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Glitch Is Closing

242 pointsby pretzover 12 years ago

41 comments

jashkenasover 12 years ago
It's a bit beside the point, but I'd like to note how refreshing it is to read an honest shutting-down-and-wrapping-up post from a startup that had big dreams. It's all too easy to mistake bluster for confidence, and end up writing a shutdown note that claims some kind of hollow victory.<p>The true feelings of the Glitch team aren't being hidden here, and although it's sad, I think folks appreciate it a great deal.
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trotskyover 12 years ago
<i>We are offering refunds for all purchases made since November 1st, 2011 (a little over a year ago) and will immediately begin refunding all payments which can be refunded automatically through our payments processors (which will be nearly all of those made in the last 50 or so days). We will then move on to manual refunds for older payments. This will take some time to wrap up since there is not always a simple way to process the payments — credit cards expire or are cancelled, PayPal accounts are closed, etc. — and we may need to collect additional information from you in order to process your refund.</i><p>such an unusual and oddly endearing gesture. i am sure there is some kind of story behind it, but it's kind of beautiful in this industry full of people who first decide they want to make money and then decide what to build.
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siaukiaover 12 years ago
This saddens me on some aspects:<p>1. As a fellow game developer that published a game (and didn’t hit the jackpot). (We’re a small startup at the time launching our little game and it didn’t go well at all after a 2 hard-working year, about the same time when Glitch launched).<p>2. It’s the Flickr’s founding dream to create this, and if you read the backstory of Flickr, you’ll notice that the founder initially wanted to create this startup before Flickr, but found out it is not feasbible, and took out a main component from the game (sharing photo) and built Flickr. And so now, the founder has sold her company to Yahoo!, and decided to use every penny to make her dream come true, and it appears reality hits where it hurts the most, and the game didn’t fly. I tried the game, it’s really polished, but it just didn’t have the target market pool as big as Zynga in Facebook. Really sad its under-appreciated.<p>3. There is an unseen s<i></i>*load amount of hard work placed in Glitch, but it just all went boom to their face.<p>What is the problem? Does this mean hard work != successful? Or did they not have enough marketing budget to make Glitch fly?
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dgreenspover 12 years ago
I played Glitch for a couple hours once and it's pretty obvious to me why it didn't work.<p>After all the pre-launch hype about changing the face of gaming forever, the game was dreadfully boring -- you basically walk around and click on things. I described it to a friend as "FarmVille where you don't get your own farm." Sure, there was a lot of art; I think I had my pick of several dozen hairstyles and encountered hundreds of types of objects. They must have drawn thousands of art assets.<p>There is no lesson to take away here except that games live or die on their mechanics and depth. Zynga has shown us exactly how far you can go with pretty, social games that give you just enough little dopamine kicks to keep the window open.
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fernlyover 12 years ago
About a year ago I somehow got an invite to the beta and played maybe 20 or 30 hours, on and off, over several weeks. The whimsy and quirkiness of the design elements were always impressive. And it was commendable that they were building a family-friendly, kid-safe game that could still be appreciated by adults. But somehow it just didn't hook me and I stopped going back.<p>In hindsight it reminds me of my experience with Second Life: once you've got the basic ideas, and toured some of the more creative or amusing islands, what is there to do? At least in 2L you could build something that would remain in the world. In Glitch there were endless skill-building exercises that had meaning only in the game world. The only payoff for building a skill was to be able to learn some more skills.<p>Meanwhile millions are obsessively playing Minecraft, whose design could not be farther from Glitch in every way.
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jpatokalover 12 years ago
This bit I don't quite get:<p><i>Why don't you give the game away or make it open source or let player volunteers run it?</i><p><i>Glitch looks simple, but it is not. [...] It takes a full-time team of competent engineers &#38; technical operations personnel just to keep the game open. Even if there was a competent team that was willing to work on it full time for free, it would take months to train them. Even then, the cost of hosting the servers would be prohibitively expensive.</i><p>That explains why making it free or open-sourcing wouldn't save the <i>current</i> game world, but why not open-source it anyway? Then somebody can give it another shot, with a smaller, limited world, and see if it gains any traction the second time around.
