have been a fantastic ending to the series into a pile of poo.That said, Origin's always made some poor design choices.
The Voodoo memory manager caused no end to problems, and required that the computer be rebooted in order to play the Ultima 7 games (for most people.
)  Later on, Ultima 9's engine was written with the Voodoo series of graphics cards (no relation) in mind, and DirectX support was tacked on at the last minute.
The upshot was that the game played reasonably well, if slowly, with 3DFX cards, and had tons more bugs and horrible performance with anything else.
Ultima 8 didn't seem to have any voodoo problems, but they went and changed the format of the game (iirc, at EA's behest) to include action elements in a hope that it would appeal to more gamers.
This alienated the core fans, and I suspect that new players were put off by both the paganism/symbolism and the fact that this was the 8th game in the series.Blunder's all around, but really, it's all traced back to EA.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30836124</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30837858</id>
	<title>Re:Whatever games companies produce...</title>
	<author>WWWWolf</author>
	<datestamp>1263983220000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p><div class="quote"><p>Somehow BioWare is surviving, even if they're pushing DLC more obnoxiously than ever.</p></div><p>Bioware is going to push DLC? <em>That would be an improvement.</em> Boy, was I <em>ever</em> psyched up about Witch's Wake back in the day, and look what happened...</p><p>I don't really mind Bioware pushing DLC, I just hope they'd <em>actually make DLCs</em>. I mean, grand plans are nothing without <em>actual releases.</em> Two tiny DLCs for Mass Effect isn't exactly grand, is it now...</p><p>Then again, I've got a hunch that under EA's leadership, BioWare could go for the other extreme - quantity over quality - and mess it up completely that way. EA saw a problem with Origin when Ultima VII was over budget and schedule, and took drastic measures in use after that, and look how <em>that</em> turned out; I certainly hope the DLC laziness isn't Bioware's Achilles' heel...</p></div>
	</htmltext>
<tokenext>Somehow BioWare is surviving , even if they 're pushing DLC more obnoxiously than ever.Bioware is going to push DLC ?
That would be an improvement .
Boy , was I ever psyched up about Witch 's Wake back in the day , and look what happened...I do n't really mind Bioware pushing DLC , I just hope they 'd actually make DLCs .
I mean , grand plans are nothing without actual releases .
Two tiny DLCs for Mass Effect is n't exactly grand , is it now...Then again , I 've got a hunch that under EA 's leadership , BioWare could go for the other extreme - quantity over quality - and mess it up completely that way .
EA saw a problem with Origin when Ultima VII was over budget and schedule , and took drastic measures in use after that , and look how that turned out ; I certainly hope the DLC laziness is n't Bioware 's Achilles ' heel.. .</tokentext>
<sentencetext>Somehow BioWare is surviving, even if they're pushing DLC more obnoxiously than ever.Bioware is going to push DLC?
That would be an improvement.
Boy, was I ever psyched up about Witch's Wake back in the day, and look what happened...I don't really mind Bioware pushing DLC, I just hope they'd actually make DLCs.
I mean, grand plans are nothing without actual releases.
Two tiny DLCs for Mass Effect isn't exactly grand, is it now...Then again, I've got a hunch that under EA's leadership, BioWare could go for the other extreme - quantity over quality - and mess it up completely that way.
EA saw a problem with Origin when Ultima VII was over budget and schedule, and took drastic measures in use after that, and look how that turned out; I certainly hope the DLC laziness isn't Bioware's Achilles' heel...
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30836116</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30837674</id>
	<title>Re:Tabula Rasa - it could have been great</title>
	<author>Anonymous</author>
	<datestamp>1263982560000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>That TB needed most was a second faction. Fighting the NPC faction got boring REALLY fast.  Add to it that there was no point in killing the NPC faction, even if u capture a fort they would eventually respawn and take it back.</p><p>While the combat may not have been as FPS as some would like, I found the mechanics not the worst.  Thou it could use a lot more balance, as spraying crowds of enemies with shotgun was just pretty overpowered.</p></htmltext>
<tokenext>That TB needed most was a second faction .
Fighting the NPC faction got boring REALLY fast .
Add to it that there was no point in killing the NPC faction , even if u capture a fort they would eventually respawn and take it back.While the combat may not have been as FPS as some would like , I found the mechanics not the worst .
Thou it could use a lot more balance , as spraying crowds of enemies with shotgun was just pretty overpowered .</tokentext>
<sentencetext>That TB needed most was a second faction.
Fighting the NPC faction got boring REALLY fast.
Add to it that there was no point in killing the NPC faction, even if u capture a fort they would eventually respawn and take it back.While the combat may not have been as FPS as some would like, I found the mechanics not the worst.
Thou it could use a lot more balance, as spraying crowds of enemies with shotgun was just pretty overpowered.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30835906</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30836116</id>
	<title>Re:Whatever games companies produce...</title>
	<author>hansamurai</author>
	<datestamp>1264019100000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Somehow BioWare is surviving, even if they're pushing DLC more obnoxiously than ever.</p></htmltext>
<tokenext>Somehow BioWare is surviving , even if they 're pushing DLC more obnoxiously than ever .</tokentext>
<sentencetext>Somehow BioWare is surviving, even if they're pushing DLC more obnoxiously than ever.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30835222</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30836470</id>
	<title>Re:Whatever happened to</title>
	<author>imakemusic</author>
	<datestamp>1264020660000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>They released Myst 5: End of Ages which was the final part in the story. Although they did almost go bust before it was released.</p></htmltext>
<tokenext>They released Myst 5 : End of Ages which was the final part in the story .
Although they did almost go bust before it was released .</tokentext>
<sentencetext>They released Myst 5: End of Ages which was the final part in the story.
