Daybreak Appoints Jens Andersen Executive Creative Director
Oct 8, 2015 22:22:45 GMT -5
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Post by Layla Littlenymph on Oct 8, 2015 22:22:45 GMT -5
Daybreak appoints Jens Andersen Executive Creative Director, hints at new title.
An article by Bree Royce at Massively Overpowered.
Good news for fans of Jens Andersen’s leadership of DC Universe Online over the last several years: He’s gotten a nice promotion. Daybreak announced today that Andersen’s been appointed the Executive Creative Director of the studio. Even more intriguing is the news that Daybreak is working on a new game.
[Emphasis mine. ~LL]
Andersen posted a letter to the DCUO community earlier today, hat-tipping Associate Creative Director SJ Mueller, who will helm DCUO going forward, and Jesse “Loche” Benjamin.
The appointment coincides with Daybreak’s move to consolidate its San Diego offices into one location in a “brand-new, custom-made building that is larger and more equipped.”
Source: Daybreak press release, DCUO Forums
End of article.
And so, we now come to that point where I am supposed to compliment Mr. Andersen on his new position, and wish him the best as he goes forward from here. This is the proper and expected thing to do, and yet, it is difficult.
That is not meant as any slight towards Mr. Andersen, for whom I bear no animosity. It stems primarily from those statements which were emphasised by both Bree Royce, and myself.
"hints at new title."
"Daybreak is working on a new game."
"as-yet unannounced title we’re currently working on."
So why is it that these few lines spoil this article by leaving a sour taste in my mouth?
Perhaps it is due to the fact that this makes four games that will be in some stage of development by Daybreak at the same time. Landmark, the long awaited and equally long overdue EverQuest Next, H1Z1, and now the "as-yet unannounced title we’re currently working on."
Considering the cost of developing a single game, developing four at the same time is quite an ambitious investment on the part of Daybreak.
Then again, perhaps this sour taste comes from something ingested previously...
It is difficult for me to understand how "sunsetting" four games is going to "ensure we’re providing players with the best gameplay experiences" but at least now we finally understand what refocusing their resources on other areas "in the best interest of our company and player community." means.
Pardon this rank amateur for pointing out the obvious to the game industries professionals, but as a player who invested time and money into two of these games, I sense a disconnect with SOE (now Daybreak) and its customer base. You have canceled four games I had an investment in. You offered me zero incentive or compensation. But you are serving my best interests by what? Inviting me to invest even more funds into buying exclusive early access packages for games that will be years in development? Seriously? I can see where this serves YOUR best interests were I to do that, but I fail to see what this formerly loyal customer is getting out of the exchange. I suppose you have your reasons though. Let's take a look at Mr. Cagle's reasoning behind "sunsetting" one of these games in particular.
I'm sure that Free Realms started as a "labor of love." What I am not so sure of is exactly where the love went astray. I can only assume that it was prior to launch since it went live in an unfinished state and was promised updates which were never implemented. In fact, this game was abandoned almost the moment it went live, which seems a rather odd way to show ones love.
As for players "moving on to other games," Did it not occur to you to perhaps give them a reason to stay? The first exodus of players from this once great game came in December of its first year when SOE decided to get into the kids market. Instead of developing a new game for that market, SOE decided to convert its newest game to fit that format by dumbing it down to the point that a pre-schooler could play it. Is it any mystery that many of the adult players of what you referred to as a "family oriented game" decided to take a hike when you made it clear that their participation was no longer desired? Add to that a near total lack of any meaningful updates or expansions during its entire history, and it should come as no surprise that an increasing number of people would eventually decide to move on.
What I actually find a little insulting here is the implied message that was mirrored by comments from SOE's (then) CEO, John Smedley. It goes something like this.
We put a lot of love into a great game.
You abandoned it.
We were forced to shut it down.
Because you abandoned it.
It's not our fault.
It's your fault.
Because you abandoned it.
In a way I don't actually blame SOE for shutting down these games in order to create more lucrative ones. It's business. I can understand a business decision based on economics. What I do not understand is the desire to lay the need for that decision at the customers feet. We were not the ones that left these games adrift, without updates, left to run with a skeleton staff until they withered on the vine. What I find even more difficult to understand is that while it is good business to go after a new generation of players, how does casting aside your current crop of players accomplish anything good?
I do not understand why you feel justified in blaming ME for YOUR failure.
I do not understand why you would think that I would be eager to continue doing business with you after demonstrating how little regard you have for my past years of loyal membership in your games.
Most of all, I do not understand where you ever got the notion I would believe that you are doing all of this for my benefit, to better serve me.
Your biggest flaw is that you were totally out of touch with the customer base that helped make you what you became. To continue in that direction simply demonstrates that Daybreak is forging a new path, totally unaware that SOE has already blazed it. This current talk of listening to my opinions, working for my benefit, meeting my expectations, and striving to fulfill my needs, rings just as hollow as it did nearly two years ago. I can buy a lot of things. Indeed, I have bought a lot of things, from you, with real money. But this? This I am not buying.
