Domain: warhammeronline.com
Stories and comments across the archive that link to warhammeronline.com.
Stories · 14
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Warhammer Online Users Repeatedly Overbilled
TheSpoom writes "A screw-up in EA's Warhammer Online billing system has resulted in many players being charged upwards of 22 times for a one-month subscription, filling bank accounts with overdraft fees and the Warhammer forums with very angry players, who are discussing the issue quite vocally. EA has said that refunds are in progress and that '[they] anticipate that once the charges have been reversed, any fees that have been incurred should be refunded as well.' They haven't specifically promised to refund overdraft charges, only to ask customers' banks to refund them once the actual charges are refunded. They seem to be assuming banks will have no problem with this." -
Mythic Shutting Down 63 Warhammer Servers
Gamasutra reports that Mythic Entertainment is consolidating a number of their Warhammer Online servers to keep population levels within an acceptable range. 43 servers are set to close in North America and Oceania, and 20 more in Europe. Mythic posted details of the character transfers at the game's website. CEO Mark Jacobs also made a "State of the Game" post, highlighting the live expansion that's currently underway, as well as the changes and updates they have planned for the near future. -
Mythic Shutting Down 63 Warhammer Servers
Gamasutra reports that Mythic Entertainment is consolidating a number of their Warhammer Online servers to keep population levels within an acceptable range. 43 servers are set to close in North America and Oceania, and 20 more in Europe. Mythic posted details of the character transfers at the game's website. CEO Mark Jacobs also made a "State of the Game" post, highlighting the live expansion that's currently underway, as well as the changes and updates they have planned for the near future. -
Warhammer Team Hit By Layoffs
Zonk notes that Mythic Entertainment, developer of Warhammer Online, is being hit by another round of layoffs. The report estimates that between 60 and 130 staff were let go as part of Electronic Arts' reduction of its workforce. This comes alongside news that the number of Warhammer subscribers has settled to around 300,000. Mythic's Mark Jacobs was quick to affirm that while they were "resizing the team," their plans and schedule are unchanged, citing lower demands on QA now that the launch period has passed. Hopefully this means that their upcoming "live expansion," A Call to Arms, will not be affected by the layoffs. -
"Live Expansion" Announced for Warhammer Online
Zonk brings word that Mythic has announced their plans to expand Warhammer Online in the coming months using a series of live events that will open up new careers, gear, and zones. The first event, planned for sometime in March, will allow access to the Dwarf Slayer and the Orc Choppa, as well as a new RvR scenario. Later, players will race to unlock a massive new zone, the Lands of the Dead. The expansion itself is titled "A Call to Arms," and it will be rolled out free of charge. -
Warhammer Online Beta Application Now Open
Eurogamer reports that applications for the Warhammer Online Beta are now open on the official site. The Beta will be open for both American players as well as folks in the EU, and each have their own site available for signup. We had a chat with the Warhammer team late last year, which should give some insight on the game. Eurogamer as a hands-on preview available from January, if that's more your thing. "'Empire is a world about the End of Days,' bellows Paul [Barnett]. 'A world on the brink of extinction. No matter what they do, the Humans must keep fighting or they'll all die. Breed and fight, expand or die, that's all they can do.'" -
Ask the Warhammer Online Team
In my recap of 2006's GenCon event, I was somewhat unkind to Warhammer Online. They are far better people than I am, thankfully, and the folks from Mythic Entertainment are extending a hand to the members of the Slashdot community. We have the chance to ask them any questions we'd like about Warhammer Online: Age of Reckoning. We'll look through your questions, and pass on the best to the development team at Mythic. We've gotten assurances that responses will be attributed, too, so you'll know who is answering what. Whether you're a Massive game fan or an old-school wargamer Warhammer Online has to have something to interest you, so ask away. One question per post, please, and we'll post the answers as soon as we get them. -
Penny Arcade Expo Vidcast Coverage