Although they did almost go bust before it was released.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30835748</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30837486</id>
	<title>Can a "successful" game company endure a failure?</title>
	<author>Anonymous</author>
	<datestamp>1263981780000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>Short of a few mega franchises (EA Sports, Halo,  Call of Duty, Final Fantasy, Metal Gear, etc..)  can a company send out a bad game and not be substantially hurt?    There are certainly those rare gems of vapor where the anticipation is just so far beyond what the game delivers or in some cases could possibly deliver but just the nature of the buisness with studios and then distribution publishers makes it difficult for a company to really thrive.  If you make a crappy game, your studio dies.  If you make a great couple of games, the publisher will essentially buy your studio and your studio as it was kind of dies.   Look at rockstar,  seemed like they could do no wrong 7 years ago,  today what are they doing?</p></htmltext>
<tokenext>Short of a few mega franchises ( EA Sports , Halo , Call of Duty , Final Fantasy , Metal Gear , etc.. ) can a company send out a bad game and not be substantially hurt ?
There are certainly those rare gems of vapor where the anticipation is just so far beyond what the game delivers or in some cases could possibly deliver but just the nature of the buisness with studios and then distribution publishers makes it difficult for a company to really thrive .
If you make a crappy game , your studio dies .
If you make a great couple of games , the publisher will essentially buy your studio and your studio as it was kind of dies .
Look at rockstar , seemed like they could do no wrong 7 years ago , today what are they doing ?</tokentext>
<sentencetext>Short of a few mega franchises (EA Sports, Halo,  Call of Duty, Final Fantasy, Metal Gear, etc..)  can a company send out a bad game and not be substantially hurt?
There are certainly those rare gems of vapor where the anticipation is just so far beyond what the game delivers or in some cases could possibly deliver but just the nature of the buisness with studios and then distribution publishers makes it difficult for a company to really thrive.
If you make a crappy game, your studio dies.
If you make a great couple of games, the publisher will essentially buy your studio and your studio as it was kind of dies.
Look at rockstar,  seemed like they could do no wrong 7 years ago,  today what are they doing?</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30836302</id>
	<title>TA: Kingdoms?  Master of Orion III?</title>
	<author>Anonymous</author>
	<datestamp>1264020000000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>5</modscore>
	<htmltext><p>What, no TA: Kingdoms and Cavedog?  No Master of Orion III and Quicksilver?  Lovell must be new here.</p></htmltext>
<tokenext>What , no TA : Kingdoms and Cavedog ?
No Master of Orion III and Quicksilver ?
Lovell must be new here .</tokentext>
<sentencetext>What, no TA: Kingdoms and Cavedog?
No Master of Orion III and Quicksilver?
Lovell must be new here.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30837340</id>
	<title>Re:Whatever happened to</title>
	<author>Jaysyn</author>
	<datestamp>1263981060000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>It's still selling fairly well.</p><p><a href="http://www.gog.com/en/gamecard/myst\_masterpiece\_edition" title="gog.com">http://www.gog.com/en/gamecard/myst\_masterpiece\_edition</a> [gog.com]</p></htmltext>
<tokenext>It 's still selling fairly well.http : //www.gog.com/en/gamecard/myst \ _masterpiece \ _edition [ gog.com ]</tokentext>
<sentencetext>It's still selling fairly well.http://www.gog.com/en/gamecard/myst\_masterpiece\_edition [gog.com]</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30835748</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30842672</id>
	<title>Sacred 2</title>
	<author>Anonymous</author>
	<datestamp>1264012560000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>notable in that it actually shipped for the pc and later the ps3 and the xbox 360, but managed nonetheless to first kill off the developer. Great game, too.</p></htmltext>
<tokenext>notable in that it actually shipped for the pc and later the ps3 and the xbox 360 , but managed nonetheless to first kill off the developer .
Great game , too .</tokentext>
<sentencetext>notable in that it actually shipped for the pc and later the ps3 and the xbox 360, but managed nonetheless to first kill off the developer.
Great game, too.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30854700</id>
	<title>Re:Enter the Matrix was a financial success</title>
	<author>geminidomino</author>
	<datestamp>1264081080000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p><div class="quote"><p>5 million copies sold does not sound like a financial failure.</p></div><p>When most of those sales are from the $5 Bargain Games shelf, it is. Before telling the article to check the facts, you should check the article. He even went into that.</p></div>
	</htmltext>
<tokenext>5 million copies sold does not sound like a financial failure.When most of those sales are from the $ 5 Bargain Games shelf , it is .
Before telling the article to check the facts , you should check the article .
He even went into that .</tokentext>
<sentencetext>5 million copies sold does not sound like a financial failure.When most of those sales are from the $5 Bargain Games shelf, it is.
Before telling the article to check the facts, you should check the article.
He even went into that.
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30838428</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30835978</id>
	<title>It probably goes without saying that...</title>
	<author>BForrester</author>
	<datestamp>1264018500000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>2</modscore>
	<htmltext><p>Duke Nukem Forever didn't kill the studio; the studio killed themselves off without the need of any additional assistance.</p><p>The other examples are cases of products being buggy, or misguided, or overzealous... but any project is doomed to fail when the project team doesn't have a goal, and doesn't really work on the project.</p></htmltext>
<tokenext>Duke Nukem Forever did n't kill the studio ; the studio killed themselves off without the need of any additional assistance.The other examples are cases of products being buggy , or misguided , or overzealous... but any project is doomed to fail when the project team does n't have a goal , and does n't really work on the project .</tokentext>
<sentencetext>Duke Nukem Forever didn't kill the studio; the studio killed themselves off without the need of any additional assistance.The other examples are cases of products being buggy, or misguided, or overzealous... but any project is doomed to fail when the project team doesn't have a goal, and doesn't really work on the project.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30835854</id>
	<title>Vanguard</title>
	<author>Taeolas</author>
	<datestamp>1264017960000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>2</modscore>
	<htmltext>Surprised they didn't mention Vanguard. It killed Sigil software and the only reason it's still on Life Support is SOE bought it out on the cheap. (See also: Matrix Online before that one was finally killed)</htmltext>
<tokenext>Surprised they did n't mention Vanguard .
