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.
One of the E3 reports on WO reported that the devs said they had over 1 1/2 years left on development and that thier were a big disagreement on various design point.
MMO's have a disadvantage, they require a subscribtion. Thus limiting the potential audience of that type of game. MMO's are also the most expensive type of game to develop.
Where getting to a point, where we have many mmo games about to be released. These types of games need a certain amount of people subscribing to stay profitable. They are all try to grab at the same small audience. There are going to be alot more that will get canceled or not last long after release.
In America we are imprisoned by our fear of them.
When are we going to get some sort of distributed network for MMO? It seems logical at some level to have nodes or whatever that spread the load. This also helps data redundancy by not allowing DDOS attacks on servers.
Or maybe I'm just a total maroon and have no clue what I'm talking about.
-Dizzle
"I most likely AM so interested in myself."
... and I couldn't care less! Half the fun in WH is collecting the pieces and making the terrain, and it's a good way to waste some time in RL with friends.
There is nothing special about the game mechanics of WH. It has a cool story and some interesting units, but I think that the real appeal is that it's something physical instead of digital.
Jw
A lot of developers are losing their nerve where the MMORPG market is concerned at the moment. Can't say I blame them.
The potential benefits and risks of developing a MMORPG are higher than for any other type of game. Development costs are huge, a buggy release can ruin your reputation and once you've released, you need to continue paying for further development of the game. The flip side is that if it works, not only do you get decent sales (the MMORPG market is pretty big, compared to... say... the market for FPSes or RTSes), but you get a steady stream of cash from subscriptions, which cover your ongoing costs and provide an extra profit.
However, getting a MMORPG to work is incredibly difficult. Gamers who tend to play more of another genre will generally play quite a large number of games from that genre. Aside from the obsessive hardcore (who are never worth marketing to in non-MMO genres), you can generally rely on gamers in a particular genre to pick up a new title in that genre if it gets good critical and word-of-mouth publicity. This doesn't happen with MMORPGs. Players invest a lot of time and effort into MMORPG characters; starting out afresh every few months in a new game doesn't hold much appeal.
As such, the existing MMORPG market is always going to be extremely hard to prey upon. You'll get a few defections from the older games, as their technological obsolescence becomes even more strikingly obvious, but if you want to be a success, you need to bring a fresh influx of players to the genre. At the moment, this only seems possible through having a drastically different take on the genre (City of Heroes) or, more normally, through having a powerful license. Star Wars Galaxies has done fairly well, due to the Star Wars name, which has drawn in people who wouldn't normally have touched a MMORPG. Final Fantasy XI has done even better, as it managed to marry a very strong license to a game which wasn't horribly bugged and/or content deprived at the time of its US release. If Blizzard play their cards right, World of Warcraft should also be a success on this basis.
However, the result of this is that MMORPG development is currently looking like a really bad prospect for developers who don't have a big license or radical gameplay twist.
Not certain what you are speaking about here. How can a game that has not been released and still has months of development left have any market share? Doesn't it have to be a product first? Or are you talking about 'buzz rating' or 'mind space'?
And what 'recent article' put EQ's marketshare at 80% of the MMORPG market?! I find that claim dubious.
Am I missing something here, or are you posting from the future?
- Zhirem
Could it work? Most warhammerers arn't very social beings to begin with! Dispite the fact that most warhammerers are loaded, they usually don't do credit cards, preferring to use the chopped up plastic as a customisation on models! :E
I'm wrong of course. Warhammerers have proven that they take an interest in the net. Check this out.
Though the number of warhammer video games that have made it big, or anywhere for that matter, are slim.
May the Maths Be with you!
MMOG Analysis
maybe the developers, liscencers and money people all got into the World of Warcraft beta and discovered that their product sucked in comparison. why else would you drop a three year investment without even trying to see if it would achieve a modicum of success?
You must be new here. Well, new enough to not get the reference to the old "BSD is dying!" trolls. Occasionally someone thinks it will be funny to take a copy of one of those old troll posts and reword it to refer to the current topic, but it doesn't often work. The key to recognizing this sort of joke (or the actual troll) is the phrase "Netcraft confirms." If you see that, you pretty much don't have to read the rest of the text at all. In fact, most attempts at this joke don't bother to include anything past the first line for that reason.
;)
For future reference, there's an article on Wikipedia that explains this and other common slashdot trolls so that you can more easily recognize this sort of thing in the future. If you're going to read at 0, you need to know this stuff.
Check out Guild Wars for example. I played the alpha release during their E3 for Everyone event. They opened up their alpha version of game to everyone for about a week and it was amazing even at that early build. Their game will require no monthly fees. It's ex blizzard people and they've developed a new network design that will save tons so they will just release an expansion every 6 months or so to help cover the costs of this game. I for one am extremely hyped about this game and anyone who's into the MMORPG market should check it out. It's quite revolutionary in a few ways and if previous games by these designers are any clue, it will be amazing. Arena.net is proving to be just as good as they were when they were with Blizzard.
Thanks for the tip. Do not follow the BSD or even OS stuff that much, so was completely in the dark.
- Zhirem
I'll admit my biases up front: I own and operate the online game Meridian 59 which requires a monthly subscription fee.
If you really think about it, the subscription for an online game really isn't as bad as people make it out to be. Of course, there's the usual comparison between movies and online RPGs (2-3 hours of entertainment vs. 1 month of entertainment), but even if you compare it to standalone games it's a good bargain. Even if you only buy one new release game every 4 months (3 times per year), you'll still spend more per month than a typical online RPG ($50/4 = $12.50 per month compared to $10.95/month for a game like Meridian 59). Even compared to ISP charges we're talking about chump change here; I have paid much more $10-15/month for internet connectivity for many years now.
And, what do you get for that fee? You get a game with a developer that has a vested interest in fixing problems ASAP. You have stable servers with as much uptime as humanly possible on a connection that most home users can't afford. You have in-game assistance for your problems.
In addition, the online games market is growing, not becoming saturated. It might be easy to forget that the U.S. isn't the only market for these games. The biggest game, Mu Online, claimed to have 5 million people playing their game during peak times at E3. You probably haven't heard about the game much unless you're in Asia or attend E3. Anecdotally, most developers don't see a change in subscriptions when other games launch; online populations might dip, but the number of subscriptions generally remains constant. Some games even see a growth in overall subscription figures as new players are introduced to online games.
But, to bring this post back on-topic: making and operating an online RPG is a huge task. They are generally expensive and difficult to make, and just when you think the work is done (shipping the game, but traditional game development standards), you find out that the real work is only beginning. Most game companies now realize that online games are a service, not just a product, but this has taken a long time for many companies to understand. You have to continue to support the game after launch, and a bad decision can leave a large legacy of problems.
As for Warhammer Online, this official post shows that they learned a lot about the online game space and essentially didn't like the risks. I disagree with their assessment as an indie online RPG developer, but it's a reasonable reaction.
Have fun,
Brian "Psychochild" Green
MMO developer's blog