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Geek Culture / The MISoft Update

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Matt Rock
20
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Joined: 5th Mar 2005
Location: Binghamton NY USA
Posted: 20th Apr 2010 02:42
I'm posting this here on TGC because most of the people who know about us call Apollo their home, and because our own website was destroyed (which I'll get to shortly). This thread is for the people who followed MISoft Studios closely in the past, who've been wondering what's been happening with us in the past year. I'm going to ask that those with nothing genuine to say, please just ignore this thread. If I didn't think it was important to several people, I wouldn't be posting it!

Those of you who follow MISoft know that our website was down for a while, and while it's back up now, it isn't working. Our website was hacked last year by forces unknown. They broke in, attempted to attach several services and new URL's to our website, and then left it alone. We didn't re-build/ re-launch the website because we were afraid of another attack, and because we couldn't afford to move to a new hosting solution. The site had less than fifty unique visits per month just prior to the attack, down from a few hundred before that. We didn't have a new game to release (which we'll get to shortly), so we put MINet at the bottom of our priority list. Quite a few people suggested that we consider changing our name since the site was down, to something that sounds less similar to Microsoft. We were seriously considering it.

Then, about a week ago, we learned that a party was interested in purchasing the misoftstudios.com domain name from us for a reasonable amount of money. The amount initially offered was extremely low, but after negotiating the price, we were offered an amount of money that was more reasonable. We offered this party misoftgames.com as well, for the same price as the first URL, and we're waiting to hear back from them about that. If they accept, we'll break even in the amount of money we put into MISoft Studios over the years, and while I'm not the sort of person who likes to settle for "breaking even," we've agreed to the sale of the first domain, and we'll agree to the sale of the second if they accept. I put a considerable amount of money into MISoft and this will nearly even things up.

We haven't released a game since 2007. The reason for this is simple: Real Estate Magnate quickly spiralled from a game worth looking forward to into a complete coding quagmire. Our list of features constantly fluctuated throughout production. Some members of our team lost hope in the game and left MISoft. Agent Dink and I soldiered on, but even our devotion to the title was challenged by the complexity of what should have been a simple engine. After a few years of defeats and crushing bugs, I've decided to officially throw in the towel. Real Estate Magnate nearly murdered my game development ambitions entirely, and to say that announcing the end of REM is painful would be disingenuous to say the least.

So what's the plan today? I'm going to tear up the contracts with MISoft Studios' team, formally releasing them from any contractual obligations previously held. All code, art, sound, and other assets developed for unreleased games will be released back to the people who made them, for use however they see fit. Eternal Equinox, which was viewed positively by everyone who played it but failed to find much of an audience, will probably end up on the freeware rack, though I'm not entirely sure about that yet.

Someone offered to possibly buy the game design documents for Real Estate Magnate, thinking they might be able to finish the game, so I'm going to talk that over with them, and if they offer enough money that me and Agent Dink are content with it, we're going to sell the design (I haven't talked to Dink about this yet, though). As for our other game, Redemption 9mm, I'm not sure what's going to happen yet. I'll spend the next few days reviewing our progress before making any decisions about it.

All of this sounds like MISoft is dead, and to some degree, it is. But I still love game development, particularly game design. In the coming weeks, I'm going to mull over the possibility of building a new, smaller team for the sole purpose of developing text adventure games, which I'm still extremely passionate about and love deeply. After releasing a few modern IF games, maybe we'll start working toward bigger stuff. I still believe there's a market out there for text adventure games, and I want to prove the genre's detractors wrong, so that might be something I'll move toward.

I want to thank everyone who contributed to MISoft Studios, as a member of our team or as a fan of our games. I even want to thank the people who viewed us negatively, because you were the people who rallied the team and pushed us in the right direction. And I want to thank the TGC community as a whole for your positive feedback and for allowing us the chance to grow as a team. I recieved a lot of emails in the past year from people asking if MISoft Studios would come back, and the level of support never ceased to amaze me. I'm deeply sorry to everyone who cared about MISoft Studios for letting you down. As small a consolation as it might be, I hope you guys will take similar interest in whatever future team we decide to forge in the coming weeks and months.

I know some people are reading this and thinking "who cares?" Well, the softies care. I have a very large folder in my email box that can prove that. I hope I didn't waste anyone's time with this, and for those of you who actually wanted this update, I hope you aren't going to be too upset with me about all of this! Thanks for several years of support and admiration, and I hope everyone remembers the joy they got out of MISoft, and not the headaches. Thanks again.

