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.
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.
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.
I'm only 31, and this is the second decade in which I've heard this claimed.
Mod parent up. :-)
The bitter lessons of a veteran coder: http://bitterprogrammer.blogspot.com
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 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.
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.
"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.
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.
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.
I'm only 31, and this is the second decade in which I've heard this claimed.
Indeed. I'm younger (28), and I recall it being said in the '90s, repeated ad nauseam this decade ('00s), and I'm sure someone will repeat it next year making it three decades I've heard it in before I'm even 30.
If I have nothing to hide, you have no reason to search me
I can't exactly say I got statistics to back it up, but I don't know of many I'd consider stupid and very high on the corporate ladder. I think the biggest downside to being huge is that you spend a lot of time streamlining the process of what you are doing, which tends to cement the process to do exactly and only what you do today.
True, large corporations rarely are very nimble. The problem might be a different one though; I haven't come across a lot of truly stupid top managers in large corporations, but I did often find them very myopic when it came to making business decisions.
Many managers run their companies by the numbers... the numbers in the quarterlies, that is, and the pretty red, yellow and green "dashboard" spreadsheets that are sent up from the departments down below. These sheets rarely tell the whole story, but they do give the manager a false sense of being informed, and so they will make decisions instead of delegating the decision or asking for advice. And more importantly, once that decision has been made, it is set in stone. No matter how wrong it turns out to be later. In other words, many managers are actually very poor decision-makers.
In the case of Warhammer, perhaps it is just the simple mistake of blindly applying a tried-and-true project management tool to a project that was running late: timeboxing (or sticking to the deadline). It's often a good way to manage delayed projects and ensure you still get something within budget and on time, after which you can decide what to add in updates and at what cost. However in case of MMOs, having a feature-poor or buggy launch is an extremely dangerous thing to do in today's market with plenty of competitors, especially if you count on your customers to pay you each month for the privilege to play. Once you disappoint an MMO player with a buggy or boring game, it is extremely hard to win them back.
But the megacorp that is EA is not alone in this; Age of Conan suffered from the same rushed release... when the game launched, the bank/auction NPC didn't even work! Funcom sold a million copies IIRC and the game got rave reviews, but they were forced to spend the subsequent 2-3 quarters fixing bugs instead of working on new content. By that time, many people had left due to frequent crashes, buggy quests, etc.
If construction was anything like programming, an incorrectly fitted lock would bring down the entire building...
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.
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.
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.
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.