Jfarro writes "The vidcast Downstairs Theater has posted their coverage of the Penny Arcade Expo (PAX) which just recently passed. Inside, the crew has several interviews with developers there on such games as Guitar Hero 2, Neverwinter Nights 2, Castle Crashers, Warhammer Online: Age of reckoning and Brooktown High. Also included are outtakes from the "Pitch your game idea" panel, cosplay interviews, and a few skits to round out their coverage of the event." -
Gen Con 2006 in a Nutshell
Another year, another trip into the heart of dorkness. Gen Con Indy 2006 was marked, not so much by the big releases (because there weren't that many this year), but by changes in the wind. Several newer systems were in their second year, garnering praise for their continued quality. Some games that we saw last year weren't even around this year. Others were just not doing as well as their creators would have hoped. The focus, though, was entirely on the games ... and next year's convention. The talk in the halls and on the exhibit hall floor, when not about dice and mechanics, surrounded what Gen Con will be like next year and the changes that videogames will bring to the event. Read on for my comments about what I saw this year, what worked, what didn't, and a few words on what might result from next year's changes. The most notable launch this year (if only by force of advertising alone) was Wizards of the Coast's (WotC) Dreamblade. A 'collectable miniatures' game, WotC is building on their experience with the D&D and Star Wars miniature games to try for another hit along the lines of Magic: The Gathering. You can't doubt their sincerity: a $20K tournament was held at the convention, and $1000 mini-tournaments are going to be held across the country in the coming weeks. It's difficult to describe the 'genre' of the game, but the gent demoing the title at the Wizards booth likened it to a cross between Magic and Chess. In Dreamblade, you take on the role of a Psionic master, creating creatures out of dreamstuff. Strange and twisted nightmares are summoned onto a board. You advance these creatures across the board, trying to hold certain areas while simultaneously destroying your opponent's. The game is broken up into discrete turns, and a game session has a limited number of turns before it is over. The mechanics seemed very simple to pick up, but there was a good deal of strategy inherent in the interaction between board, creatures, and players.
Last year's con report had me talking about another Wizards launch, a card game called Hecatomb. You may recall me saying 'The quick Demo I had the chance to take in wasn't enough to make me run off and buy it, but I look forward to taking a closer look in the future.' Hecatomb has since joined the creepy creatures it portrayed in deathless slumber. Just one year later, a friend bought eight starter sets of last year's 'next big thing' from a dealer for $10 and a trio of lollipops. I imagine the game died because of poor sales, but I couldn't tell you for sure what happened there. If anyone has details, please share. As surprised as I was this year to learn Hecatomb had already succumbed to market forces, I was even more surprised to see them launching a new game so soon afterwards. Dreamblade has a weightier feel than Hecatomb did last year, though. While I don't think it will be replacing D&D minis any time soon, I also have the feeling it won't be gone by the time Gen Con Indy 2007 rolls around.
Beyond card games, last year also saw the launch of a few powerhouses in the table-top roleplaying market. Shadowrun 4th edition, Mutants and Masterminds 2nd edition, and Mage: The Awakening all took the stage, to varying amounts of applause. A year later, and each of them has been well received by their intended audiences. The superhero title Mutants and Masterminds has had brisk sales as gamers come to love its very different approach to the d20 system. New supplements include a GM's guide, a campaign setting, and a brand-new powers book. Mage, as successor to White Wolf's 'Ascension' line, continues to impress old and new gamers alike. A new sister product was on offer at the con, Promethean: the Created. Promethean is a storytelling game about crafted creatures, golems or monstrosities from the labs of Frankensteinian scientists. I didn't have a chance to catch a demo, but a flip through the book and initial player reactions would indicate White Wolf is living up to its usual level of quality. Shadowrun has had a somewhat slow year, product-wise, but FanPro was offering a major release at their booth: Street Magic. This first real look at magic in the 2070s answers a lot of questions, and begins to get players and GMs into the feel of the reworked setting. From talking to the folks at their booth, and observing games around the con, adoption of the refined 4th edition rules has been a huge success. Having run a campaign with the new rules, I can definitely vouch for their simplicity and transparency.