With all I have said this is going to be hard for some of you to believe, but I do actually wish Mr. Andersen well. He has a difficult path ahead of him. If I could offer one piece of advice, it would be this. When a salesman constantly tells me how honest he is, I eventually begin to suspect he is not honest; especially if I have known him to have been dishonest in the past. The honest truth here is that SOE fell out of touch with it's customer base, and abandoned them for a new customer base. If you say that you will work for the best interests of the customer, I would love to take your word for that, but you will have a hard time convincing me that is true if you insist that has been the case all along. SOE made mistakes that has cost them the business of myself and many like me. You and Daybreak have an opportunity to rebuild that customer confidence going forward, but you will find it difficult to go forward without understanding (or accepting) where it is you are starting from.
Congratulations on your new position.
Wishing you the best.
~LL
An article by Bree Royce at Massively Overpowered.
Good news for fans of Jens Andersen’s leadership of DC Universe Online over the last several years: He’s gotten a nice promotion. Daybreak announced today that Andersen’s been appointed the Executive Creative Director of the studio. Even more intriguing is the news that Daybreak is working on a new game.
[Emphasis mine. ~LL]
"I’d also like to announce our newest Executive Creative Director at Daybreak Games: Jens Andersen. Jens has been the driving vision behind DC Universe Online as its Senior Creative Director, and this new role expands his creative direction to include not only DCUO, but also H1Z1, PlanetSide 2, EverQuest Next, and an as-yet unannounced title we’re currently working on. It’s an extremely exciting opportunity for Jens, and we could not be more thrilled to have him join the executive team here at Daybreak."
[Emphasis ours.]
[Emphasis ours.]
Andersen posted a letter to the DCUO community earlier today, hat-tipping Associate Creative Director SJ Mueller, who will helm DCUO going forward, and Jesse “Loche” Benjamin.
It’s moments like these that make me reflective. I’ve been heads down on DCUO for quite a while now. So long that, in thinking about it, my day-to-day on DCUO has actually evolved quite a bit over the years. It’s hard to believe, but I’ve been on this game for nearly a decade. In that time, the game has gone from nothing, to an Alpha, to a Beta, to eventually launching on PC, PS3, and then PS4. It’s gone from being a retail disc purchase, to a free-to-play download, from DLC to episodes, etc. We’ve added so much content, and broken new ground. I have learned a ton – both good and bad – and throughout that time many of you have helped me on that journey. Thank you for that. Thank you for being a part of the community. Thank you for being a fan of DCUO.
The appointment coincides with Daybreak’s move to consolidate its San Diego offices into one location in a “brand-new, custom-made building that is larger and more equipped.”
Source: Daybreak press release, DCUO Forums
End of article.
And so, we now come to that point where I am supposed to compliment Mr. Andersen on his new position, and wish him the best as he goes forward from here. This is the proper and expected thing to do, and yet, it is difficult.
That is not meant as any slight towards Mr. Andersen, for whom I bear no animosity. It stems primarily from those statements which were emphasised by both Bree Royce, and myself.
"hints at new title."
"Daybreak is working on a new game."
"as-yet unannounced title we’re currently working on."
So why is it that these few lines spoil this article by leaving a sour taste in my mouth?
Perhaps it is due to the fact that this makes four games that will be in some stage of development by Daybreak at the same time. Landmark, the long awaited and equally long overdue EverQuest Next, H1Z1, and now the "as-yet unannounced title we’re currently working on."
Considering the cost of developing a single game, developing four at the same time is quite an ambitious investment on the part of Daybreak.
Then again, perhaps this sour taste comes from something ingested previously...
"Sony Online Entertainment has announced that it will shut down four MMOs before the end of the year. Free Realms and Star Wars: Clone Wars Adventures will end by March 31, while Vanguard: Saga of Heroes and Wizardry Online will end by July 31, 2014.
~ Andrew Goldfarb @ ign.com
~ Andrew Goldfarb @ ign.com
“At Sony Online Entertainment, we are always evaluating our portfolio to ensure we’re providing players with the best gameplay experiences. At times, as part of this commitment, we have to make the difficult decision to sunset a game so we can refocus our resources on other areas in the best interest of our company and player community.
With that said, it is with a heavy heart that we announce our decision to discontinue development on Free Realms, Star Wars: Clone Wars Adventures, Vanguard: Saga of Heroes and Wizardry Online. Although these closures will occur later this year, in the spirit of full transparency, we are announcing this now so our players have time to adjust to the news and make plans to enjoy the time remaining in these games.”
