Ubisoft is pulling the plug on Ghost Recon Phantoms and The Mighty Quest for Epic Loot
Neither game reached as wide an audience as the publisher hoped.
Ghost Recon Phantoms and The Mighty Quest for Epic Loot have two things in common: they're both free-to-play games; and their publisher, Ubisoft, is shutting them down this year.
Ubisoft gave a candid statement on GRP's inception, development, and, as of December 1, its end. The publisher expanded on its reasoning for shutting down the game in an FAQ. "Unfortunately, GRP was not as successful as we had hoped for, so we had to make the decision to close the game. This decision wasn’t easy for us and we tried to find other ways. But in the end we decided to close the game and focus on other projects."
Ubisoft Singapore's decision to "focus on other projects" could mean that the company did not incur any layoffs as a result of GRP's cancellation, at least as of today.
Ghost Recon Phantoms players should be aware that credits purchased for the game will be lost if they're not spent by December 1, nor can they be converted to credits for other Ubisoft titles.
The Mighty Quest for Loot will end sooner, on October 25. In a move some might consider tactless, Ubisoft used the exact same wording to explain why Mighty Quest will go dark. "Unfortunately, Mighty Quest for Epic Loot was not as successful as we had hoped for, so we had to make the decision to close the game," the developer wrote in an FAQ. "This decision wasn't easy for us and we tried to find other ways. But in the end we decided to close the game and focus on other projects."
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David Craddock posted a new article, Ubisoft is pulling the plug on Ghost Recon Phantoms and The Mighty Quest for Epic Loot
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MQEL was quite fun for most of its time in beta. The premise was pretty cool -- Everyone constructs their own fortress, complete with monsters and traps, and then everyone invades other players' fortresses in Diablo-style time trials. It had a few issues, but the core gameplay was enjoyable.
But a couple months before release, the fortress construction system was totally revamped. Nearly all the restrictions and limitations on proximity of traps and monster limits were removed. Suddenly the best way to set up your defenses was to devise Rube Goldberg contraptions that would cause the invader to invariably fail the moment he touched a single trap. It was, unsurprisingly, incredibly unfun to play against but nothing was ever done to improve the situation. Such a waste.