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.
... 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