Entries in warhammer online (5)
EA Consolidates Its MMO Developers
Have you heard the news? Electronic Arts is merging Mythic Entertainment, maker of Dark Age of Camelot and Warhammer Online: Age of Reckoning, with BioWare, creator of Mass Effect, Knights of the Old Republic and the upcoming MMORPG, Star Wars: The Old Republic. EA's announcement, first officially confirmed by Mythic, followed another huge announcement in the video game industry, the purchase of id Software by ZeniMax (the parent company of Bethesda Softworks and Game Studios). After nothing since E3, the pair of announcements on the same day caught everyone off guard. EA's bombshell was short on details, but here is what we know:
- The "studio group" is still unnamed.
- BioWare co-founder Ray Muzyka is now the Group General Manager.
- BioWare’s other co-founder, Greg Zeschuk will become Group Creative Officer.
- Mark Jacobs, former GM/VP/CEO of Mythic, will be leaving EA.
- Was Mark Jacobs axed for his title's, he was Lead Designer after all, shortcomings, or did he walk?
- Will WAR's post-launch development be hampered by Jacobs loss, or the merger?
- Is BioWare going to take any advice from Mythic, who is far more experienced at MMO developing, or go it alone? Will they have any impact on SW:TOR?
- Any chance the merger will hinder the development of BioWare's RPGs, Mass Effect 2 or Dragon Age: Origins?
- Does the select wording of the new entity, studio group, mean there will be no further layoffs at Mythic? Perhaps just a new management chain?
Another One Bites The Dust: The Matrix Online
It's quite sad that we are able to make this a column, but the death of MMOGs is inevitable in the industry. Some games just never meet the company's expectations. Others flounder after launch, and a few are supplanted by follow-ups or sequels. As shocking as it may sound now, there will even come a time when our beloved World of Warcraft is taken offline. Although knowing Blizzard it'll be supported, at least in maintenance mode, for a very, very long time after it loses its massive popularity. As noted in the original dust biting post, losing an MMOG is never a good thing. As human beings we like to see "our" products succeed in the market for the simple reason that we spent money on them (HD DVD). We supported them (Dreamcast), therefore we want them (Virtual Boy) to last forever so our investment seems sound. The ugly side of this trait is that it causes us to tear down competing products as evidenced by the WoW vs WAR debate. A practice that is both pointless and harmful to the industry at large. Rather than cheer that our MMO "won", let's mourn the loss of someone else's cherished hobby. The Matrix Online (MxO) had a mix of classic MMOG issues at launch. The title by no means broke sales records or gained a huge following. In many opinions this is thanks to the degradation of the intellectual property before its release. Way to go Matrix Reloaded & Revolutions. Despite this, it kept enough subscribers aboard to stay afloat and support its continued development. After all, it is doubtful that Sega, Monolith, and later Sony, would have kept the game alive for four plus years if it was bleeding money AIG-style. Enough melancholy, let's get to the good stuff, the single feature that kept MxO alive and well for over four years, story progression. While I didn't get hooked by MxO due to its odd gameplay, I was line and sinkered by the IP the title was based on. The link between the two projects forced me to keep an eye on the game's big events. You see, MxO was given official canon status of Warner Bros.'s The Matrix universe. What this means is that everything that happened in the game officially happened in The Matrix storyline. I've never heard of another video game taking over as a product's main form of progression, but the idea fits perfectly into an MMO. Monolith Productions took things even further with Live Events, which were carried to Sony Online Entertainment's development as well. In these scenarios crazy stuff could and did happen (ie Machine/Human truce broken). The events and people partaking in them became legends. For example, let's say that by sheer luck and skill your character managed to hold off a passageway leading to the center of Zion during an event. Your act of bravery, if discovered and appreciated by other players, could be added to the story of the event, thus cementing yourself a place in the official story of The Matrix. Forget about having an impact on the game world, you'd have an impact on the official game/movie/comic lore. Forever! How cool would that be? Check out this post by the lead game designer, Rarebit, if you are interested in finding out what The Matrix Online brought to the overall story. Hopefully a more comprehensive update is made in the near future. Perhaps the silver lining in the closure is that MxO will be going out with one final bang before it shuts down at the end of July. From the goodbye post: "The team will also be whipping up an end-of-the-world event. It won’t be quite the same as having over 100 developers in the game as Agents like when we ended beta, but we have 4 years of tricks up our sleeve. It’ll be a chance to revisit all the things that make MxO the memorable experience it is. And how could we pull the plug without crushing everyone’s RSI just one more time?" Now what am I going to follow for my SyFy (sorry, I mean sci-fi) fix?