Another 'continuing success' story revolves around the booth manned by the buccaneers of Privateer Press. Publishers of the tactical miniatures games Warmachine and Hordes, as well as the RPG setting Iron Kingoms, Privateer runs a bustling booth. As it's usually packed with enthusiastic fans, I've never really had the chance to check out their products. I'm very much late to the party, but I finally had the chance to take in some demos and I wanted to be sure to mention them. I'm not much of a wargamer, but the high-fantasy-meets-steampunk on the battlefield feel of their titles was enough to turn my head. Warmachine's uncomplicated game mechanics made a demo a highly enjoyable experience, and the incredible detail the figurines sport is something all lead-crafters should strive for. Beyond the simplicity of their wargaming offerings, I also had the chance to enjoy a session of the Iron Kingdoms RPG. Despite its D&D roots, the title felt very different from many 'traditional high fantasy' games I've played. In an industry built around new takes on old concepts, it was great to see the lengths they've gone to in order to step beyond what we think of as Dungeons and Dragons.
There were some brand-new products and announcements in the offing this year as well. An announcement I heard mentioned several times as I walked the hall is next year's plan to reintroduce the d20 Star Wars RPG. The discontinued product line is going to be relaunched, with a slimmed-down rules system and a lot of detail dropped into the game's tweaks. The reappearance of Runequest was a smaller, but just as appreciated, product event. The new line by Mongoose is a relaunch of the 1978 Chaosium title, with industry heavyweights like Robin Laws and Kenneth Hite contributing material. RuneQuest was a predecessor game for some of the most popular titles in the industry today, and so it will be very interesting to see how the new rules and setting appeal to gamers of today. The largest launch at the con, if only by virtue of physical size, was the Ptolus campaign setting from Malhavoc Press. Weighing in at over 700 pages, the book feels almost brobdingnagian to hold; just finding a comfortable position to read the thing was something of a challenge. It's well worth the effort, though. The depth of information, quality of production, and freshness of the setting are inspiring. At $120, it's certainly not for everyone, but it made quite an impression at an overall fairly quiet convention.
Two previews this year may have dipped below the radar for some convention attendees, if only by virtue of the challenges in playing them. While not yet officially launched, the World of Warcraft Trading Card Game and the EVE: Second Genesis Collectible Card Game were visible from many places in the convention hall. Actually getting the chance to learn more about them, though, was something of a trial. In point of fact, I didn't get the chance to play either of them. I can't really fault EVE's creators for my lack of information: EVE's double-decker booth had an intimidatingly long line for much of the convention. I go to Gen Con primarily to play games, and I just never had the time to wait around. If anyone has first-hand experience with CCP's newest endeavor, please feel free to share. The WoW CCG, on the other hand, was actually being demoed by appointment only. I didn't make the cut. If you're interested in the game itself, Upper Deck has a Gen Con blog, which ran for much of last weekend. In between the sycophantic statements, the author talks about some fairly interesting game mechanics that I'm sure would have been really interesting to check out.
If you'd rather your gaming be electronic in nature, there were several titles showing on the exhibit hall floor. A harbinger of next year's hoped-for flood, the few titles showing typified the computer games of years past: based in roleplaying and for roleplayers. Unsurprisingly, Dungeons and Dragons Online (DDO) was there again this year. A much less enthusiastic crowd surrounded their booth; the game's launch left few who hadn't already been exposed to the game and desperately wanted to play. Despite the lack of a fervent crowd, Turbine was proudly showing off the next module for the title and seemed to be honestly seeking player feedback on where to go next. There were several developers on-hand speaking to the con-goers, and the one that came up to me began 'Hi there. Do you have any complaints about the game?' While I'm still not sure about where they've gone with DDO, it's good to see they're honestly seeking input on what they've done so far. Mythic, on the other side of a wall from Turbine, was far less interested in such feedback. Their booth was staffed by PR and marketing hires; while perfectly nice and very willing to walk me through a demo of Warhammer Online, my technical questions about the game went over their heads. I wasn't very impressed, either with Mythic's showing or with the game itself. The buzz around the convention seemed to be that it is 'too much' of a World of Warcraft (WoW) ripoff. The thematic links between Warhammer and WoW are obvious, but Mythic didn't seem terribly interested in distancing itself from the millions-strong Blizzard title. Another very familiar face was Neverwinter Nights 2, the unapologetic sequel to the 2002 Bioware title. Essentially 'just' a prettier version of the first game, with updates to the Dungeons and Dragons 3.5 rules-set, it was still one of the most popular PC games at the convention. The module construction tool was available for perusal as well. While I only had a few minutes to slap together a bare-bones adventure, the whole experience was very intuitive. They've obviously made some major improvements over the Aurora set, and have made the members of the (still-active) Neverwinter community very pleased.
