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  • GDC Online 2012: Paul Barnett reimagines Ultima with a chicken and a spoon

    by 
    Karen Bryan
    Karen Bryan
    10.12.2012

    Paul Barnett is a great storyteller with a passion for games. Anyone who followed Warhammer Online early on can't forget the engaging speeches and videos Barnett made through beta and launch. But it's no longer 2007, and he's long since moved on from Warhammer. Instead, he's been working on Ultima Forever, a browser-based, online rendition of Ultima IV. This week at GDC Online, he told the story of how the game came to be. He was given a chicken and a spoon and told to go away and try to make something. The only boundaries was that he couldn't have any other stuff, the game had to be good, and he had to do it quick and without help. Did Barnett succeed with his chicken and spoon? Read on for Barnett's tale of Ultima Forever as well as a look at the lessons he learned along the way.

  • EA's Paul Barnett: Ultima Forever reboot is not an MMO

    by 
    Jef Reahard
    Jef Reahard
    07.12.2012

    So about this Ultima Forever thing. It's a new game from EA and BioWare, and it's currently in alpha testing. We spoke with BioWare creative director Paul Barnett by phone last night to get a heads-up on this morning's official announcement and press release. The game is coming to both PC and iPad platforms courtesy of a thin-client download. The full title is Ultima Forever: Quest for the Avatar, and gameplay consists primarily of four-person parties and various dungeon crawls set in the world of Britannia. "We're doing what BioWare does well, and we're doing it on an iPad, and the PC, for a more casual player," Barnett said. Did we mention that the game is free? Barnett told us that EA-BioWare is committed to thoroughly exploring the industry's new business model darling. "Here we are: We're going to give you all this stuff, it costs a lot of money to make, and it's really beautiful, so how the hell do we make any money out of it?"

  • Warhammer Online: Three years later

    by 
    Justin Olivetti
    Justin Olivetti
    09.18.2011

    To this day, I don't know what quite came over me when I decided to throw my chips into the blogging scene to cover Warhammer Online, eight months before the game launched. Like many of you, I had been a long-time reader of MMO blogs, but I was intimidated at trying my hand at joining in, perhaps elevating these writers to the status of legendary wordsmiths who penned unequaled prose in our lifetimes. Or I just didn't want to be one of a thousand World of Warcraft bloggers who dominated the scene. Just a thought. In any case, it was a terrific decision to do so on my part. I found that I had a passion not only for MMOs but for talking about them, and I loved connecting with other writers and readers and players, which happens with blogging. I've been asked from time to time if I regret picking Warhammer Online as the game that I latched onto for a couple of years, and I always say no -- no regrets. The game was fun, but the coverage was an unparalleled rollercoaster of anticipation, hype, fun, speculation, promise, disappointment, and above all, ideas. Wonderful, flawed, captivating ideas. I haven't touched WAR since 2010, so perhaps I'm not the best source for the latest and greatest in the game. But what I do have to offer is a humble blogger's perspective on what went right, what went wrong, and why I'm ultimately happy that WAR came into being and is chugging along on today, its third anniversary.

  • Mythic: Wrath of Heroes gets rid of 'all the boring crap' of WAR

    by 
    Justin Olivetti
    Justin Olivetti
    09.06.2011

    Mythic is taking an interesting approach in promoting its new MOBA, Warhammer Online Wrath of Heroes -- it's throwing Warhammer Online under the bus. At the Wrath of Heroes reveal panel at PAX, the Mythic team talked up its new project as something that Heroes' parent game is not. The team found that people liked WAR but couldn't justify investing in it, so Mythic wanted to create an experience for them. The team took what it saw as one the more popular aspects of WAR -- the scenarios -- and modified them to pit three teams (six on each) against each other for quick, 15-minute gameplay sessions. On death, you can choose any hero in your arsenal so you can adjust to whatever your team needs. This game format allowed the team to strip away the parts of the game it saw as unnecessary. "We went, you know what? If you play the MMO, we give you all this cool equipment on your adventure, and it's a neat thing to do, but let's just get rid of the boring crap and give people cool [stuff] to wear," Paul Barnett said. Citing the accumulation of multiple -- and sometimes quite situational -- skills over the course of "748,000 hours of grinding," Barnett said that his team got rid of this approach by focusing on only five skills per hero in Wrath of Heroes. He thinks that the small incremental progress of skills and skill effects in Warhammer Online is "dull" and instead extolls Wrath of Heroes for picking the best skills, effects and armor so that players don't have to worry about getting all of them. You can watch the full reveal panel of Wrath of Heroes after the jump. [Thanks to Joris for the tip!]

