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.
Clueless yes-men put in charge.
This is the unfortunate rule rather than the exception these days.
So what is new?
Since when was hoping your boss an unreasonable expectation? Jesus. Makes me question his competency.
Non impediti ratione cogitationus.
The problem is that PC gaming is dying as online console gaming gains ground.
Most new exciting games are being released for consoles. There are only a few really hot titles for the PC.
Warhammer just doesn't have the namepower that something like Starcraft has, and so a minor game on a dying platform is simply a losing tactic no matter when they release it.
I guess they did not learn anything from Age of Conan.
Im a gamer, not a grammer major. This post is full of spelling and grammer mistakes.
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
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.
Myself included, even if we had no intention of investing the time required to play an MMO anymore.
Warhammer's real problem was that it learnt all the wrong lessons from WoW, and tossed out the superior RvR design from DAoC. The silly instanced RvR bled off too many people from the in world zones because it was easy to just jump into. Rather than the back and forth of DAoC's RvR where you'd sometimes be outnumbered and have to mount a last stand at an important keep, there was bland, perfectly balanced by numbers twitch RvR.
Of course, even numbers doesn't mean balanced. If your pick up group got matched with an opposing guild group, you had no real chance.
Still, I might play from time to time if they made it f2p.
outstri4S
wouldn't be the first game that got "killed" by EA's moneymiling....
that's why i stopped buying games published by EA.
Tom says:
October 13, 2010 at 12:24 pm
I worked for mythic for about 8 months. I had to leave because I felt very uncomfortable when I used the restroom. Rob Denton used to follow me in to the Men's room and watch me pee. When i confronted him about it he just said that he took an interest in all aspects of his employees lives as any good employer does.
Reference: http://ealouse.wordpress.com/
I don't think I'll be able to buy a video game again, knowing that I would be exploiting the repression of game developers by doing so.
I want to play this game but if its sucks I'm not subscribing.. I would rather wait till the game is amazing before its released...
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 working in the games industry for quite a few years now, meanwhile as a project manager (just for a small, independent studio) and those are some of the lessons that I have learnt so far:
- Have a plan and and be ambitious - but have realistic expectations.
- Ship it when it's done.
- Stop it when you see you will never reach your goal.
- Don't release crappy software, it will hurt you in the long term.
- Be honest to yourself and the people around you (in that order!)
So stuff like Warhammer, Age of Conan, Hellgate London, etc. should have never been released the way they got released.
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.
Free to level 10 is an evening or two of play. It's more of a more rational demo strategy.
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.
... at least for me. Here a few things i didn't like about WAR:
- No consistent gaming world
- Open-PvP is boring
- HighEnd PvE content instead of more PvP or RvR content
- Some severe balancing issues ( I know there will never be a perfect balanced game, but at least they could try)
- Some leveling holes ("what to do next?"-moments)
- No crafting (Ok maybe some, but that was pointless)
an im saying this as someone who jumped rather late on the WAR-Bandwagon. The game itself was rather stable and the Battlefields were
fun but you can't base a whole mmorpg on that.
SoE(sony online entertainment) ruined Star Wars galaxies
I grew up with video games and building puters... always getting outdated and the microsoft tredmill of upgrades.
I am tired of that, PC gaming is virtually nill for me now.
I do have my gaming consoles... much much easier on the pocket book
Online games I have played: Mr Muds/Merc/Diku muds, Dark Sun online, Drakkar, Everquest, Ultima online/beta, Dark Age of Camelot, Shadowbane, Eve online/beta,
Star Wars galaxies, World of Warcraft, City of Heroes, Conan online, Warhammer online, Champions online, Tabulsa Rasa.... im sure I am forgetting some...
Jeff Vogel does pretty well for himself.
Hi! I make Firefox Plug-ins. Check 'em out @ https://addons.mozilla.org/en-US/firefox/addon/youtube-mp3-podcaster/
"And you know what they’re most proud of? This is the kicker. They are most proud of the sound. No seriously. Something like a 20Gig installation, and most of it is voiceover work."