Pleased would also be the best way to describe my reaction to the highly original Pirates of the Burning Sea, (PotBS) which I got to have my first hands-on time with at the convention. Far from 'yet another boring fantasy knock-off', PotBS is going to have Massive gamers yarring in delight when it launches. Ship combat is fast paced, while still remaining highly strategic. There are a number of factions to fight for or against, and a highly involved PvP system that will allow for real 'ownership' of the game world. Pirates was far and away the highlight of my Gen Con experience, and I'm very much looking forward its commercial launch. They're announcing their ship date on the 25th of the month, at PAX, and I certainly hope it's sooner rather than later. A quirky, already available title also on the show floor was the engaging Pox Nora. Essentially an online fantasy miniatures game, Pox is priced at the appealing level of free. Gameplay is a one-on-one skirmish between two players. They pit their randomly assigned figurine armies against each other, taking control of strategic areas of the game board while trying to destroy the other player's units and structures. It's a little odd to get used to at first, but I highly recommend giving it a try if you have some free time.
Free time was the last thing I had this past weekend. As with every year I barely managed to scratch the surface of what was going on around the con. I didn't make it to the ENnies again, and so wasn't there to see table-top gaming's awards show make legends of products and people. I was particularly glad to see that Paizo's Shackled City Adventure Path got several firm nods. The new editions of Shadowrun and Mutants and Masterminds were also highly lauded. I picked up the new Order of the Stick book, No Cure for the Paladin Blues, but didn't have a chance to play the OOTS card/board game. The reaction from a few people I spoke to was kind of 'eh', but they sold out their entire stock on the first day of the convention just the same. I played the live action corridor romp True Dungeon again this year, and this time around it just plain old sucked eggs. My group made it to the last room perfectly fine (where we died, which is to be expected), but the entire event felt poorly planned and executed compared to previous experiences. I will definitely not be playing again next year. I also didn't have the inclination or finances to buy one of the two massive D&D figurines Wizards of the Coast was showing off at the convention. The Gargantuan Black Dragon, already available, stood wing-to-wing with the as yet unreleased Colossal Red. Along with the enormous Cthulu HorrorClix figure (another game I didn't get to play this con), they ensured there were many people lugging around too-big boxes for much of the event. I also didn't get a chance to see the screenings of The Gamers 2, or attend the Videogames Live concert that coincided with the weekend's festivities. There's always so much going on at Gen Con, it's a yearly trial to prioritize what 'has' to be done.
One thing I did get to see was a trailer for Dungeon Runners, one of the new 'free' games that NCSoft is developing. The presence of videogames was notably larger this year, with a room set aside for the videogaming tournaments and a large screen in one of the main hallways displaying trailers for upcoming titles. Last year (and in years previous) videogames were relegated to some out-of-the-way corner of the convention, as more traditional gaming types retained the attention of advertisers, companies, and attendees. All of these elements were signs of things to come. As you've no doubt heard by this point, the downsizing of E3 next year has resulted in a number of pretenders to the throne. Gen Con LLC has announced their intention to try for the crown. Gen Con So Cal will be moved to the LA Convention center next year, and Indy is going to be offering an additional 43,000 square feet to videogame publishers and developers that would like to get some face time with the pen-and-paper set. Opinions were decidedly mixed at the convention, and I have to say that I'm more than a little trepidacious about what these changes might mean for the 'best four days in gaming'.
