It can be a sad time announcing a game’s untimely departure, especially if that game attempted to do something at least moderately different from the crowds of clones crowding the small span of space that is our attention. Gameglobe’s demise is particularly frustrating, because the game seemed to have gone to great lengths producing something akin to LittleBigPlanet on PC.
Unfortunately, an interesting premise is not immune to poor execution and Gameglobe suffered greatly because of this. The MMO originally enticed fans with the ability to create unique game experiences within Gamegobe itself, but locked new items away, forcing players to grind excessively in order to continue building. With the move from publisher Bigpoint to Square Enix, Gameglobe tried a new route, opening up all items to players in exchange for a monthly subscription fee.
As you can imagine, the addition of a monthly fee (even an optional one) was ill received, and Sqaure Enix reversed its decision, going so far as to open up all build items permanent to everyone. Still, efforts made on behalf of Gameglobe’s continued existence were in vain. An official announcement on the Gameglobe forums from the developers thanks the community for their enthusiastic support, but laments that they “just not been able to make it work”.
Gameglobe will officially stop service a week from today, on November 29th. Perhaps its failure is an indication that some B2P game designs (such as LittleBigPlanet) simply do not work as well when straddled with a typical F2P monitezation scheme. Why do you think Gameglobe Failed?