It killed Sigil software and the only reason it 's still on Life Support is SOE bought it out on the cheap .
( See also : Matrix Online before that one was finally killed )</tokentext>
<sentencetext>Surprised they didn't mention Vanguard.
It killed Sigil software and the only reason it's still on Life Support is SOE bought it out on the cheap.
(See also: Matrix Online before that one was finally killed)</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30836906</id>
	<title>Re:Ten years from now - "WoW killed Blizzard"</title>
	<author>Tobor the Eighth Man</author>
	<datestamp>1263979320000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>3</modscore>
	<htmltext><p>To date, as far as I can tell, Blizzard has never made a bad (debatable, based on personal taste) or unsuccessful (not up for debate) game. They've got a perfect record. And they're raking in more money every month. If that's a recipe for disaster, sign me up!</p></htmltext>
<tokenext>To date , as far as I can tell , Blizzard has never made a bad ( debatable , based on personal taste ) or unsuccessful ( not up for debate ) game .
They 've got a perfect record .
And they 're raking in more money every month .
If that 's a recipe for disaster , sign me up !</tokentext>
<sentencetext>To date, as far as I can tell, Blizzard has never made a bad (debatable, based on personal taste) or unsuccessful (not up for debate) game.
They've got a perfect record.
And they're raking in more money every month.
If that's a recipe for disaster, sign me up!</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30836330</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30835186</id>
	<title>Enter the Matrix was OK...</title>
	<author>Anonymous</author>
	<datestamp>1264015560000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>5</modscore>
	<htmltext>If you consider crashing every 20 minutes, losing any save data you had, and having some video sequences prevent any further progress due to crashing.<br> <br><nobr> <wbr></nobr>...and that was on a console!</htmltext>
<tokenext>If you consider crashing every 20 minutes , losing any save data you had , and having some video sequences prevent any further progress due to crashing .
...and that was on a console !</tokentext>
<sentencetext>If you consider crashing every 20 minutes, losing any save data you had, and having some video sequences prevent any further progress due to crashing.
...and that was on a console!</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30836124</id>
	<title>Never forget Ultima 9</title>
	<author>MemoryDragon</author>
	<datestamp>1264019100000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>It single handedly killed one of the most beloved franchises in computer gaming history (that and EA that is who still has not figured out which gem they had bought with the Ultima franchise)</p></htmltext>
<tokenext>It single handedly killed one of the most beloved franchises in computer gaming history ( that and EA that is who still has not figured out which gem they had bought with the Ultima franchise )</tokentext>
<sentencetext>It single handedly killed one of the most beloved franchises in computer gaming history (that and EA that is who still has not figured out which gem they had bought with the Ultima franchise)</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30853968</id>
	<title>Re:Whatever games companies produce...</title>
	<author>Anonymous</author>
	<datestamp>1264077240000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>I tend to agree. Look at Hell Gate London. They rushed it out so it was so buggy on release that nobody wanted to buy it let alone pay for a monthly subscription. Pissed me off. I played in the beta and I really enjoyed it. Now I cant play it except in SP mode and beyond Nightmare mode thats just not going to happen.</p></htmltext>
<tokenext>I tend to agree .
Look at Hell Gate London .
They rushed it out so it was so buggy on release that nobody wanted to buy it let alone pay for a monthly subscription .
Pissed me off .
I played in the beta and I really enjoyed it .
Now I cant play it except in SP mode and beyond Nightmare mode thats just not going to happen .</tokentext>
<sentencetext>I tend to agree.
Look at Hell Gate London.
They rushed it out so it was so buggy on release that nobody wanted to buy it let alone pay for a monthly subscription.
Pissed me off.
I played in the beta and I really enjoyed it.
Now I cant play it except in SP mode and beyond Nightmare mode thats just not going to happen.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30835222</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30838748</id>
	<title>Re:what, No Cavedog?</title>
	<author>cbhacking</author>
	<datestamp>1263986220000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Good to know I'm not the only one. I too expected Cavedog to be on the list, and I can remembe rthe day I realized Cavedog was really dying and I rushed to their website to archive every patch and download I could find. Ten years, five or six computers, and at least three burned CDs (I burned the archive to disc, but that disc started wearing out and had to be replaced, then replaced again) later. I still love playing TA and occasioanlly hit the Boneyards button just to convince myself it won't work.</p><p>I'd have loved to see Amen: The Awakening too; it sounds like an extremely promising game and, while I'm generally a fan of the genre, it would have been well worth trying out. Sadly, it was just another casualty of TA: Kingdoms.</p></htmltext>
<tokenext>Good to know I 'm not the only one .
I too expected Cavedog to be on the list , and I can remembe rthe day I realized Cavedog was really dying and I rushed to their website to archive every patch and download I could find .
Ten years , five or six computers , and at least three burned CDs ( I burned the archive to disc , but that disc started wearing out and had to be replaced , then replaced again ) later .
I still love playing TA and occasioanlly hit the Boneyards button just to convince myself it wo n't work.I 'd have loved to see Amen : The Awakening too ; it sounds like an extremely promising game and , while I 'm generally a fan of the genre , it would have been well worth trying out .
Sadly , it was just another casualty of TA : Kingdoms .</tokentext>
<sentencetext>Good to know I'm not the only one.
I too expected Cavedog to be on the list, and I can remembe rthe day I realized Cavedog was really dying and I rushed to their website to archive every patch and download I could find.
Ten years, five or six computers, and at least three burned CDs (I burned the archive to disc, but that disc started wearing out and had to be replaced, then replaced again) later.