~ Michele Cagle, Senior director of global communications, SOE
With that said, it is with a heavy heart that we announce our decision to discontinue development on Free Realms, Star Wars: Clone Wars Adventures, Vanguard: Saga of Heroes and Wizardry Online. Although these closures will occur later this year, in the spirit of full transparency, we are announcing this now so our players have time to adjust to the news and make plans to enjoy the time remaining in these games.”
~ Michele Cagle, Senior director of global communications, SOE
It is difficult for me to understand how "sunsetting" four games is going to "ensure we’re providing players with the best gameplay experiences" but at least now we finally understand what refocusing their resources on other areas "in the best interest of our company and player community." means.
Pardon this rank amateur for pointing out the obvious to the game industries professionals, but as a player who invested time and money into two of these games, I sense a disconnect with SOE (now Daybreak) and its customer base. You have canceled four games I had an investment in. You offered me zero incentive or compensation. But you are serving my best interests by what? Inviting me to invest even more funds into buying exclusive early access packages for games that will be years in development? Seriously? I can see where this serves YOUR best interests were I to do that, but I fail to see what this formerly loyal customer is getting out of the exchange. I suppose you have your reasons though. Let's take a look at Mr. Cagle's reasoning behind "sunsetting" one of these games in particular.
Free Realms:
This game has been a true labor of love at SOE and we’ve experienced amazing memories with our players over the years. The game has reached a point in its life cycle where players are moving on to other games. We’re proud of what we’ve accomplished with this game and have unwavering praise for our players who joined us along the way. The game will sunset on March 31, 2014.
This game has been a true labor of love at SOE and we’ve experienced amazing memories with our players over the years. The game has reached a point in its life cycle where players are moving on to other games. We’re proud of what we’ve accomplished with this game and have unwavering praise for our players who joined us along the way. The game will sunset on March 31, 2014.
I'm sure that Free Realms started as a "labor of love." What I am not so sure of is exactly where the love went astray. I can only assume that it was prior to launch since it went live in an unfinished state and was promised updates which were never implemented. In fact, this game was abandoned almost the moment it went live, which seems a rather odd way to show ones love.
As for players "moving on to other games," Did it not occur to you to perhaps give them a reason to stay? The first exodus of players from this once great game came in December of its first year when SOE decided to get into the kids market. Instead of developing a new game for that market, SOE decided to convert its newest game to fit that format by dumbing it down to the point that a pre-schooler could play it. Is it any mystery that many of the adult players of what you referred to as a "family oriented game" decided to take a hike when you made it clear that their participation was no longer desired? Add to that a near total lack of any meaningful updates or expansions during its entire history, and it should come as no surprise that an increasing number of people would eventually decide to move on.
What I actually find a little insulting here is the implied message that was mirrored by comments from SOE's (then) CEO, John Smedley. It goes something like this.
We put a lot of love into a great game.
You abandoned it.
We were forced to shut it down.
Because you abandoned it.
It's not our fault.
It's your fault.
Because you abandoned it.
In a way I don't actually blame SOE for shutting down these games in order to create more lucrative ones. It's business. I can understand a business decision based on economics. What I do not understand is the desire to lay the need for that decision at the customers feet. We were not the ones that left these games adrift, without updates, left to run with a skeleton staff until they withered on the vine. What I find even more difficult to understand is that while it is good business to go after a new generation of players, how does casting aside your current crop of players accomplish anything good?
I do not understand why you feel justified in blaming ME for YOUR failure.
I do not understand why you would think that I would be eager to continue doing business with you after demonstrating how little regard you have for my past years of loyal membership in your games.
Most of all, I do not understand where you ever got the notion I would believe that you are doing all of this for my benefit, to better serve me.
Your biggest flaw is that you were totally out of touch with the customer base that helped make you what you became. To continue in that direction simply demonstrates that Daybreak is forging a new path, totally unaware that SOE has already blazed it. This current talk of listening to my opinions, working for my benefit, meeting my expectations, and striving to fulfill my needs, rings just as hollow as it did nearly two years ago. I can buy a lot of things. Indeed, I have bought a lot of things, from you, with real money. But this? This I am not buying.
With all I have said this is going to be hard for some of you to believe, but I do actually wish Mr. Andersen well. He has a difficult path ahead of him. If I could offer one piece of advice, it would be this. When a salesman constantly tells me how honest he is, I eventually begin to suspect he is not honest; especially if I have known him to have been dishonest in the past. The honest truth here is that SOE fell out of touch with it's customer base, and abandoned them for a new customer base. If you say that you will work for the best interests of the customer, I would love to take your word for that, but you will have a hard time convincing me that is true if you insist that has been the case all along. SOE made mistakes that has cost them the business of myself and many like me. You and Daybreak have an opportunity to rebuild that customer confidence going forward, but you will find it difficult to go forward without understanding (or accepting) where it is you are starting from.
Congratulations on your new position.
Wishing you the best.
~LL