FredP
Retired Moderator
19
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Joined: 27th Feb 2006
Location: Indiana
Posted: 20th Apr 2010 02:59
Quote: " I'm going to mull over the possibility of building a new, smaller team for the sole purpose of developing text adventure games, which I'm still extremely passionate about and love deeply"


I love text adventure games.
Jeku
Moderator
21
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Joined: 4th Jul 2003
Location: Vancouver, British Columbia, Canada
Posted: 20th Apr 2010 03:02
Nice to see the update.

Quote: "I'm going to tear up the contracts with MISoft Studios' team, formally releasing them from any contractual obligations previously held."


Did you seriously have them under contractual obligations? These were written by lawyers? Just curious


Senior Web Developer - Nokia
Venge
18
Years of Service
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Joined: 13th Sep 2006
Location: Iowa
Posted: 20th Apr 2010 03:37
I do kinda regret leaving the team, although I never worked on REM...I just decided to go into film rather than games, and between going to college and working on my own projects, my contributions would have been severely limited. I wish you luck in your future endeavors.

I will live forever or die trying.
Matt Rock
20
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Joined: 5th Mar 2005
Location: Binghamton NY USA
Posted: 20th Apr 2010 03:37 Edited at: 20th Apr 2010 03:40
Quote: "Did you seriously have them under contractual obligations? These were written by lawyers? Just curious"

They were written by me and reviewed by a lawyer. It was mostly just protection against anyone stealing our ideas, and made sure that the team couldn't kick someone out and steal their work. It also made sure that everyone was paid fairly for their contributions, though we never made enough money to see that come through. The artists put a lot of work into the games, and I want them to be able to profit from that however possible

Edit: Venge, what stuff did you do on Redemption 9mm? I don't remember if you signed anything with us and I haven't gone through the stack of contracts yet but feel free to use that stuff for whatever you want now

bitJericho
22
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Joined: 9th Oct 2002
Location: United States
Posted: 20th Apr 2010 05:05
Sorry to hear you're shutting things down. Glad to hear you might be breaking even. Sorry I could never really contribute to your projects. I just think I didn't have the drive or the time or both, I dunno.

But anyways, you should look into facebook apps. Making apps for that platform is a treat. It's a lot of fun, and you'll know if you have a decent game and a small advertising budget you'll get a following.

Facebook would be a perfect platform for a text adventure game, just the fact that PHP has amazingly handy string features would make it a simple thing to do. (And think of the funny wall postings you could make!)

Anyway, just throwing an idea out there in case you don't have other things in mind.

Good luck!

Venge
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Joined: 13th Sep 2006
Location: Iowa
Posted: 20th Apr 2010 06:10
I made a few vehicles over the summer, nothing significant really. I was still learning Blender at the time, so I could hardly do more than basic modeling anyway.

I will live forever or die trying.
BearCDP
15
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Joined: 7th Sep 2009
Location: NYC
Posted: 20th Apr 2010 06:57
Dear lord I would never leave my room if there was a Facebook text adventure game.

I believe I was absent from the forum for MISoft's glory days, but still--props for the massive update, and I'm sorry to hear things didn't work out.

Check out this WIP flash game from the Global Game Jam!
Darth Vader
20
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Joined: 10th May 2005
Location: Adelaide SA, I am the only DB user here!
Posted: 20th Apr 2010 16:06
I was sort of expecting this. It's sad and I'm upset to see it go (Even though I was completely useless on the team). But the text adventure games sound fun.

Best Regards Matt!

FredP
Retired Moderator
19
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Joined: 27th Feb 2006
Location: Indiana
Posted: 20th Apr 2010 23:54
Quote: "Dear lord I would never leave my room if there was a Facebook text adventure game."

Me either.
Jeku
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Joined: 4th Jul 2003
Location: Vancouver, British Columbia, Canada
Posted: 21st Apr 2010 02:54
If the Facebook text adventure limited you to turns per day, then it would create a compelling and addictive reason to keep coming back.


Senior Web Developer - Nokia
BearCDP
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Location: NYC
Posted: 21st Apr 2010 02:59
Ooh like Kingdom of Loathing. Yeah, as good as nicotine.