The Indy convention is the successor to the con held in Milwaukee for many years. It has always held a place of honor as the 'con of cons', but that place is no longer assured. I simply can't see game publishers wanting to trek out to the Midwest, when there is a perfectly good alternative a few months later on the West coast. I'm definitely biased, being a midwesterner myself, but I hate to think of the tradition of Gen Con being tossed aside in a bid for videogaming advertising dollars. Gen Con has always been about wargaming, pen and paper RPGs, miniatures, card games ... it's nerdy and 'uncool', to be sure, but for the people who care about such things this convention has always been a place they could call 'home'. The cover for this year's events booklet even bought into that sentiment, saying in as many words "Welcome to Gen Con ... Welcome Home!"
The slick production values of an E3-like spectacle have no place in the world of shoulder-dragon-wearing gamer hippies, chicks in chainmail bikinis, and smelly dorks chortling over the latest escapades of Drizzt Do' Urden. If videogames come to Gen Con on their terms, with bright lights and booth babes, the Gen Con that I've enjoyed for so many years will be over and done with. If Peter Adkinson and Co. are serious about incorporating electronic gaming into this pen-and-paper palace, they're going to need to bring videogames to us on our terms. Keep things friendly, keep them relatively quiet, and speak honestly about what you have to offer. The future of Gen Con will be written in the events of 2007 and despite my fears I'll be there for yet another year of dice, cards, and German board games. It is, after all, a little piece of home. -
Electronic Arts To Aquire Mythic Entertainment
Pika writes "According to the Business Wire, Electronic Arts is to acquire Mythic Entertainment, makers of the popular MMORPGs Dark Age of Camelot and the forthcoming Warhammer Online. With EA being well known for killing MMORPGs, even those with loyal and sizable followings, how does this bode for Mythic's titles?" -
Warhammer Online Returns
Mythic Studios, developers of Dark Age of Camelot and Imperator, has announced that Warhammer Online will resume development under their auspices. The deceased massive game was supposed to be back in production at independent studio Climax, but from the announcement on the official Warhammer site it seems clear that Mythic is now running the show. From the article: "Mythic Entertainment, developer and publisher of massively-multiplayer online role-playing games including Dark Age of Camelot and the upcoming Imperator today announced that they have secured the exclusive worldwide, rights to create massively multiplayer online games for PC and console set in the fantasy world of Warhammer created by Nottingham, UK-based Games Workshop Group PLC. The first game based upon the dark, medieval world of Warhammer will be released on PC in 2007." No word yet on a title, or whether this new game will be using any of the concepts, art, or code from the original development cycle. -
Warhammer Online Resurrection?
Thanks to TerraNova for the heads up about the possible resurrection of Warhammer Online. The game was cancelled back in June, after several years of work on the project and rumors that it was close to completion. GamesIndustry.biz has the story as well: "Cancelled massively multiplayer title Warhammer Online is back in development, according to comments attributed to Karl Jeffery, CEO of developer Climax, and could be released in around 18 months time." -
Warhammer Online PC MMO Cancelled
An anonymous reader writes "Another MMORPG bites the dust before it's out - the Games Workshop/Climax co-produced Warhammer Online PC MMO has just announced on the official website that the project is canned, apparently following 'a full review of the progress of the game, costs to date and future costs of the project.'" Over at the Warhammer Warcry fansite, there's an official FAQ with plenty of info on the allegedly near-completed ("the release date is currently penciled in for Summer 2004"), Sega-published title, which was shown at E3 this year without any hint of its grisly fate, shared by fellow PC MMO Mythica and by console MMORPG True Fantasy Live Online. -
What Makes Online Worlds Fun To Explore?
Thanks to IGN RPGVault for their roundtable discussion on building satisfying MMORPG worlds. Rick Priestley from the forthcoming Warhammer Online argues that "There's no point in having a huge world if it's empty. Better to have a smaller, well-realized one with plenty of activity and player density", going on to voice "concerns with the idea that you should give large areas of the gameplay over to the players - building houses, raising taxes, leveling cities and so on", lest "anarchy" ensue. However, Gordon Walton from Sony Online addresses "lack of [graphical] richness", arguing that the "...primary business challenge we face with art is that the costs for first-class art continue to rise faster than our market is expanding, and that MMOGs require tremendously more art assets than the vast majority of standalone games."