I still love playing TA and occasioanlly hit the Boneyards button just to convince myself it won't work.I'd have loved to see Amen: The Awakening too; it sounds like an extremely promising game and, while I'm generally a fan of the genre, it would have been well worth trying out.
Sadly, it was just another casualty of TA: Kingdoms.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30836506</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30835260</id>
	<title>Daikatana</title>
	<author>Anonymous</author>
	<datestamp>1264015860000</datestamp>
	<modclass>Redundant</modclass>
	<modscore>1</modscore>
	<htmltext><p>Daikatana became synonymous with failure. But the cause of its failure can be traced back to John Romero's giant ego. He had convinced people that everything he wrote was worth gold. It's only fitting that in Doom 2, you had to shoot him in the head to beat the game. He's since retreated into obscurity, occasionally popping up in small gaming shops to assist in off-beat platforms.</p></htmltext>
<tokenext>Daikatana became synonymous with failure .
But the cause of its failure can be traced back to John Romero 's giant ego .
He had convinced people that everything he wrote was worth gold .
It 's only fitting that in Doom 2 , you had to shoot him in the head to beat the game .
He 's since retreated into obscurity , occasionally popping up in small gaming shops to assist in off-beat platforms .</tokentext>
<sentencetext>Daikatana became synonymous with failure.
But the cause of its failure can be traced back to John Romero's giant ego.
He had convinced people that everything he wrote was worth gold.
It's only fitting that in Doom 2, you had to shoot him in the head to beat the game.
He's since retreated into obscurity, occasionally popping up in small gaming shops to assist in off-beat platforms.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30854656</id>
	<title>Re:Ten years from now - "WoW killed Blizzard"</title>
	<author>geminidomino</author>
	<datestamp>1264080900000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p><div class="quote"><p>To date, as far as I can tell, Blizzard has never made a bad (debatable, based on personal taste) or unsuccessful (not up for debate) game. They've got a perfect record. And they're raking in more money every month. If that's a recipe for disaster, sign me up!</p></div><p>You sure? I thought Lost Vikings was somewhat less than stellar, sales-wise.</p></div>
	</htmltext>
<tokenext>To date , as far as I can tell , Blizzard has never made a bad ( debatable , based on personal taste ) or unsuccessful ( not up for debate ) game .
They 've got a perfect record .
And they 're raking in more money every month .
If that 's a recipe for disaster , sign me up ! You sure ?
I thought Lost Vikings was somewhat less than stellar , sales-wise .</tokentext>
<sentencetext>To date, as far as I can tell, Blizzard has never made a bad (debatable, based on personal taste) or unsuccessful (not up for debate) game.
They've got a perfect record.
And they're raking in more money every month.
If that's a recipe for disaster, sign me up!You sure?
I thought Lost Vikings was somewhat less than stellar, sales-wise.
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30836906</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30836678</id>
	<title>Re:Hellgate wasn't that bad</title>
	<author>moderatorrater</author>
	<datestamp>1263978420000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p><div class="quote"><p>Like many small businesses their essential failing was being under-capitalized, not necessarily a terrible product.</p></div><p>I disagree. They spent a metric fuck-ton of money on that one game. They were overly ambitious and didn't realize their own limits. Being under-capitalized is a legitimate problem, but they could have made several less ambitious games. As it was, they put all their eggs (of which they had many) in one overly-ambitious basket.</p></div>
	</htmltext>
<tokenext>Like many small businesses their essential failing was being under-capitalized , not necessarily a terrible product.I disagree .
They spent a metric fuck-ton of money on that one game .
They were overly ambitious and did n't realize their own limits .
Being under-capitalized is a legitimate problem , but they could have made several less ambitious games .
As it was , they put all their eggs ( of which they had many ) in one overly-ambitious basket .</tokentext>
<sentencetext>Like many small businesses their essential failing was being under-capitalized, not necessarily a terrible product.I disagree.
They spent a metric fuck-ton of money on that one game.
They were overly ambitious and didn't realize their own limits.
Being under-capitalized is a legitimate problem, but they could have made several less ambitious games.
As it was, they put all their eggs (of which they had many) in one overly-ambitious basket.
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30835936</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30840704</id>
	<title>What about awesome companies that died regardless?</title>
	<author>PaganRitual</author>
	<datestamp>1263995520000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>2</modscore>
	<htmltext><p>Looking Glass Studios went out of business even though they've produced over half a dozen of the best games of all time. Terra Nova, Thief 1 and 2, System Shock 1 and 2, Ultima Underworld 1 and 2, Car and Driver, Flight Unlimited. Actually, if you find a list of their games you'll see that they didn't really had any failures.</p><p>Black Isle were producing great games and still broke down, although Interplay may not have helped that situation. Troika then died and Obsidian have only really done NWN2, unless you actually want to count unfinished but still released games in KOTOR2.</p><p>People always bitch about good games being ignored nowadays as if it's some sort of new occurrence, and how crap games kill companies if they hit hard enough. But great companies can still die purely because you can create games that are simply <i>too</i> awesome for mainstream gaming to handle.</p></htmltext>
<tokenext>Looking Glass Studios went out of business even though they 've produced over half a dozen of the best games of all time .
Terra Nova , Thief 1 and 2 , System Shock 1 and 2 , Ultima Underworld 1 and 2 , Car and Driver , Flight Unlimited .
Actually , if you find a list of their games you 'll see that they did n't really had any failures.Black Isle were producing great games and still broke down , although Interplay may not have helped that situation .
Troika then died and Obsidian have only really done NWN2 , unless you actually want to count unfinished but still released games in KOTOR2.People always bitch about good games being ignored nowadays as if it 's some sort of new occurrence , and how crap games kill companies if they hit hard enough .
But great companies can still die purely because you can create games that are simply too awesome for mainstream gaming to handle .</tokentext>
<sentencetext>Looking Glass Studios went out of business even though they've produced over half a dozen of the best games of all time.