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ericzover 12 years ago
A startup with a webpage offering employees for hire as opposed to hiring employees? <a href="http://www.glitch.com/hire-a-genius/" rel="nofollow">http://www.glitch.com/hire-a-genius/</a> What a strange sight.
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mikeleeorgover 12 years ago
I would love to know what was on their product roadmap. I can't imagine what I've seen in their game was all they aspired to be. I know the high-level aspirations included:<p><i>building and developing, learning new skills, collaborating or competing with everyone else in one enormous, ever-changing, persistent world.</i><p>But I'd love to hear how they had planned on actually doing that. Was there going to be Minecraft/Second Life-style building of structures and worlds? Was there going to be contests and competitions? Was the core of the gaming experience going to be mainly on learning new skills?<p>And if all technical and financial roadblocks were removed, would their vision have made for a truly compelling game? Or was their vision doomed from the start?
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petefordeover 12 years ago
I am really sad to read this. I have been an occasional Glitch player since early betas and I've always been impressed at the civility of the players and the seemingly endless creativity of the game itself.<p>It's beautiful in the way few things imagine that they could be.
guiambrosover 12 years ago
It's a gorgeous game, and I'm heartbroken that they're shutting down. I was part of the very first wave of beta testers when they first launched. Even though I didn't spend much time, I remember being shocked by their attention to details. Every little thing was nicely planned, designed and implemented.<p>But, aside from the intrinsic beauty, the truth is that there was no reason for you to keep coming back. It didn't have the same evil addictive psychology of Zynga's games ("Your crops are dying! Your friend Samantha just moved to a farm next door. Spam your friends - or buy some credits - so you can level up faster."). No intricate action + social interactivity like WoW. No puzzle challenges like Limbo, or adventure-style like Monkey Island (true, neither was multiplayer). No fast paced action like War of Tanks/War of Warplanes..<p>In the end it was just a cute massive multiplayer social game. Maybe the cutest ever. But this doesn't seem enough to attract a loyal audience - other than maybe a few other game geeks, artists and designers.<p>This reminds me of the Steve Blank's (the original author behind the lean startup movement) stories. Do you really need to implement a full game, with that many details, with that many layers, with so many features, just to realize that your users aren't coming back in the first place? Can't you put your mom/sister/son to play for a few months, and just see how many times they keep coming back (when you're not looking)? Can't you probably get to the same conclusions with, say, 10% of the effort? If you do this early enough, you'll still have the other 90% of runway to make corrections and explore different options (or, hell, pivot to totally different business model if you discovered your boat isn't going anywhere).<p>Of course hindsight is a bitch. It's always so much easier to explain what happened, that to forecast the future...<p>But Glitch repeated some of the same mistakes that others have done in the past. Case in point: the excellent paper "Lessons from Habitat" (<a href="http://www.fudco.com/chip/lessons.html" rel="nofollow">http://www.fudco.com/chip/lessons.html</a>), about the experimental project created by Lucasfilm in the late 80's. The entire paper is a great read, but one part that strikes me as relevant to this discussion is:<p><i>While we find much of the work presently being done on elaborate interface technologies -- DataGloves, head-mounted displays, special-purpose rendering engines, and so on -- both exciting and promising, the almost mystical euphoria that currently seems to surround all this hardware is, in our opinion, both excessive and somewhat misplaced. We can't help having a nagging sense that it's all a bit of a distraction from the really pressing issues. At the core of our vision is the idea that cyberspace is necessarily a multiple-participant environment. It seems to us that the things that are important to the inhabitants of such an environment are the capabilities available to them, the characteristics of the other people they encounter there, and the ways these various participants can affect one another. Beyond a foundation set of communications capabilities, the details of the technology used to present this environment to its participants, while sexy and interesting, are of relatively peripheral concern.</i><p>Keep in mind the entire project ran on Commodore64, and two decades ago a 1200bps connection was leading edge. But even though gamers today have much higher expectations in terms of quality than ever before, the core principle is still the same: success of a massive multiplayer game is defined not by its level of peripheral sophistication (be it design, cuteness, or head mounted displays), but by the social experience and characteristics of how people can interact with each other.<p>(btw, 20+ years and we still don't have head-mounted displays. No, Google Glass doesn't count)<p>Another issue was channel distribution. It's <i>really</i> challenging to succeed with a web-only game, especially when you're not anchored Facebook. And if on top of that you're using Flash, you'll be missing out all those of 2-3 minutes mini-slots of "free time" that people have every day on their mobile devices (waiting for the train, the bus, bathroom, elevator, etc). And Glitch almost never sent emails. So they were expecting people to bookmark the site and keep coming back. Yeah, right...<p>Anyway, in the end of the day the Glitch team deserves a lot of praise for accomplishing what they did. It's a gorgeous project, and I can just hope that their work will inspire future designers and game developers, and hopefully parts of the code gets open sourced.