Maybe I'm shallow, but this is one of the biggest reasons I'm interested in The Old Republic. Full voiceovers on an MMORPG implies someone was actually interested in the plot and user experience, and is trying to deliver something on par with a single player game.
And 20 gigs of space? C'mon now. That's not much these days. Hell, I remember when I have a 100 meg hard drive, and my full install of Warcraft 2 was 80 of that. I've dealt with worse.
I already did not expect anything else. Look at Dragon Age. Good game, but bugfest galore when it comes to DLC. And who'd you think is primarily concerned with that specific part: Bioware or EA? And do you think EA even cares, or even puts up half able people at their service desk?
More recent then: Dragon Age: Awakenings, expansion of the aforementioned game. I have never played a game which was more blatantly unfinished. Characters were rushed in, options were butchered-out. How do you know? Well, because they didn't even have the time to properly remove all traces. I realise this has been getting the norm for more and more games nowadays. But it's affecting more and more potentially really good games. Civilisation 5 anyone? Or Neverwinter Nights 2 back in the day?
My only hope is on consumer power. I will not buy any product, specifically EA products, before I *know* it is proper. I will not buy at launch. I will sit and wait until the bugs have been fixed, or until I forget about it. I hope many will do the same and companies will again produce only products which are *finished*, and developers regain their pride and tell publishers to sod off when they have to.
But thanks to the insider speaking out, confirming once again rushing is the norm nowadays.
I bought warhammer as a digital download and though I felt it had a lot of promise, I was really disappointed that I had bought something that just "needed more time in the oven". Compared to WoW, it used twice as much ram, and I couldn't alt-tab in and out quickly at all like I could with WoW when consulting online references. There were never enough players around for the group quests, which were a cool idea but a COMPLETE waste of time because finishing one was obviously not going to happen for me. Some of the game concepts were not well explained, and I felt like I had passed up some important stuff early because there was no clear way to know about it. I didn't even play out the month that came with the game purchase it was that bad. I figured I'd come back to it at some point after it had time to mature, but the interest has long since faded. Oh, and I vaguely recall something about one of the classes not being available yet. Don't really remember what it was by now.
So yeah, I pretty much agree with the article summary as one who got in early then dropped off.
Absolutely - people will always need to do [stuff], and will always need devices that support [stuff] applications, ie personal computers.
Christ, I'm so sick of hearing the GP's argument (maybe I should get off /.) It only ever makes sense to people who think of these things in terms of "devices" and their inherent capabilities, rather than "functions" and their supporting devices.
...which pretty much defines most console fanatics.
Meta will eat itself
When people talk about the "death" of PC Gaming, they're talking about the major game publishers pulling out of the platform. Honestly, I can't wait.
The lack of big name heavy-hitters with huge advertising budgets is creating a vacuum that's being filled by innovative Indie developers who would've never had a chance at mainstream commercial success in a "strong" PC gaming market.
It's not the death of a platform, it's a changing of the guard that has the potential to help normalize the gaming industry as a whole. I wait anxiously for more and more Minecrafts, Dwarf Fortresses, Amnesias and World of Goos as the EAs of the industry find the PC platform more and more unsuitable for their $150 million summer blockbusters.
This isn't me saying that big companies always make bad games or telling major publishers to gtfo, this is me saying that we have an opportunity to deflate and normalize the video game industry before a repeat of the Crash of 83.
Scratches head. Gazes into the distance.
Is it because it was a pile of fucking shite?
EA screwed up a game? No way!
On the other hand, big studios do sometimes put out good games, as well. Mass Effect springs to mind as a well-done game, with a better-done sequel, and DLC I'd actually pay for. Plus, you can't hire that many voice actors of that caliber on an indie developer's budget.
I guess I'm saying that while the "CHURN OUT SEQUELS FOR MONEY BAIL ON RISKY GAMES" isn't helping the industry, there are certainly excellent titles that have come out of that same system.
Never underestimate the stupidity inherent in all human beings.
This rant would have been entertaining if it actually contained any substance or analysis.