Terra Nova, Thief 1 and 2, System Shock 1 and 2, Ultima Underworld 1 and 2, Car and Driver, Flight Unlimited.
Actually, if you find a list of their games you'll see that they didn't really had any failures.Black Isle were producing great games and still broke down, although Interplay may not have helped that situation.
Troika then died and Obsidian have only really done NWN2, unless you actually want to count unfinished but still released games in KOTOR2.People always bitch about good games being ignored nowadays as if it's some sort of new occurrence, and how crap games kill companies if they hit hard enough.
But great companies can still die purely because you can create games that are simply too awesome for mainstream gaming to handle.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30846718</id>
	<title>Wizardry 8?</title>
	<author>tbuskey</author>
	<datestamp>1264093140000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Wizardry was one of the 1st software programs I bought.</p><p>For the Apple ][+ in 1982.  I think it even out sold Visicalc.</p><p>I think Wizardry IV was the last Apple ][ version.</p><p>5, 6, and 7 were on DOS.  Or was it UCSD Pascal like the Apple versions?<br>There may have been a NES version too.</p><p>You could get a CD with 1-7 for PCs.</p><p>Version 8 came out 10? years after 7 and the company announced it was ceasing development. and this was the last product.</p><p>FWIW, I ended up going to Clarkson, where the two (or one of the?) authors were professor(s).</p></htmltext>
<tokenext>Wizardry was one of the 1st software programs I bought.For the Apple ] [ + in 1982 .
I think it even out sold Visicalc.I think Wizardry IV was the last Apple ] [ version.5 , 6 , and 7 were on DOS .
Or was it UCSD Pascal like the Apple versions ? There may have been a NES version too.You could get a CD with 1-7 for PCs.Version 8 came out 10 ?
years after 7 and the company announced it was ceasing development .
and this was the last product.FWIW , I ended up going to Clarkson , where the two ( or one of the ?
) authors were professor ( s ) .</tokentext>
<sentencetext>Wizardry was one of the 1st software programs I bought.For the Apple ][+ in 1982.
I think it even out sold Visicalc.I think Wizardry IV was the last Apple ][ version.5, 6, and 7 were on DOS.
Or was it UCSD Pascal like the Apple versions?There may have been a NES version too.You could get a CD with 1-7 for PCs.Version 8 came out 10?
years after 7 and the company announced it was ceasing development.
and this was the last product.FWIW, I ended up going to Clarkson, where the two (or one of the?
) authors were professor(s).</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30836794</id>
	<title>Heroes of Might and Magic 4</title>
	<author>Totenglocke</author>
	<datestamp>1263978840000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>I think one of my all time favorite "Crappy game that helped kill a company" is Heroes of Might and Magic IV.  3DO had always had success with the M&amp;M and HOMM games until that epic fail came out.  I'm just glad that Ubisoft bought the rights to the series after 3DO went bust.</htmltext>
<tokenext>I think one of my all time favorite " Crappy game that helped kill a company " is Heroes of Might and Magic IV .
3DO had always had success with the M&amp;M and HOMM games until that epic fail came out .
I 'm just glad that Ubisoft bought the rights to the series after 3DO went bust .</tokentext>
<sentencetext>I think one of my all time favorite "Crappy game that helped kill a company" is Heroes of Might and Magic IV.
3DO had always had success with the M&amp;M and HOMM games until that epic fail came out.
I'm just glad that Ubisoft bought the rights to the series after 3DO went bust.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30836216</id>
	<title>Re:Tabula Rasa - it could have been great</title>
	<author>BobMcD</author>
	<datestamp>1264019580000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>I tried it and liked it, a lot.  The wife enjoyed it, too.  The problem we had was this is where it ended.  There wasn't any sense of community and we couldn't get anyone interested in it.  As a single player game, it kind of fell short.</p></htmltext>
<tokenext>I tried it and liked it , a lot .
The wife enjoyed it , too .
The problem we had was this is where it ended .
There was n't any sense of community and we could n't get anyone interested in it .
As a single player game , it kind of fell short .</tokentext>
<sentencetext>I tried it and liked it, a lot.
The wife enjoyed it, too.
The problem we had was this is where it ended.
There wasn't any sense of community and we couldn't get anyone interested in it.
As a single player game, it kind of fell short.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30835906</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30835666</id>
	<title>I liked Enter the Matrix.</title>
	<author>bertoelcon</author>
	<datestamp>1264017180000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>I really did, it wasn't great but it was interesting in the Matrix Story to see parts from other point of view.</htmltext>
<tokenext>I really did , it was n't great but it was interesting in the Matrix Story to see parts from other point of view .</tokentext>
<sentencetext>I really did, it wasn't great but it was interesting in the Matrix Story to see parts from other point of view.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30836924</id>
	<title>Re:Infocom</title>
	<author>westlake</author>
	<datestamp>1263979380000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p><i>Infocom made a great series of text adventure games, so they logically moved into the database arena, which sank the company.</i> </p><p>Infocom came late and grudgingly to even a token acceptance of the notion that PC gaming was moving towards a more theatrical - cinematic - experience.</p></htmltext>
<tokenext>Infocom made a great series of text adventure games , so they logically moved into the database arena , which sank the company .
Infocom came late and grudgingly to even a token acceptance of the notion that PC gaming was moving towards a more theatrical - cinematic - experience .</tokentext>
<sentencetext>Infocom made a great series of text adventure games, so they logically moved into the database arena, which sank the company.
