Massively notes a couple of posts from people who worked at NCSoft while Tabula Rasa
was in development. Adam Martin says the lengthy, wandering development cycle led management to push it through before it was ready
. "Very late, they eventually hit upon a good formula, a good core game," but, "Before they could actually make that game, a difficult decision was taken to push the team to the wall and force an early beta test." Scott Jennings suggests that early warning signs, like the tepid reaction to the beta
, were largely ignored. "One of the mantras that went around production discussions after Auto Assault's
launch square into the pavement was that if you can't get people to play the beta for free, you have serious, serious issues. Tabula Rasa
had those issues. Not as bad as Auto Assault
— there were people doggedly playing every night and presumably enjoying themselves, and metrics were duly assembled to measure every movement those testers took. But it was pretty clear, at least from my completely disassociated and busy with my own thing viewpoint, that there wasn't a lot of excitement."