Full disclosure: I was one of the UO design leads during Warhammer's later development years, and everything I'm about to say is tinted by a) not working directly on the product, b) my professional opinion having played it, c) and that I have a contract similar to Sanya Weathers' (who is quoted in the EA Louse comments several times) and will not engage in disparagement.
EA Louse completely ignores actual game design reasons that the product failed, instead focusing on company culture and his/her managers' failings. I won't comment on that, but I will point out the following things that went rather horribly wrong with Warhammer:
* Incomplete content: past level 20 most zones were barely there, let alone fully populated with content.
* Broken systems: the economy, craftinig, Tier 4, and the actual zoning and load balancing code couldn't keep up
* Unbalanced classes: they tried to make equivalents for each faction, and over-powered the Bright Wizards, Warriors Priests, and Witch Hunters. Excellent write up about that here, especially about Crowd Control: http://www.brighthub.com/video-games/mmo/articles/44427.aspx?p=3
* Not moving fast enough on PvP imbalance complaints: The common response would be "We ran the numbers! On average, 50% are Order, 50% are Chaos! It's perfectly even!" and in the real world of course it was usually a massive mis-match between sides in individual fights
* The mandate to produce new content instead of fix old broken content. I'll never understand that one, and I tread on dangerous ground going too much into it, but it was a horribly bad idea.
* Public quests: I have always, truly believed that public quests were a good idea gone horribly wrong. This is probably just me being naive from my days on UO, where if we had a fun system idea we could implement it directly ourselves and things like "automatically adjusting difficulty, loot, time constraints and quest goals" were well within reach for the designer. Public quests in WAR stopped being fun the moment population surges in a zone dropped -- soon becoming impossible to complete. How awesome would it have been to at least have them dynamically adjust to lower/higher levels of difficulty based on how many people were in the zone and their relative strengths? How much better if the same *kind* of PQs weren't spread like filler throughout all the zones and they were a little more creative?
Hopefully other games will learn from this: you have to finish and polish the game until it shines! Only in the emerging F2P market can you get away without doing so, and even that will change over the coming years.
./ should really change Anonymous Coward to Lazy ...
Problems WAR had
1. the character models, monsters and environment had no unison at all, they looked awkward interacting with each other.
2. the animations were poor AND buggy
3. the combat was poor
4. the characters abilities were poor
5. no balance
6. too many classes
7. stupid itemization, NO itemization
8. dumb ruleset for an combat orientated rpg
9. stupid netcode, laggy, screwed with the animations further, aggravated poor combat
10. no content in tier 3, 4
11. content and quests were BORING and TEDIOUS, lack of itemization meant no real rewards
12. no game world, they were charging monthly fee's for a set of instances, thats not how you make an MMO you IDIOTS, rule number 1, a streamed cohesive world with an accurate map, no load times, if you cant get that right you should be jailed for incompetence
13. no story, total lack of story and background
14. no interesting characters, again, the "world" story and characters are just no existent
15. the game is just fucking terrible, it fails at everything
I don't think David Jaffe really understood the dancing thing. Just because you're in a state of war doesn't mean people don't dance anymore. Do you really think just because you're in the middle of a war that no one smiles, everyone is huddled in fear 100% of their lives until they die or war ends?
The reasoning that "War is going on, there will be no happiness whatsoever" is ridiculous to say the least.
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.
Dear Moderators,
I'd like to request substantive support for the parent post.
Games development can have great advantages over non-games development (irrespective of cubicles) but it's posts like the grandparent that can scare people away from an otherwise fulfilling career.
Sure, you probably end up trading in potential salary, but if you find the right studio and right team for you, it's worth the pay cut.
Regards, from someone who took a $15k/year pay cut to join the games industry almost half a decade ago, and is still thrilled to be making video games for a living.
Paul "TBBle" Hampson
Paul.Hampson@Pobox.Com
Actually, I dunno... at the risk of coming across as schadenfreude, I kinda feel vindicated. Relatively soon after launch I wrote a post titled something like "Warhammer: Curse Of The Half-Arse", detailing some ways in which it was a half-arsed unfinished mess. Not only I had a bunch of fanboys telling me I'm wrong -- and verily, according to them even WoW had never been better -- but some flat-out accused me of lying.