Check out this WIP flash game from the Global Game Jam!
Matt Rock
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Location: Binghamton NY USA
Posted: 21st Apr 2010 03:16
I'm very much considering this Facebook app concept. The only problem is that I don't know anything about coding web stuff, and to be fair, I'm a pretty terrible programmer offline too, lol. But I've always had a knack for assembling teams and people-management, so maybe I'll think about looking for someone who can do the coding, another person to do the art (Dink will be the first person I ask, of course), and then I can write the text and handle the game design elements. And of course it'll need one person doing sound. Four people making an awesome online text adventure app... I really dig this idea.

I don't know if we'd re-make Eternal Equinox, or make an EE sequel, or just start with fresh IP. I'm thinking we'd do something new, though. I have more game ideas than I know what to do with. It's too bad I can't sell concepts, or I'd be a bloomin' millionaire, lol. At any rate, I'm leaning toward starting things off with something sci-fi-ish. Space travel, a post-apocalyptic world, or maybe another pseudo-Steampunk fantasy game like EE?

I like Jeku's idea of a daily turn limit. Maybe we could do micro-transactions to afford players more daily turns, and other such transactions for special in-game items. I've been playing a lot of Desktop Defender on Facebook (Dink recently wooped my top score, lol). They allow you to buy coins, while you can also earn coins by playing the game, so you don't have to put real money into it. I'd love to do something like that; a game that's free to play, but you can pay to play better.

Okay, yeah, the more I think about this the better it sounds, hehe. I'm going to heavily consider this, and if I can find a few people to work with, this could be pretty awesome.

JLMoondog
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Location: Paradox
Posted: 21st Apr 2010 16:08
The facebook idea sounds really cool. I think something cool would be a strategy type game where you are in control over an area of land. You can control or change any aspect of it to fit your needs. Say you have Jeku's idea of one turn a day, so you start training 4 new guardsmen, you update the irrigation on 2 farms, you add a new tower build site near your castle, and you pull two guards from a local store house to help build the tower. The next day you come back, the tower is half way finished, you have new crops growing, 2 new guardsmen have been trained, and your store house was looted by bandits leaving nothing behind.


Darth Kiwi
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Location: On the brink of insanity.
Posted: 23rd Apr 2010 23:59
I'm really sorry to hear about this but, well, I guess this stuff happens. Whether there's a MISoft or not in the future, I'll certainly follow your future games with great interest. Best of luck in all your future endeavors!

Out of interest, how far did Redemption: 9mm and EE2 get before they ran out of steam?

Secretary of Unknowable Knowledge for the Rock/Dink administration '08
Matt Rock
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Location: Binghamton NY USA
Posted: 24th Apr 2010 04:12
Redemption 9mm has several levels finished but it was still only around 40% done. Eternal Equinox II has hundreds of pages of history and culture stuff, and most of the first island was written, but we never finished the EESL or got much done on the engine. Detailing the world and developing each locale into a character unto themselves was a huge challenge and we never quite finished it up.

I'd love to see EE2 get finished, so that's something I'll think about doing. As for Redemption 9mm, I'm not sure what's going to happen with it. I love the story and the characters, and the concept was pretty unique for FPS games I think, but that title would take either a full team of dedicated people working on it, or a small group of hardcore programmers and 3D modelers to make.

Someone offered us money for REM and R9mm, so I know there's something good in those designs, but I turned down their first offer and we're talking over a new price. But they want both games, and I think they're going to have to try a bit harder if they want R9mm. I invested heart and soul and all that good stuff into that game, so the story contains "a bit of me" lol. I know, it's tacky, but whatever, I love that game, it's characters, the story... it's special to me

Darth Kiwi
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Location: On the brink of insanity.
Posted: 24th Apr 2010 12:18
Haha, well, maybe it is a bit tacky to get too sentimental about these things, but you did put a lot of time, effort and - well, yourself - into those projects. And it's kind of disheartening that you had such good ideas, which were semi-complete as well, but which didn't quite have enough momentum and resources to come to fruition.

Still, I'm glad people actually want to buy your concepts for those games. That not only shows they're good ideas, but also means you get a large wodge of cash out of them

Secretary of Unknowable Knowledge for the Rock/Dink administration '08
Jeku
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Location: Vancouver, British Columbia, Canada
Posted: 24th Apr 2010 23:01
The fact that you can sell your game ideas for cash is a bit hard to believe, but I know you're not a liar, so the feeling I have is actually more amazement than disbelief Good job!


Senior Web Developer - Nokia

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