funcom-layoffs

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  • Anarchy Online's director leaves the game

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.18.2012

    Parting is such sweet sorrow, and fans of Anarchy Online are receiving a full dose of that sorrow. Fia Tjernberg, the game's current director, has announced in a forum post that she is leaving her post as director due to the deteriorating health of a family member and the numerous Funcom layoffs. As she puts it, her departure ensures that the existing staff will have less pressure to reduce its numbers, which she feels is better for the health of the game in the long run. Tjernberg stresses that the team behind Anarchy Online has completed or nearly completed a number of wonderful projects that improve the overall game experience, including the graphical revamp, which is slated to be released in the near future. At this time there has been no announcement of who will be the game's next director. This comes in the wake of Tjernberg's previous statements regarding the layoffs and Anarchy Online and last week's announcement that senior content designer Brad McAtee is departing the game. [Thanks to David for the tip!]

  • Secret World's lead designer 'not with Funcom anymore'

    by 
    Jef Reahard
    Jef Reahard
    09.10.2012

    Funcom's recent reorganization reached higher up the developer food chain than we initially expected. Earlier today former Secret World lead designer Martin Bruusgaard informed Twitter followers that he was let go from the company last week. The good news is that Bruusgaard has already found work, although he called it "a grown-up job, for now... still in IT, with a good solid company based in Oslo." Bruusgaard also speculated about the severity of Funcom's job cuts, saying that "I think that 50 percent was an overall Funcom percentage. The Oslo office got hit much much harder." [Thanks to E. for the tip.]

  • Chaos Theory: The Secret World's bright (player-driven?) future

    by 
    Jef Reahard
    Jef Reahard
    09.06.2012

    Apologies for not following through with part three of my crafting guide this week. I fully intended to do so, but a couple of interesting things happened over the past few days that merit some discussion. First off, Ragnar Tornquist published what can only be called a defiant state of the game letter. The Secret World's creative director engaged in some rabble-rousing penmanship that managed to inspire a metaphorical fist-pump from yours truly, even though I've been covering games long enough to cast a cynical eye toward similar rally-the-troops developer rhetoric. Tornquist admitted that TSW's competition is stiff, in particular new releases like Guild Wars 2 and Mists of Pandaria, but he didn't shy away from singing his game's praises. More importantly, he reiterated what early adopters have known for a while now: The Secret World is that increasingly rare MMO horse of a different color, and despite financial and personnel losses, Funcom knows it has a winner on its hands and is fighting to keep it.

  • Chaos Theory: The (F2P) future of The Secret World [Updated]

    by 
    Jef Reahard
    Jef Reahard
    08.16.2012

    [Ed: Look for an official Funcom statement regarding the anon tipster email at the end of the article.] Scott Jennings ended a blog entry about The Secret World with a telling phrase this past week. "This is why we can't have nice things," he said. This was preceded by what can only be called a lament, as Jennings laid out how Funcom did something that most MMO developers are loath to do these days: It made an original game. And the reward for such was a dismal quarterly report and a round of layoffs. That The Secret World attempts to break from the putrid post-World of Warcraft MMO mold is not up for debate. What is debatable is whether breaking from said mold can be profitable.