Now it turns out that it _was_ unfinished, and even at least one dev says so. And it's apparently insightful now to say "what else is new?" about that.
Not that the fanboy squad will learn anything from it. Come next game, they'll again bark to defend their corporate idol and accuse users of making up issues that get officially fixed in the next patch, or are documented in some patch notes, or is acknowledged in some dev blog or interview. But woe if you're the one saying that their corporate idol did anything less than _perfect_.
At any rate, I'm guessing for some people it must be new. 'Cause it sure wasn't obvious to them at the time.
A polar bear is a cartesian bear after a coordinate transform.
After they fixed up the game they announced their "free trial" program, so I decided to give it a shot.
I played EQ1 in high school for two years, and used a buddies EQ2 sub for a year while he was deployed overseas, but other than that hadn't touched an MMO in years.
I actually *really* enjoyed it. I thought the experience was really polished. The graphics were decent. They seemed to fix some of the gameplay mechanics that had always annoyed me in MMO type games. The problem was I simply don't have the time to sink into an MMO, so rather than upgrade my trial account I just quit once I reached the trial level cap.
I've actually tried free trials of other MMOs since then, and have been pretty disappointed. WoW just seemed primitive and missing features after having played Warhammer. I also tried the free version of the EQ game, and was similarly disappointed. If I were looking to actually get into an MMO, I'd go with Warhammer Online in a heartbeat.
Along with my entire guild of hardcore PvPers from other MMOs. This was supposed to be THE PVP MMO. Alas it was a pile of shit. Individual skill counted for diddly squat in RvR. It was a simple Zergfest. The only time we had any fun was when we were blatantly cheating.
We used a bug so that we sound achieve mount speeds in combat, it was fun because you could engage a larger force and break away when you are being overwhelmed. This is a necessary ability for any damn PvP game. Without this, you just get overwhelmed by a larger force, even one comprised of half-brain button smashers. That is unless you had exploit #2!
We used another bug that took advantage of an area of effect (AoE) ability for our dwarf tank class. The ability calculated the damage incorrectly. Instead of applying damage to all targets, it would apply the damage recursively, dealing damage to all targets, then again same damage to all targets minus the initial target, and so on. Damage was not enough to kill, but we coordinated with 2-3 guys to use the ability at the same time. Oh the uproar on the boards when the mindless cluster-fuck of 30 players met an untimely demise because they were so tightly packed. It was delicious. I told them I will personally autograph the screen shots of me exploiting if they wished.
Without these bugs the game was shit. How can you PvP when it's decided by numbers in every single encounter? There is little a person could do given the silly and generic abilities given to us to not simply get run over. As a result all the RvR "epic battles" were just a tug of war back and forth. One side gets momentum and steam rolls the other... until that side resurrects and all attack en masse. It was just the worst kind of combat possible. Jut pick a target out of the crowd and mash buttons till they die. Pray no one does the same to you in the mean time. No such thing as timing or coordination required.
Of course you can guess that none of us even bought retail. Why by a game that's not fun unless you find an exploit? I knew the game was goign to be crap. And it was. Only thing it had done better than WoW I would say was the Public Quests, which were a nice little thing they no doubt stole from a different game.
They actually said the same thing before WoW, and could even offer numbers to support it. Each time someone got 100,000 players, you could see a bunch of other games losing a total of 100,000. Market saturated, all you can do is steal players from Everquest, etc. Heard it before. Quite eloquently too.
Then comes WoW and enlarges the market by a whole order of magnitude.
Turns out there was still room to grow. But of course, you needed to offer something to people who didn't already like Everquest. Everyone who wanted to play an Everquest clone was already on Everquest, and everyone else didn't want to play an Everquest clone. You couldn't enlarge the market by just catering to the same group of people. You needed people from outside that group.
My take is that the same happens at the moment. Sure, if you make a WoW clone, your market is kinda limited to the people that WoW already caters to. You need something new to get new people.
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.
He made God of War, then walked away and made a stupid small Playstation arcade game, and now hes doing twisted metal which looks like garbage, because it was always a garbage game.
