Why Warhammer Online Failed — an Insider Story
sinij writes "An EA insider has aired dirty laundry over what went wrong with Warhammer and what could this mean for the upcoming Bioware Star Wars MMORPG. Quoting: 'We shouldn't have released when we did, everyone knows it. The game wasn't done, but EA gave us a deadline and threatened the leaders of Mythic with pink slips. We slipped so many times, it had to go out. We sold more than a million boxes, and only had 300k subs a month later. Going down ever since. It's 'stable' now, but guess what? Even Dark Age and Ultima have more subs than we have. How great is that? Games almost a decade [old] make more money than our biggest project."
The (unverified) insider, who calls himself EA Louse (named after the EA Spouse who brought to light the company's excessive crunchtime practices) says similar trouble is ahead for the development of Star Wars: The Old Republic. EA has not commented yet. God of War creator David Jaffe has criticized the insider for having unrealistic expectations of working in the games industry.
Honestly I think it's part of the life-cycle of corporations. The people with the authority to promote tend to lose their objective view of their subordinates, and end up promoting people that they LIKE rather than the people most suited for the job. Repeat this for a few cycles and you end up with the "good old boys/girls" club at the top, who are all best buddies but who are far less competent than their jobs demand. This reinforces apathy down below, since what's the point in busting your butt for a dumb-ass? Initiative and effort don't get rewarded (or worse, get penalized by jealous managers), and the rot sets in.
This is why large corporations can lose money, lose focus, engage in some amazingly ridiculous ventures and go bankrupt. I guess it's only human nature, but nothing lasts forever.
Seven puppies were harmed during the making of this post.
We shouldn't have released when we did, everyone knows it. The game wasn't done, but EA gave us a deadline and threatened the leaders of Mythic with pink slips. We slipped so many times
Just reading the summary, you'd think it says "we shipped too early". Only the few words I emphasized mentions the main point of the article, which is that the project was horribly mismanaged, had slipped many deadline and that more time would not have helped at all. It wasn't done but it was never going to get done, EA simply cut their losses and decided to stop throwing good money after bad. The rest is just seeing what could be salvaged...
Live today, because you never know what tomorrow brings
The problem is that PC gaming is dying as online console gaming gains ground.
I've argued this before, and I will argue it again:
PC games will never die. Simply because the "barrier to entry" for PC game development is so low. No specialized equipment is needed. No specialized software either (you can download a free version of Visual Studio directly from Microsoft). All you need is a basic knowledge of programming, and the desire to build a game.
So while the big studios try to lock up the market on proprietary consoles, or charge huge up-front fees for "Software Development Kits", and buy out any upstart before he ever gets a chance to publish; the creative talent, the innovation, the new ways of doing things - will always be seen first on a PC.
While sure, some guy on a PC can never code the same eye-candy as a $50 million team or compete with version 5 of a highly successful franchise, the PC is destined to be the platform for new concepts not seen before in the game industry. And as we've seen before with games like Doom, Darwinia, etc, you can go from no-name to best seller in a matter of months, thanks to the internet. Frankly, I'm not worried.
Seven puppies were harmed during the making of this post.
Yet EA is still - overall - making buckloads of money. Many of the best shops have been bought out by them, trashed (as seems to be this case), put to cranking out rapid-fire shit, and then eventually canned.
Look at what happened to the C&C series. They ripped out some of the most fun parts, and the initial release of - for example - Tiberium Wars was a huge buggy piece of shit. I can't count how many times the thing de-synced and crashed during online play within the first 6 months of patch-cycles, not to mention the bugs that often left single-player missions somehow unfinishable.
It's all push push push to release a product, which means a shitty product, which ends up killing the once-good franchises they've bought out.
EA were also the ones to start pushing the locked-to-an-account model. Sadly, the competition has smell money like sharks smell blood in the water. So now we have other companies like Blizzard adopting the same shit.
It may not have the same namepower as Starcraft, but it still sold 1+ million copies. So that's namepower enough.
Their problem is they didn't retain enough subscribers.
If you want to know why it failed, ask the subscribers why they left, and then pick out the common points.
but then I read articles like this one that made me realize that I had just idealized this job as somehow different from the rest of the cubicle farms...
I'm sure there is some truth in there. Most people don't just make shit completely up. I mean he's right in that Warhammer wasn't all that good of a game. However there's a ton of bitterness there. That is going to cloud judgment and the truth. I'm going to guess the people aren't quite as incompetent as he pretends. I've rarely found it to be true when someone just goes off on their boss as being worthless. Not saying there aren't bad managers, but they aren't the abysmal problems many people pretend.