Infocom came late and grudgingly to even a token acceptance of the notion that PC gaming was moving towards a more theatrical - cinematic - experience.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30835482</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30838064</id>
	<title>Re:Ten years from now - "WoW killed Blizzard"</title>
	<author>Darinbob</author>
	<datestamp>1263983820000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>McDonald's is the most successful restaurant that has ever existed.</htmltext>
<tokenext>McDonald 's is the most successful restaurant that has ever existed .</tokentext>
<sentencetext>McDonald's is the most successful restaurant that has ever existed.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30836906</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30840956</id>
	<title>Re:Whatever games companies produce...</title>
	<author>Hurricane78</author>
	<datestamp>1263997260000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Seconded.</p><p>My personal favorite company that died that way: Bullfrog.</p></htmltext>
<tokenext>Seconded.My personal favorite company that died that way : Bullfrog .</tokentext>
<sentencetext>Seconded.My personal favorite company that died that way: Bullfrog.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30835222</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30839408</id>
	<title>Re:TA: Kingdoms? Master of Orion III?</title>
	<author>Anonymous</author>
	<datestamp>1263988980000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>"The 11th Hour" killed Trilobyte.</p></htmltext>
<tokenext>" The 11th Hour " killed Trilobyte .</tokentext>
<sentencetext>"The 11th Hour" killed Trilobyte.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30836302</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30841218</id>
	<title>Shatner</title>
	<author>Anonymous</author>
	<datestamp>1263999480000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>Remember that game that had William Shatner in it.  It was sort of a FPS and you had to go around killing drug addicts or some such.  It was so bad.  I can't remember the name or who developed it but it was probably around 1994.  I'm pretty sure I still have the box at home somewhere.</p></htmltext>
<tokenext>Remember that game that had William Shatner in it .
It was sort of a FPS and you had to go around killing drug addicts or some such .
It was so bad .
I ca n't remember the name or who developed it but it was probably around 1994 .
I 'm pretty sure I still have the box at home somewhere .</tokentext>
<sentencetext>Remember that game that had William Shatner in it.
It was sort of a FPS and you had to go around killing drug addicts or some such.
It was so bad.
I can't remember the name or who developed it but it was probably around 1994.
I'm pretty sure I still have the box at home somewhere.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30836774</id>
	<title>Re:TA: Kingdoms? Master of Orion III?</title>
	<author>uncanny</author>
	<datestamp>1263978780000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>2</modscore>
	<htmltext>I had erased MOOIII from memory.  I loved MOO1&amp;2, i told my roomate how great the games were, so we went half in on 3 and got it, played it for a few days, and i think i actually threw it away after about a year of it sitting on my shelf.  they ruined the best part of the game, massive ship battles!</htmltext>
<tokenext>I had erased MOOIII from memory .
I loved MOO1&amp;2 , i told my roomate how great the games were , so we went half in on 3 and got it , played it for a few days , and i think i actually threw it away after about a year of it sitting on my shelf .
they ruined the best part of the game , massive ship battles !</tokentext>
<sentencetext>I had erased MOOIII from memory.
I loved MOO1&amp;2, i told my roomate how great the games were, so we went half in on 3 and got it, played it for a few days, and i think i actually threw it away after about a year of it sitting on my shelf.
they ruined the best part of the game, massive ship battles!</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30836302</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30837536</id>
	<title>Re:TA: Kingdoms? Master of Orion III?</title>
	<author>steelfood</author>
	<datestamp>1263981960000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Kingdoms didn't kill Cavedog. Chris Taylor leaving to start up GPG killed Cavedog. The vision he had left with him, and it was all over at that point. Even had TA:K been moderately successful, Cavedog would've gone under. TA:K needed to be a smash hit, and without a visionary, there was no way it could be.</p><p>Now, say what you will about Supreme Commander, but that's a completely different story.</p></htmltext>
<tokenext>Kingdoms did n't kill Cavedog .
Chris Taylor leaving to start up GPG killed Cavedog .
The vision he had left with him , and it was all over at that point .
Even had TA : K been moderately successful , Cavedog would 've gone under .
TA : K needed to be a smash hit , and without a visionary , there was no way it could be.Now , say what you will about Supreme Commander , but that 's a completely different story .</tokentext>
<sentencetext>Kingdoms didn't kill Cavedog.
Chris Taylor leaving to start up GPG killed Cavedog.
The vision he had left with him, and it was all over at that point.
Even had TA:K been moderately successful, Cavedog would've gone under.
TA:K needed to be a smash hit, and without a visionary, there was no way it could be.Now, say what you will about Supreme Commander, but that's a completely different story.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30836302</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30838322</id>
	<title>Re:Whatever happened to</title>
	<author>cbhacking</author>
	<datestamp>1263984720000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Um... wasn't MYST basically *the* game that convinced a lot of people to get CD-ROM drives? That was so popular it was ported to multiple platforms, often with substantial improvements along the way? That spawned a franchise of like 5 games? (I never made it past Riven, although you've made me want to go dig out the discs again...)</p><p>I was under the impression that this story was about *failed* games. On that train of thought, what about Total Annihilation: Kingdoms? The original TA was a fantastic game that was well ahead of its time (3D landscapes and models, realistic physics, support for at least 10 players in network play, and at elast one map that required upwards of 256 MB of RAM - in an RTS that came out in 1997!) and there are some who still consider it to be one of the best of the RTS genre. The developer, Cavedog Entertainment, seemed to have a good thing going - two expansions were released, the game got a dedicted online matchmaking system, patches containing bugfixes and even new units were released, and gamers loved it. Then came TA:K, a game that bore shockingly little resemblence to the original TA, and was widely disparaged as being poor quality. Within a couple years the updates to TA stopped coming, Cavedog went bankrupt, the matchmaking system and finally the website all went offline.</p></htmltext>
<tokenext>Um... was n't MYST basically * the * game that convinced a lot of people to get CD-ROM drives ?
That was so popular it was ported to multiple platforms , often with substantial improvements along the way ?
That spawned a franchise of like 5 games ?
( I never made it past Riven , although you 've made me want to go dig out the discs again... ) I was under the impression that this story was about * failed * games .
On that train of thought , what about Total Annihilation : Kingdoms ?