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ghshephardover 12 years ago
That's really sad. I have a friend who plays it every day - and found it adorable. I spend about 40-50 hours in it, and was really impressed with the characterization, polish, and originality.
rrbrambleyover 12 years ago
Bummer. For anyone with a hiring budget, hire these people: <a href="http://www.glitch.com/hire-a-genius/" rel="nofollow">http://www.glitch.com/hire-a-genius/</a>
Pkeodover 12 years ago
I really like the concept and I also liked the changes and direction it was going. Sad to see it go. :(<p>&#62;Why don't you give the game away or make it open source or let player volunteers run it?<p>So will it be lost forever in the ether? Please, Glitch owners, preserve it in some meaningful way.
jbrowningover 12 years ago
Truly a sad end to a great game. The Glitch player community had some of the most friendly people that I've ever met and I had a great time both playing the game and developing against their API[1]. I think what really killed their momentum was pulling the game back into private beta[2]. Quite a few players left after that and the game obviously never recovered.<p>[1] <a href="http://rubygems.org/gems/snafu" rel="nofollow">http://rubygems.org/gems/snafu</a> [2] <a href="http://www.glitch.com/blog/2011/11/30/the-big-unlaunching/" rel="nofollow">http://www.glitch.com/blog/2011/11/30/the-big-unlaunching/</a>
minikomiover 12 years ago
If my memory serves correctly, that's where Keita Takahashi[1] was currently stationed. Wonder what he'll do next?<p>[1] <a href="http://en.wikipedia.org/wiki/Keita_Takahashi" rel="nofollow">http://en.wikipedia.org/wiki/Keita_Takahashi</a>
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abhivover 12 years ago
The idea of a game company that's venture-backed before shipping anything seems odd to me.<p>The startup world in general is moving toward a hits-driven model, but a game company whose product is only used for entertainment takes this to an extreme. A game like Glitch doesn't solve any problem, and it's not even a generalized tool like Twitter where the problems it enables solving become apparent later. It's simply a game, that will live or die based on how well it entertains people. It's very hard for me to understand how investors evaluate an idea like this before anything has shipped. (Of course, Stuart Butterfield probably raised money based on past success alone.)<p>It doesn't even seem like the company had plans to build a portfolio of games like a Zynga or EA. So they raised a bunch of money before they had even a glimmer of product-market fit, hired a bunch of people, and then figured out that their game wasn't good enough.<p>The only strategy that seems to work in the game business is to be a low-budget, low-profile indie developer for a few years till you have a portfolio of titles that you've developed yourself or for a publisher, then raise financing (debt or equity) to develop a larger project on your own steam. Raising money from the start for a single high-profile, whimsical product seems destined to fail.<p>Of course, hindsight being 20/20 and all that.
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pdknskover 12 years ago
I'm not familiar with Glitch, other than knowing that the creator of Katamari Damacy worked there.<p>He made a post introducing the Vancouver staff on his blog.<p><a href="http://www.famitsu.com/cominy/?m=pc&#38;a=page_fh_diary&#38;target_c_diary_id=36043" rel="nofollow">http://www.famitsu.com/cominy/?m=pc&#38;a=page_fh_diary&#38;...</a><p>They should put this on their resume. Picture taken, and drawn, by Keita Takahashi.
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georgespencerover 12 years ago
We hired Anna Pickard on a freelance basis to do some copywriting for us a few months ago. She's a joy to work with. Go and hire her.
icefoxover 12 years ago
Now that the main page is just a gravestone, what is glitch?
