Posted July 17, 2016
This isn't being marked as a question, because I'm seeing this as more of a postmortem.
What happened?
On the 16th May 2011, this game was announced as Creatures 4 and consisted of a massively nebulous idea that, "[The Developer, et al] are set to deliver a new Creatures game that maintains the characteristics of the earlier games. It will be free-to-play and available on PC/Mac and iOS platforms - iPod, iPhone and iPad. A collector gift box full of surprises will also be created."
This announcement gathered mild interest. After all, the last Creatures game to have been was back in 2001.
Time passes. With the realizations of such nightmares as EA's Mobile Dungeon Keeper, Candy Crush and all 1204 unneeded spinoffs, the realization that the game would be "free-to-play" sank in, sinking many hopes. A demo is released in 2011 to audiences at Gamescom, but it would appear nobody actually noticed or wanted Creatures online.
Why?
Probably because the Norns were ugly as orthodoxy (Because sin tends to look very good), and the previously [url=http://vignette1.wikia.nocookie.net/creatures/images/c/ca/SheeManual.jpg/revision/latest?cb=20110706150426]image of the Shee, being mighty alien creatures who had such power as to govern life itself to such a degree as to be able to produce unique species and created the steam engine before the wheel because they wanted tea, were revealed, or perhaps even unmasked as some dumb unmysterious, friendly looking humanoid.
Now you might be wondering how exactly a game, whose entire purview is complexity would be able to be reliable crammed onto so many simultaneous platforms while retaining the depth of the previous entries. Just as a bit of a note, Creatures Exodus (Creatures 3 & Docking Station) is an impressively small 366 MBs. How this is possible is simply a feat of very good programming and a scripting language that handles most everything, CAOS.
This is a question the developer has never gotten around to answering. Speaking of things that never will occur, there was a soft launch due in 2015. (Apparently never verified by either developer or publisher.)
And if you check your local app store, you can find that as of this post, Creatures Online hasn't launched.
Why?
Probably because the game jumped developers again and is now in the hands of a Dutch company, working with notable oldie, Nolan Bushnell.
Do I think Creatures Online is going to launch? Well, on a scale of 1-10, with 1 being sometime during afternoon teatime and 10 being the Ovation Office Suite, I'm going to place it at 11, reserved for special cases, like the Phantom console.
One has to wonder how the development of such a thing would be so complicated with developer jumps, a delivery failure, and now a change of IP rights, how everyone involved has absolutely failed to capitalize on this franchise.
Does anyone else have added facts, corrections, or other discussions to add? Feel free to speak your mind on this fascinating failure of game development.
What happened?
On the 16th May 2011, this game was announced as Creatures 4 and consisted of a massively nebulous idea that, "[The Developer, et al] are set to deliver a new Creatures game that maintains the characteristics of the earlier games. It will be free-to-play and available on PC/Mac and iOS platforms - iPod, iPhone and iPad. A collector gift box full of surprises will also be created."
This announcement gathered mild interest. After all, the last Creatures game to have been was back in 2001.
Time passes. With the realizations of such nightmares as EA's Mobile Dungeon Keeper, Candy Crush and all 1204 unneeded spinoffs, the realization that the game would be "free-to-play" sank in, sinking many hopes. A demo is released in 2011 to audiences at Gamescom, but it would appear nobody actually noticed or wanted Creatures online.
Why?
Probably because the Norns were ugly as orthodoxy (Because sin tends to look very good), and the previously [url=http://vignette1.wikia.nocookie.net/creatures/images/c/ca/SheeManual.jpg/revision/latest?cb=20110706150426]image of the Shee, being mighty alien creatures who had such power as to govern life itself to such a degree as to be able to produce unique species and created the steam engine before the wheel because they wanted tea, were revealed, or perhaps even unmasked as some dumb unmysterious, friendly looking humanoid.
Now you might be wondering how exactly a game, whose entire purview is complexity would be able to be reliable crammed onto so many simultaneous platforms while retaining the depth of the previous entries. Just as a bit of a note, Creatures Exodus (Creatures 3 & Docking Station) is an impressively small 366 MBs. How this is possible is simply a feat of very good programming and a scripting language that handles most everything, CAOS.
This is a question the developer has never gotten around to answering. Speaking of things that never will occur, there was a soft launch due in 2015. (Apparently never verified by either developer or publisher.)
And if you check your local app store, you can find that as of this post, Creatures Online hasn't launched.
Why?
Probably because the game jumped developers again and is now in the hands of a Dutch company, working with notable oldie, Nolan Bushnell.
Do I think Creatures Online is going to launch? Well, on a scale of 1-10, with 1 being sometime during afternoon teatime and 10 being the Ovation Office Suite, I'm going to place it at 11, reserved for special cases, like the Phantom console.
One has to wonder how the development of such a thing would be so complicated with developer jumps, a delivery failure, and now a change of IP rights, how everyone involved has absolutely failed to capitalize on this franchise.
Does anyone else have added facts, corrections, or other discussions to add? Feel free to speak your mind on this fascinating failure of game development.
Post edited July 17, 2016 by Darvond