The original TA was a fantastic game that was well ahead of its time ( 3D landscapes and models , realistic physics , support for at least 10 players in network play , and at elast one map that required upwards of 256 MB of RAM - in an RTS that came out in 1997 !
) and there are some who still consider it to be one of the best of the RTS genre .
The developer , Cavedog Entertainment , seemed to have a good thing going - two expansions were released , the game got a dedicted online matchmaking system , patches containing bugfixes and even new units were released , and gamers loved it .
Then came TA : K , a game that bore shockingly little resemblence to the original TA , and was widely disparaged as being poor quality .
Within a couple years the updates to TA stopped coming , Cavedog went bankrupt , the matchmaking system and finally the website all went offline .</tokentext>
<sentencetext>Um... wasn't MYST basically *the* game that convinced a lot of people to get CD-ROM drives?
That was so popular it was ported to multiple platforms, often with substantial improvements along the way?
That spawned a franchise of like 5 games?
(I never made it past Riven, although you've made me want to go dig out the discs again...)I was under the impression that this story was about *failed* games.
On that train of thought, what about Total Annihilation: Kingdoms?
The original TA was a fantastic game that was well ahead of its time (3D landscapes and models, realistic physics, support for at least 10 players in network play, and at elast one map that required upwards of 256 MB of RAM - in an RTS that came out in 1997!
) and there are some who still consider it to be one of the best of the RTS genre.
The developer, Cavedog Entertainment, seemed to have a good thing going - two expansions were released, the game got a dedicted online matchmaking system, patches containing bugfixes and even new units were released, and gamers loved it.
Then came TA:K, a game that bore shockingly little resemblence to the original TA, and was widely disparaged as being poor quality.
Within a couple years the updates to TA stopped coming, Cavedog went bankrupt, the matchmaking system and finally the website all went offline.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30835748</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30835906</id>
	<title>Tabula Rasa - it could have been great</title>
	<author>Anonymous</author>
	<datestamp>1264018200000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>I tried out Tabula Rasa a few months before it was shut down, at a point when most of its serious problems were sorted out. But poor game mechanics was its biggest weakness.</p><p>What annoyed me most was how it was touted as a FPS/RPG hybrid. IMO for anything to be deemed an FPS, it must rely on players to aim their weapons and the game would utilize collision detect to ascertain hits. Tabula Rasa did not do this - you had to select what enemies to shoot at, and it was all chance based like most MMOs out there. To make things worse, you had to look at your opponents in order to select them - you couldn't do it explicitly by clicking on them with your mouse.</p><p>I think the game would have been successful if they figured out how to do a proper MMO FPS with proper collision detect. Even if the world was largely instanced, and they limited player numbers in these zones, it would be a good start. It doesn't even need complex character builds.</p></htmltext>
<tokenext>I tried out Tabula Rasa a few months before it was shut down , at a point when most of its serious problems were sorted out .
But poor game mechanics was its biggest weakness.What annoyed me most was how it was touted as a FPS/RPG hybrid .
IMO for anything to be deemed an FPS , it must rely on players to aim their weapons and the game would utilize collision detect to ascertain hits .
Tabula Rasa did not do this - you had to select what enemies to shoot at , and it was all chance based like most MMOs out there .
To make things worse , you had to look at your opponents in order to select them - you could n't do it explicitly by clicking on them with your mouse.I think the game would have been successful if they figured out how to do a proper MMO FPS with proper collision detect .
Even if the world was largely instanced , and they limited player numbers in these zones , it would be a good start .
It does n't even need complex character builds .</tokentext>
<sentencetext>I tried out Tabula Rasa a few months before it was shut down, at a point when most of its serious problems were sorted out.
But poor game mechanics was its biggest weakness.What annoyed me most was how it was touted as a FPS/RPG hybrid.
IMO for anything to be deemed an FPS, it must rely on players to aim their weapons and the game would utilize collision detect to ascertain hits.
Tabula Rasa did not do this - you had to select what enemies to shoot at, and it was all chance based like most MMOs out there.
To make things worse, you had to look at your opponents in order to select them - you couldn't do it explicitly by clicking on them with your mouse.I think the game would have been successful if they figured out how to do a proper MMO FPS with proper collision detect.
Even if the world was largely instanced, and they limited player numbers in these zones, it would be a good start.
It doesn't even need complex character builds.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30836840</id>
	<title>Re:Infocom</title>
	<author>Anonymous</author>
	<datestamp>1263979020000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>To be fair:</p><p>1. Infocom always intended to produce non-game software from its inception.<br>2. The virtual machine (similar to java) that they built for their text adventures was always intended to be a test bed to multiplatform business applications (i.e. they write the app once, and it runs on all platforms that have the virtual machine).<br>3. Everybody knew that text games would not last for ever... it was a matter of building a product that utilized their initial investment in the VM, or abandon the technology they had already invested so much time and money in.</p><p>All in all, I think Cornerstone was a great idea as a concept. The problem wasn't their business strategy, the problem was that Cornerstone was an inferior product.</p></htmltext>
<tokenext>To be fair : 1 .
Infocom always intended to produce non-game software from its inception.2 .
The virtual machine ( similar to java ) that they built for their text adventures was always intended to be a test bed to multiplatform business applications ( i.e .
they write the app once , and it runs on all platforms that have the virtual machine ) .3 .
Everybody knew that text games would not last for ever... it was a matter of building a product that utilized their initial investment in the VM , or abandon the technology they had already invested so much time and money in.All in all , I think Cornerstone was a great idea as a concept .
The problem was n't their business strategy , the problem was that Cornerstone was an inferior product .</tokentext>
<sentencetext>To be fair:1.
Infocom always intended to produce non-game software from its inception.2.
The virtual machine (similar to java) that they built for their text adventures was always intended to be a test bed to multiplatform business applications (i.e.
they write the app once, and it runs on all platforms that have the virtual machine).3.