God of War 2 was far better than Jaffe's, and God of war 3 was insane.
Jaffe hasnt made a good game since God of War, and it was his only good game... which he walked away from.
The article said the best thing they like the fact that it has full voiceovers.
I hate that as its a clear indication that the game must be totally locked on its rails.
0 replay value.
Honestly I'd rather just watch a movie. Actually it amounts to the same thing (except a movie DVD is cheaper, and has a better plot).
What is it with games these days? So narrow... I guess its cheaper/quicker to develop one long script instead of a truly dynamic environment.
I was one of those people that bought Warhammer Online and didn't make it past the free month of play. The game had a lot of potential, but was clearly incomplete at the time of launch.
What he says is probably true about EA, but it's a bit tired and old. It's no news that EA is a bit out of touch with developers and pushes them too hard, and forces products out the door. They've been known for doing this for years. If companies like Mythic want to have full creative and administrative control of their projects, they should stop whoring themselves out to companies like EA. It's 2010, you don't need shelf space to sell a game any more. Buy some servers, create your game, and then you have nobody else to blame but yourself when it is shit.
Someone guessed the password and trashed the site.
It's a shame when these want-to-be hackers decide to show their immaturity and lack of understanding for freedom of information; the original text's transparency into the Game Industry is invaluable.
That said, below is the original text of the post before the defacing:
--
Why Warhammer Failed
Posted on October 12, 2010 by anonymous
Hi everyone,
I would think myself to be part of some noble cause, like the original EA Spouse trying to save her husband from a hellish work environment at EA. That had a happy ending, however, with tons of publicity and a total change of overtime wages and salaries and how they are handled within the company. I do not expect a happy ending, so I’ll be personal and selfish, and this is just for me.
So just call me EA Louse.
I found out recently that I will be dismissed from Bioware Mythic during the next round of layoffs EA coming this November. I’m sick of seeing EA outsource their art and find every excuse to get rid of us and still not achieve anything. Mythic is dying, and its not us who killed him but we’re taking the fall.
But if you want to know what really went down with Warhammer, I’ll tell you right now.
First, the project leaders did not know what they were doing. Jeff Hickman was the saddest excuse for a producer I’ve seen. All he did was drink the Koolaid and suck up to the right people. He was the perfect yes-man, and this reached down to almost all managers.
My boss who will not be named, again and again would tell us that Rob Denton, one of the original owners, said we should “do this” and “do that” and we would say “omg it makes NO sense, please explain A, B, and C to him. “And then he’d come back and tell us, after we thought he had gone to talk with him,” No, Rob wants in this way. Jeff agrees, this is what we’re going to do. Understood? ” They never actually talked back to Rob. We didn’t talk back to them.
Rob said jump, our leaders said, “How high?! And on who?”
So we shut up and did what we were told, by people too afraid to tackle real problems. It is a culture of fear, especially since Mark Jacobs was fired.
Oh, he left voluntarily you say? No, he was fired, and everything placed on his shoulders by those closest to him so they could divide his salary and annual bonus. I bet Rob is enjoying that sweet new Maserati he bought after leaving the knife in his partner of 15 years.
Want to know more? Keep reading. I can keep ranting.
Rob was never there during the development of Warhammer. We always joked about when his next weekly holiday was coming. (Answer? Next week!) Mark was not available, was way too head down trying to design his own contributions or whatever. Rob always handled things. We were told NOT to speak with Mark in person, never, or else we would be explaining to Rob.
The coup began long before Warhammer, and Jacobs did not even realize it.
And yet, this is common gossip in the company, and nobody in this industry seems to get it. So get it! Rob was responsible for the entire project, then blamed Mark when things went wrong.
Ah, but could not do it alone. No, he needed Jeff Hickman, promoted from customer service to produce the Warhammer project. Wait, let me let you have that sink in. The man running customer service, on the theory that the management of a large team of CSRs qualified him to run a game development project, was put in charge of a $50 million project with no previous experience.