I Quit...Warhammer Online
- Targeting - WAR allowed all players to select offensive & defensive targets by default. The capability was expertly implemented, allowing players to seamlessly DPS and heal without having to click all over. The experience was so amazing that I became a bit frustrated during my healing duties in WoW until I got used to Blizzard's mechanics again. On the flip slide, selecting via click in WAR is terrible, and works great in WoW.
- State of the Game - Mark Jacobs, basically THE man at Mythic Entertainment, would post walls of text every so often. In these addresses (which seem to come every quarter or so) the GM/VP/CEO would lay out the company's plans for the forseeable future and address the community's largest concerns. It was refreshing to see a busy and important person interacting directly with the players.
- War Herald - Following the dissemination of information from Jacobs is the far more commonly updated War Herald. The Herald was created in lieu of hosting official forums (which they now do) as a way to centralize important announcements and information. Rather than having hundreds of bloggers and journalists scouting forums for important developer posts, the War Herald summed it all up in one place for everyone to digest.
- Clarity - I like well defined things. That is the main reason I enjoy math, 2+2 always equals seventeen. The previous two bullet points were constantly full of dates, goals and clear descriptions on what was going on in the title. Problems with realm balance? They are aware, here is what they are trying to do and this is when we can expect it. Sure, they didn't always hit their release goals, and we understand why developers can be vague on dates, but they clarified everything as far as they could. This player loved them for it.
- Tome of Knowledge - This is the defining characteristic of WAR in my opinion. Mythic didn't see any point in hiding all of the data a character has connected to them so they just put it all out there. Wonder if you completed a quest way back when? Check the ToK. Did you want to re-read that awesome story from an earlier chapter? Fire up the ToK. How many more monsters do I need for the next Unlock (their version of Achievements)? Dust off the ToK. WoW doesn't allow us to look at our toon's past in any tangible way, yet all that information is recorded. Why not give it to us? It'd certainly make those Loremaster achievements easier if we knew what we had and hadn't accomplished.
Another One Bites The Dust
I am not sure how many of you may have heard of this game, but earlier this week it was announced that Tabula Rasa, a MMORPG set in an original science fiction universe, will be closing early next year. The closure of another AAA MMORPG title is never good for the market, as it scares potential publishers and other investors away from the sector. This is no exception due to the fact that the man behind the title is considered the father of modern MMORPGs, Richard Garriott.
Garriott, creator of Ultima Online, had high hopes for his latest title, which was developed by Destination Games, a company he co-founded with his brother Robert and Starr Long. After negotiating a deal with the big name in Korean MMOGs, NCSoft, to become NCSoft Austin, the company announced its first original project, Tabula Rasa. Tabula Rasa was launched in late October to slightly positive reviews, highlighting its differentiating features such as combat that involved targeting, cloning of characters, and putting players in the middle of a war.
Yet, Garriott's title failed for a myriad of reasons, although I place the blame on its initial lack of end game content upon release. Upon discovering this, players including myself left en masse upon completion of the trial. This was something that alpha/beta testers had been warning the company about.
The fact of the matter is, many MMOs are shoved out the door before they can reach that final level of polish. In my mind, World of Warcraft's initial success was due to the incredibly polished opening levels, as seen in territories like Westfall. Granted, WoW's endgame was incredibly difficult at release, but Blizzard's title had it. Age of Conan's launched product was a buggy mess, while the latest big name MMO, Warhammer Online, has receives hotfixes every few days to address remaining bugs. This is something its subscribers appreciate.
Had AoC and Tabula Rasa been given another six months of development, perhaps they would have held onto their playerbase. I know Tabula Rasa surely would have held onto me. Since launch the developers behind TR have addressed many of the main complaints, adding endgame, more PvP options and a much needed auction house. Sadly, few players ever take a second look at an MMO they left because “it sucked.”
The death of Tabula Rasa in late February will lend more credence to the genre being a very risky market, causing fewer new products, and fewer companies trying to be innovative. Competition is a good thing, and we now have one less title that was trying to be something besides a WoW-clone.
Along with the announcement, NCSoft has laid off an unnumbered amount of workers, retaining the core development team to run the game till end of life. I will be revisiting Tabula Rasa once the free play starts on January 10th. Hopefully the closing events are worth revisiting something that could have been awesome.