  • The Game Archaeologist and the What Ifs: Climax's Warhammer Online

    by 
    Justin Olivetti
    Justin Olivetti
    07.12.2011

    Let's begin with a little personal history. Back in 2008, I decided to get into the blogging scene by jumping on board the latest MMO hotness -- in this case, Warhammer Online. As I was growing increasingly tired of World of Warcraft, WAR seemed to offer a refreshing alternative: a darker world full of brutal PvP and awesome new ideas. So I joined the elite ranks of bloggers (hey, stop laughing so hard) and spent the better part of two years jawing about Mythic's latest fantasy project. And while Warhammer Online was, in my opinion, a solid product, it certainly failed to live up to the extremely high expectations held by both the development team and the players. No matter how it turned out, I really enjoyed talking about WAR, especially in the days leading up to its launch. One of the first articles I ever wrote for my blog WAAAGH! dealt with the first attempt to bring Warhammer Online into the MMO genre (as a fun aside, it was one of the first times I got my name on Massively!). It's a "what if?" tale that's tantalizing to consider -- an entirely different studio, Climax Online, creating a much darker version of Warhammer than we've ever seen online. The tale of the game's rise and fall (and subsequent rise and fall again) captivated me, and I wanted to expand my old article as part of our recent series into exploring MMOs canceled before their launch. So what if Climax had brought Warhammer Online to bear? Would it have eclipsed Mythic's vision or been its own animal? Hit the jump and let's dive into the pages of ancient history!

  • Rumor: A new Ultima MMO might be in the works

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.30.2011

    The modern era of MMOs began in 1997 with a little game called Ultima Online, and it's fair to say that the genre would look very different if that first example hadn't gone live. These days, outside of a dedicated playerbase and stalwart fans, the game is no longer at the center of attention. But there are a lot of players who still remember it fondly as an introduction to the field... and there are hints here and there that it might be time for a sequel to the game that started it all. It's a known fact that Paul Barnett has been hinting at a secret project that is quite possibly an RPG, and it's also no secret that Electronic Arts is recruiting for an MMO programmer at its Redwood location. The company has also stepped up defending its trademarks for the Ultima franchise of late, which leads to a bit of interesting speculation. Could it be time for Ultima Online to get a sequel and a new generation of players, a project which has been started and stopped twice before? There's surely something happening behind the scenes...

  • The Soapbox: Game developers are not rock stars

    by 
    Shawn Schuster
    Shawn Schuster
    03.15.2011

    Disclaimer: The Soapbox column is entirely the opinion of this week's writer and does not necessarily reflect the views of Massively as a whole. If you're afraid of opinions other than your own, you might want to skip this column. Take a moment to think of your single favorite game developer. Is this person your favorite because of his talent? Maybe he made a game that influenced you growing up, or he has a charming personality for interviews. Whatever the reason, we probably all have our favorite game developers whom we hold on a pedestal of greatness. But did this one person make the game entirely by himself? Did Sid Meier write every line of code for the Civilization games? Did Richard Garriott draw every texture in Tabula Rasa? No, of course they didn't, but their names are right there on the box, showing ownership. Despite my own fanboy appreciation of certain devs, the title of this article says it all. With a few notable exceptions, those who make our favorite games make up a collective group of talented people who come together under proper leadership and design guidelines to create something that keeps us entertained for hours/weeks/months/years. So why do we pick out one or two and treat them like rock stars?

  • The Daily Grind: Who's your dev crush?

    by 
    Justin Olivetti
    Justin Olivetti
    08.26.2010

    In our tiny part of the pop culture world, players seem to be as absolutely fascinated with the people and personalities at work behind their favorite games as they are with the games themselves. These developers are, for all intents and purposes, the celebrities of the MMO world, and as such, are subject to much scrutiny and intense feelings. I've noticed that the mere mention of a famous developer, community manager or industry leader on Massively is often enough to set off a huge string of comments that typically revolve around how we feel about the person rather than what he or she is currently doing. For example: Paul Barnett. Bill Roper. Richard Garriott. Raph Koster. Eliot Lefebvre. Right now, there are dozens of readers who have skipped the remainder of this article to provide a reactionary comment down below. But for the rest of you, I'd like to know: Who is your "dev crush"? Which developer do you follow most closely? Which one do you believe in the most? Who excites you with his or her work? If you had to have just one developer's babies, whose genes would be most welcome in your household? (OK, that last bit is probably too much, but you get the idea.)

  • Prognosticating the future of MMOs

    by 
    Justin Olivetti
    Justin Olivetti
    04.21.2010

    Barring Ouija boards, magical leprechauns and time-traveling DeLoreans, it's pretty much impossible to predict the future -- but that doesn't stop people from trying, no sir. In a recent "The State of the MMO in 2010" over at Eurogamer, Jim Rossignol chats with Paul Barnett (EA Mythic), Colin Dwan (Fallen Earth) and Torfi Frans Olafsson (EVE Online) in an attempt to pin down where MMOs stand as of now, and where they're likely to go. The article begins by stating that the defining line surrounding what is and is not a MMO has become blurred, and will only become more so in the future. Whether we like it or not, different payment models, server types and even genres (such as sports MMOs) have broadened the definition of the genre. Many folks are worried that F2P titles and "quasi-MMOs" like FarmVille may trigger the end of traditional subscription-based MMOs.