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marknutterover 12 years ago
I played the beta. My impression was that it was beautiful, but painfully boring. I gave it roughly 15 minutes before leaving and never coming back. I really think they could have found out it wasn't actually fun to play before investing so much time and money into it.
desireco42over 12 years ago
I think talents of the team that build Glitch will be released to build something better. Now they have more experience and better feel for what people are looking for.
rgloverover 12 years ago
Bummer. I was always impressed with both the UI of Glitch as well as the game art. For those that don't know, their original designer was Daniel Burka (ex Digg and later Milk and Google). Here's a great talk that references Glitch and building the experience for an app:<p><a href="http://www.frontend2010.com/video/rob-goodlatte-and-daniel-burka" rel="nofollow">http://www.frontend2010.com/video/rob-goodlatte-and-daniel-b...</a><p>Best of luck to the TinySpeck team. Brilliant stuff.
erikpukinskisover 12 years ago
Bummer for Stewart Butterfield. But maybe third time's the charm!<p>This does seem to count as a vote against Big Production Up Front. I have to wonder if they had started smaller, used a more "Lean" strategy, got a product to market quicker, and started working on revenue, if they would've A) discovered the "insurmountable" problems sooner, B) had some revenue to play with, and C) been in a position to pivot when the shit hit the fan.
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engrocerover 12 years ago
So they burnt through $10.7M within 1.5 years? $600k/month? I wonder what they have left. I'm curious about the ramifications after this sort of thing transpires.<p><a href="http://venturebeat.com/2011/04/12/online-game-startup-tiny-speck-raises-10-7m-from-andreessen-horowitz-and-accel/" rel="nofollow">http://venturebeat.com/2011/04/12/online-game-startup-tiny-s...</a>
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bazookaBenover 12 years ago
MMOs are difficult. It's a pretty daring endeavor, considering that Tiny Speck raised $5m in 2009 for just this one game.
locengover 12 years ago
Do a Kickstarter to get funds to turn it into HTML5/CSS, etc..! I'd fund it. I'm sure many other people would, too.
richoover 12 years ago
Terrfyingly, nearly all of their engineers list a LinkedIn profile, but none link a github/bitbucket etc profile :/
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Khurrumover 12 years ago
Looks cute - like something that deserves to stick around. Although the game didn't seem all that interesting.<p>What they probably need is better feedback on how to make it more engaging, and some way to port their work out of Flash... which could be doable with some ingenuity.
rdlover 12 years ago
I wish they'd make it clear who from the team is now available/looking for work, too.
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ximengover 12 years ago
I got this today from playnice.ly, another startup that's going away:<p><a href="http://playnice.ly/blog/2012/11/14/playnice-ly-closing-down-in-the-new-year/" rel="nofollow">http://playnice.ly/blog/2012/11/14/playnice-ly-closing-down-...</a>
Monotokoover 12 years ago
I would really like to see the game... as I've never heard of it which is a shame, can any existing player send me an invite? Add me on Steam under the same name as here if you're willing :)
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peterhajasover 12 years ago
I remember signing up for this service <i>years</i> ago. They emailed me years later, saying it was ready.<p>They took forever to launch, but the idea seemed novel. Sad to hear that its shutting down.
jumpbugover 12 years ago
I'm surprised. Maybe marketing to the wrong audience? I told 2 people, my wife, and her sister, and they both became hopelessly addicted. Neither are techie people at all.
stevewillowsover 12 years ago
Brent, one of the illustrators, has a nice handcraft line in Vancouver called Kukubee. If I ever need an illustrator, he's who I'll go to (if he'll take the work!) :)
Khurrumover 12 years ago
What these people need is the kind of person who specializes in disaster management. It really doesn't feel like what they have there should be unrecoverable.
janulrichover 12 years ago
I'm sad to see this game go. It was really fun to play. The beautiful art and non-violent gameplay made it really a really unique whimsical game.
krakensdenover 12 years ago
I'm sad to hear it- it reminded me positively of Castle Infinity, and was the most deeply humane facebook game I ever came in contact with.
klrrover 12 years ago
Release the source and let the community continue?
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malandrewover 12 years ago
What is going to happen to all the IP?
replayzeroover 12 years ago
This game was beautiful!
89aover 12 years ago
Nice art direction… but the gameplay was even more mindless than Farmville, few steps above CowClicker