And he needed Eugene Evans, the man who brought you the almost non-existent marketing campaign behind Warhammer. We could not even believe how bad they fucked up the marketing campaign. There was almost none. We slaved for years, and this is how we were rewarded for it by Eugene and the people of EA? Being told that Warhammer was not “worth” a lot of money spent on it? LOL. Now he’s
Well, there goes TFA.
Let this be a lesson to you: use strong passwords.
Sounds like EA needs to take a look at Blizzard's success and their unofficial "It will be ready when its ready" motto. EA appears to employ short sighted business execs who lack common sense, as a general rule.
I was one of the people who played at launch, and quit shortly after. A few things bothered me (not the issues with the Bright Mage snares; I was playing one after all). The linear, progressive nature of the campaign was really irritating. Finish an area? Good, your done, forget about it and never come back. Other than maybe pick up some old titles you might have missed there was probably no reason to go back. Coming from WoW where there are good excuses to revisit old areas (farming, achievements, old instances/raids, etc.) it was annoying to realize that once you finished up with the campaign, there was literally nothing to do, except pvp constantly (which I suck at anyway). The public quests were an interesting idea, but ultimately a failure. For about a week after launch it was fairly easy to get people to stop by and join in. After that everyone moved on, and the only way to do them was with a guild or friends. For someone that doesn't have very many friends that mmo game (and the ones that do, didn't bother trying WAR), this was a killer. The crafting system was a steaming sack of shit. I don't think I ever did more than glance at it and gather a few things, in the three or so weeks I played. Finally, there was little reason to go to the major cities. You could find all the vendors, skill trainers, and almost everything else you needed along the way (I didn't play to far, but the library and the trophy stuff seemed to be the main reason to visit the cities). Again, for someone coming from WoW this was a huge turn off.
On the good side, the idea of public quests was solid. It just needed a better player finding feature. The titles, the lorebook, the bonuses for killing lots of creatures of a single type, were all very cool, much better than WoW's achievement system, simply because there were tons of titles for all kinds of crap, and you could get alot of them with very little work, making it easy to feel like you were really accomplishing something. For example, there were titles for thing like clicking on yourself 50 times, or doing pvp naked, scoring critical hits, and survivng pvp fights with 5% hp or less (getting that one was awesome; I wish WoW had a Toothskinner title), as well as situational titles that you got if you found certain static world objects and such. This game showed alot of promise. Its a shame EA fucked everything up.
Most keeps were placed for where most people would end up: at the level cap. There was a single keep for each 10 level spread below that.
The lower level keeps were under almost constant siege, and those at the level cap always had a keep available to attack.
I played from beta up until about a year after release. I loved certain aspects of the game. There some pretty nasty bugs, horrific lag in the forts and such. What really drove me out of the game was Mythics lack of dealing with the hackers(speed/gcd etc). More than not dealing with it on the forums they acted as if it wasn't happening. A pvp game where your opponent is using a hack really isn't that much fun. Admittedly it wasn't everyone, there were great players on both sides, but there were enough hacks to ruin it alot of nights. Does anyone know if they've dealt with this? Because if the fixes ppl spoke about here are true and the hacks have at least been somewhat dealt with I would seriously consider reactivating my account.
I think we can debate as much as we want about what makes Warhammer, WoW, Call of Duty and most other games good or bad, but we would miss the point if we did not realize that most games today fall in the category that can be called "casual games".
Just to clear any confusion, let me explain what I mean by 'casual games':
A casual game is a game that is aimed for casual players. A casual player is someone who does not play too often, just picks up the controller/mouse once every few days to have some fun when there is nothing else to do. Obviously these players aren't interested in too complex games that take many hours of play to understand the mechanics of the game, and that are very difficult and frustrating during the first 10-20 hours of play. What these players want is a game you pick up, enjoy right away, drop, pick up 3 days later again and enjoy, drop...
In order to get a game like this, you need to keep things simple. So first, you try not to put too much content. You also avoid adding too much mechanics to the game. And of course, everything has to be straight-forward, obvious...
Take WoW for example. Some things could have been added to the game to make it more complex:
- Maybe character alignment and party psychology
- Diplomatic relations between races instead of only 2 factions.