Everybody knew that text games would not last for ever... it was a matter of building a product that utilized their initial investment in the VM, or abandon the technology they had already invested so much time and money in.All in all, I think Cornerstone was a great idea as a concept.
The problem wasn't their business strategy, the problem was that Cornerstone was an inferior product.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30835482</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30837526</id>
	<title>Re:Final Fantasy was supposed to kill Square</title>
	<author>Anonymous</author>
	<datestamp>1263981900000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>is this true?</p></htmltext>
<tokenext>is this true ?</tokentext>
<sentencetext>is this true?</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30836080</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30836628</id>
	<title>Re:VtM:B</title>
	<author>thenewguy001</author>
	<datestamp>1263978240000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>This is a damn shame. "Vampire - The Masquerade: Bloodlines" is one of the best RPGs ever - after the fan-made patches that fixed most of the glaring bugs.

One of the main problems with VTM:B was that it was built using an old buggy, crashy version of Valve's source engine. Once development was sufficiently underway, it was not feasible to port to a newer version of the engine available from Valve. This problem was compounded by the fact that their agreement with Valve prevented them from releasing the "finished" game until after Half-Life 2 was released as Valve wanted HL2 to be the first game released on the source engine. This eventually meant that the game was released at around the same time as HL2 and was lost in the background. The bugs obviously didn't help.

I would recommend anyone interested in strong story-driven RPGs to pick up a copy of VTM:B on steam. It usually goes on sale around halloween every year. Otherwise it still prices for around $20 which goes to show how strong the sales are still for this 6 year old game.

The unofficial fan patches are still being developed, and should be picked up for a good play experience. You usually have the option of selecting just a bug-fix patch, or some sort of "plus" patch with additional fan-finished or added content. Unfortunately, the engine is still buggy and you may encounter memory leaks, hanging or crashing once in a while. It was quite stable for me though.</htmltext>
<tokenext>This is a damn shame .
" Vampire - The Masquerade : Bloodlines " is one of the best RPGs ever - after the fan-made patches that fixed most of the glaring bugs .
One of the main problems with VTM : B was that it was built using an old buggy , crashy version of Valve 's source engine .
Once development was sufficiently underway , it was not feasible to port to a newer version of the engine available from Valve .
This problem was compounded by the fact that their agreement with Valve prevented them from releasing the " finished " game until after Half-Life 2 was released as Valve wanted HL2 to be the first game released on the source engine .
This eventually meant that the game was released at around the same time as HL2 and was lost in the background .
The bugs obviously did n't help .
I would recommend anyone interested in strong story-driven RPGs to pick up a copy of VTM : B on steam .
It usually goes on sale around halloween every year .
Otherwise it still prices for around $ 20 which goes to show how strong the sales are still for this 6 year old game .
The unofficial fan patches are still being developed , and should be picked up for a good play experience .
You usually have the option of selecting just a bug-fix patch , or some sort of " plus " patch with additional fan-finished or added content .
Unfortunately , the engine is still buggy and you may encounter memory leaks , hanging or crashing once in a while .
It was quite stable for me though .</tokentext>
<sentencetext>This is a damn shame.
"Vampire - The Masquerade: Bloodlines" is one of the best RPGs ever - after the fan-made patches that fixed most of the glaring bugs.
One of the main problems with VTM:B was that it was built using an old buggy, crashy version of Valve's source engine.
Once development was sufficiently underway, it was not feasible to port to a newer version of the engine available from Valve.
This problem was compounded by the fact that their agreement with Valve prevented them from releasing the "finished" game until after Half-Life 2 was released as Valve wanted HL2 to be the first game released on the source engine.
This eventually meant that the game was released at around the same time as HL2 and was lost in the background.
The bugs obviously didn't help.
I would recommend anyone interested in strong story-driven RPGs to pick up a copy of VTM:B on steam.
It usually goes on sale around halloween every year.
Otherwise it still prices for around $20 which goes to show how strong the sales are still for this 6 year old game.
The unofficial fan patches are still being developed, and should be picked up for a good play experience.
You usually have the option of selecting just a bug-fix patch, or some sort of "plus" patch with additional fan-finished or added content.
Unfortunately, the engine is still buggy and you may encounter memory leaks, hanging or crashing once in a while.
It was quite stable for me though.</sentencetext>
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<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30841176</id>
	<title>Real words only</title>
	<author>rebelwarlock</author>
	<datestamp>1263999120000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>I saw the word 'noughties' and quit reading immediately. Anyone who uses that word can't be a very reliable source of information.</htmltext>
<tokenext>I saw the word 'noughties ' and quit reading immediately .
Anyone who uses that word ca n't be a very reliable source of information .</tokentext>
<sentencetext>I saw the word 'noughties' and quit reading immediately.
Anyone who uses that word can't be a very reliable source of information.</sentencetext>
</comment>
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	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_01_20_179205.30835626</id>
	<title>Myth 3</title>
	<author>ElusiveMind</author>
	<datestamp>1264017060000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>Myth 3 was originally done by MumboJumbo games and was so badly done that the dev team was fired the week it was released. Fortunately, there are some (mythwolfage.com) that are still doing stuff with it.

MumboJumbo later resurfaced as some lame casino game making company... with an entirely different staff</htmltext>
<tokenext>Myth 3 was originally done by MumboJumbo games and was so badly done that the dev team was fired the week it was released .
Fortunately , there are some ( mythwolfage.com ) that are still doing stuff with it .
MumboJumbo later resurfaced as some lame casino game making company... with an entirely different staff</tokentext>
<sentencetext>Myth 3 was originally done by MumboJumbo games and was so badly done that the dev team was fired the week it was released.
Fortunately, there are some (mythwolfage.com) that are still doing stuff with it.
MumboJumbo later resurfaced as some lame casino game making company... with an entirely different staff</sentencetext>
</comment>
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