Also it does really smack of what Jaffe said: The guy thinks his opinion is more valuable and everyone should be listening to him. No not necessarily. For damn sure the problem with Warhammer wasn't one of not having dancing. It was mostly a balance issue, and also one of the leveling system being too grindy and not interesting enough. Warhammer was not a horrible MMO, it just wasn't all that great and had some issues. However that is hard to pull off when you've got WoW as competition, and even Mythic's own DAoC. These days with an MMO, you are mostly stealing players from another MMO, usually WoW. Means that your game has to compete favourably to that, and WoW is pretty good. So you might be ok, but ok doesn't cut it.
At any rate, way too much hate in there for that to be at all objective. He lost his job and he's furious, so he's lashing out. I just can't take what is said in a situation like that seriously.
The game was actually really fun up to a point. They did a great job with the low level experience. Once the game got to the high end, and especially once keep runs or city seiges were the norm, the game became as much fun as actually pursuing an extended siege on a castle. Not so much RvR as RvDoor. I think most of their gameplay systems were great -- expanding tactics slots, passive vs. active talent points, etc. The problem was with the content, largely devoid of alternatives to RvR at the high end, repetitive PQs and their strange and arcane reward systems which turned into a grind for gear that ended up being just really bad compared to stuff you could get just as easily from other places. In the end, once they started flailing wildly in patch after patch to try and make their content fun, I knew it was probably over.
I dunno, at least the complaint in the summary sounds more like Mythic were the incompetents, not EA.
I mean essentially the complaint in the summary boils down to "we blew deadlines once too many, but EA is to blame for eventually wanting to see something for its money right now." Which seems to be a surprisingly easy sell for fanboys everywhere. The publisher is always some big evil entity that doesn't nothing but come out of the blue and force people at gun point to ship too early.
In reality, EA shopped around for a dev after the first attempt failed, and Mythic won the contract by asking for X months and Y million dollars to deliver product Z. Which was presumably a better offer than anyone else had. (And probably in typical game dev fashion, it was a deadline and budget they knew they can't meet, but were basically hoping that the publisher would then keep throwing money at it just to not lose the existing investment.)
But eventually the publisher has enough of throwing good money after bad (and if they don't, look at what happened with Duke Nukem development), especially since most games won't even break even anyway. As ROI goes, when you have a finite R to expect, you can't throw infinite I at it.
Then the fanboys complain that the publisher are the evil guys and to blame for everything wrong. Now a dev does the same too. WTF?
A polar bear is a cartesian bear after a coordinate transform.
He's right. Someone should have told us right up front, whenever we first had the vague notion that working in the games industry might just be more rewarding than being an overworked combination of galley slave and cabin boy, just what "realistic expectations" about industry jobs should be.
Here's a tip. At some time you're going to get treated like crap by some self-centred jackfruit with delusions of godhood. In the games industry we call those times "weekdays". Weekends are when you can get away from all that, since there aren't quite so many people in the office then. But don't worry, we'll only have to work weekends and evenings until we get past this next milestone. After that everything will be JUST FINE. Honest.
When you've had enough, you can always quit. I'm sure that nobody will give you any trouble with that at all.
It's entirely possible, in a monkeys-flying-out-of-your-butt way, that your work experience may be better than that, it's just insane to go into the business expecting anything different.
Voiceovers for quest text is just something I'll be skipping because I've already skimmed through the obligatory, "Sand people attacked my land cruiser while I was en route with a shipment of unobtanium for the port in Mos Eisley, and the crates with my valuable cargo are littering the deserts. Without the money, I can't afford the medicine for my sick daughter, and I'm incapable of traveling and/or fighting; would you please find 50 crates and return them to me?" I'll be already heading in the vague direction the quest NPC has sent me on, trying to get my next level/item/skill and some in-game currency.
Heck, I have friends who refuse to play Borderlands with me because I won't read the quest text before charging off in the direction of my next waypoint.
To each their own, I suppose.
Believe it or not, some people (like me) like to play games and pay attention to the little details like the "backstory" and the "raison d'être" for the things you're asked to do instead of treating the game's goals and objectives like a series of meaningless checkpoints.
http://crummysocks.com
I loved the Public Quests.. what a fantastic idea. I played for a month or two and it was pretty low pop. The public quests were a great way to meet people. I would usually chat someone up and go "Hey, want to do that public quest together over there?" They'd go "Hmm, that would be nice because i've tried it solo and it's impossible." That's how friends are made!
I know this sounds overly simple and stupid.. but if you've ever played lots of MMOs, you'd know that most of the time it is a Massively Multi-player yet Single-player game. The public quests forced people into groups in a way that wasn't uncomfortable and can last as long as each person wished. Having to join a guild just to have "friends" doesn't feel natural to me. Feels more like high-school where you're crammed into a group together.
http://soylentnews.org/~tibman