- The ability for players to shape the game world directly through their actions.
- More realism. Like, boars that don't loot swords.
- More content in order to gain in diversity. Like a wider variety of mounts, or use for all the spare animal body parts in alchemy.
- Perhaps a bigger world, so that all players don't visit the same places and don't do the same quests.
Now, the above are just a few examples of how a casual game like WoW can be modified to become more complex. But at that level of complexity, the game will take a lot more time to be learned. And the belief is that casual players who are the majority of gamers and also buy more games, will be put off by that level of complexity and will stay away from the game. That's true, and that's why 99% of games today have a "Casual" feel to them (for instance, did you notice how all FPS are really similar in gameplay, and aside from the story and characters there is no difference between them?).
The thing is, while it may have been true up until now that the majority of gamers were looking for games that were easy to pick up because they did not consider games as a serious entertainment, this has now changed. Current video games have built a market of gamers that now understand video games can be very interesting and who spend a lot of time playing. The majority of gamers who play casual games are not casual gamers anymore. Game developers have to understand this change in dynamic. The strategy of "Let's keep our game simple and approachable in order to attract plenty of buyers" is out-dated. Gamers now are willing to invest serious time and effort into a game, in order to get a great experience (just look at how much time people pay WoW, or how anxiously Halo fans await the next volume in the serie)
If you ask me, I think the reason any game that is too casual fails today is mainly because the game was too simplistic, not complex enough, did not offer a challenge, did not offer anything more than competitor games of the same genre, and thus was boring and unappealing. Any other explanation actually explains why the game was 'casual' rather than 'pro'. Hopefully developers will soon go back to making complex games, like they used to in the early 90s (e.g. Robinson's Requiem to name just one). It seems indies are actually understanding this (e.g. X3, Amnesia, and others) while major developers don't seem to get it and believe the PC market is simply not a good market.
I've been following this for a few days now and noone seems to recall that Wrath of the Lich King came out two months after WAR. Gee wow, ya think maybe there's a connection there? Established games have more subs? What a novel concept! WAR is a good game and it had a good launch, but it was never going to out-WoW WoW. You want MMO fail, look at something like WWII Online or hell, FFXIV.
This guy is an egomaniacal knob with bizarre expectations. If you're stuck with a crappy project, crappy management or crappy publisher, the idea is to pull together as a team and get the job done and over with in the hopes of scoring something better next time. Do the best you can with what you've got. Or, y'know, quit. This crap is smooth sailing compared to some stories I've heard, let alone lived through (you know you're in trouble when the CEO turns up on a Sunday morning, mid-crunch, in a minivan, to drive the whole team to church). It's people like this that destroy the credibility of real whistleblowers, and just help to entrench the cases of genuinely poor project mismanagement.
I have played Dark Age of camelot for 5 years, World of warcraft for 5 years, EvE Online on and of for a while, Acheron's call, City of Heros City of Villans and other to a lesser extent.
None of these MMO's came out done. NONE. It is the nature of MMO's to be works in progress. Sure they have to have some sort of playability and having played my Zealot to 31 in Warhammer at release it was a good game. The public quests worked the battleground worked, the quests worked.
they added some classses later, but so did Wow they added BRD and other dungons after relese date. Darkness falls in DAOC. I did not play EvE from the begining but I am sure the same thing happened as changes are made after every patch.
I also understand that publishers want a product to release or else you could be faced with George Broussard's 10 year excursion of development.
As long as you get voiced quest text, and I get the option to see subtitles and/or skip them when I've read them (or done them already), I think we'd be happy with the same game. Few things are annoying in the same way as having to listen to the whole story all over again when you start a second character.
Knights of the Old Republic did a great job of this, so I have good expectations for SW:ToR. Unfortunately, with Cataclysm out soon, when would I play it? :)
I'm a full-time WOW player, but I play WAR when I want to do PVP. WAR failed in world content... The quests for single/small group play are limited at best. But when I want to pwn face, I have more fun in the f2p scenarios than I do with WOW's battlegrounds or Arena.