  • Aion: Picking your class by personality, not numbers

    by 
    Brooke Pilley
    Brooke Pilley
    06.29.2009

    MMO players come in all shapes and sizes and boast a variety of personality traits. Picking a race, class, and faction combination in your favorite MMO can sometimes give an insightful look at the player behind the keyboard. At least, Paul Barnett thinks so: "Most of the people I've met who like Dwarfs basically look like Dwarfs."That may be true because I'm a pretty tall and lean person and I hate playing Dwarves. Then again, my MMO history includes playing a number of Kobolds in Dark Age of Camelot and Goblins in Warhammer Online, so I could just be really strange.While browsing the Aion community forums, we came across an interesting post. One of the board members has written up a quick and quirky guide for choosing one of the game's eight classes based on one's personality. Obviously, numbers and stats play a huge factor in making class decisions for many players, but this could be a more healthy approach. At the very least, you will gain a better understanding of the kinds of people playing these classes, which could give you a strategic advantage when you run into them on the battlefield.

  • Interview with Real Time Worlds' David Jones

    by 
    Brooke Pilley
    Brooke Pilley
    06.19.2009

    Back in April we were starting to worry about APB because we hadn't seen or heard anything new about the game in a while. Thankfully, the information is starting to flow again due to E3 and an impending "early 2010" release date. GamesIndustry recently caught up with Realtime Worlds' Creative Director, David Jones and he had a lot of interesting things to say.You won't learn anything earth-shattering about APB, but this interview gives us a good look at one of the leading forces behind the MMO (darn that pesky label). Given the global economic downturn, David feels his studio needs to focus now more than ever because there's not much chance of raising more venture capital. He's also very happy about the publishing partnership with EA because he feels they'll be able to help build APB a strong marketing presence at retail. Maybe the loaning of Paul Barnett is icing on the cake?For all of you hoping for closed beta, you might be waiting a little longer since APB is still in an internal testing phase. For all of you worrying about a F2P/RMT business model, your fears can probably be eased since David feels that an online distribution strategy is "maybe pushing the envelope too far" for APB.

  • E3 2009: Massively's day 3 roundup

    by 
    James Egan
    James Egan
    06.05.2009

    We've completely zerg rushed E3 2009, attending press events, demonstrations and sure, hitting some parties as well. But we've also gone out and interviewed the people behind the games that will be arriving on the MMO scene in the next year and we've got a lot to tell you in the coming days. As the constant hustle of E3 2009 came to a close yesterday and the swarm of game journos scatters, now is when we really shift into high gear; Massively's content over the next few days will feature loads of info and interviews fresh from E3. We'd say to keep your eyes open for it, but honestly you won't be able to miss it. For now though, here's a quick roundup of yesterday's coverage: Star Wars: The Old Republic demonstration Paul Barnett and the Suicide Girls present All Points Bulletin Ether Saga Online set to go live this month with world bosses Massively looks at Perfect World International: Age of Spirits Jade Dynasty at a glance Dungeon Fighter Online impressions Still hungry? We've also put together galleries for these MMOs after the jump:

  • E3 2009: APB gets the Paul Barnett hype treatment

    by 
    Shawn Schuster
    Shawn Schuster
    06.04.2009

    At E3 this entire week, EA is promoting their biggest and brightest new titles at their enormous booth in the LA Convention Center's South Hall. This includes two titles we're excited about: SWTOR and APB. To help promote APB yesterday, EA's Paul Barnett got the crowd hyped up for the game with some free t-shirts and a couple Suicide Girls to help toss them out to the audience. On top of this, APB's Dave Jones was interviewed by Paul on the stage, and two short trailers were shown. The first one was basically what we saw last year, showcasing the amazing character customization options available in the MMO. Yet, we were also shown some in-game footage with characters created by the APB testing community basically, the new trailer we showed you earlier in the week). You can check out our shaky-cam footage of the event right after the jump below.

  • Paul Barnett predicts the decline of future asset-heavy MMOs

    by 
    Brooke Pilley
    Brooke Pilley
    05.26.2009

    Mythic Entertainment's Creative Director for Warhammer Online, Paul Barnett, was recently interviewed by Ablegamers and had some interesting things to say about the current state and future of online gaming and asset-heavy MMOs.To illustrate why he thinks online games are becoming much more mainstream, Paul uses a personal and generational example. His mother is hesitant to buy anything on credit because her generation believes credit is evil. Paul himself is wary of online purchases because of the potential for fraud and identity theft. His son, however, believes there is little difference between buying something online and buying something from the corner store.He also talks about the iPhone generation and how he believes asset-light games that provide shorter bursts of fun are going to have the widest appeal moving forward because they're cheap, mobile, entertaining, and disposable. Established asset-heavy games may not see a huge initial decline, but he does predict a decline in the start-up of these types of games because they are extremely costly and require large teams to make. They are also traditionally geared more toward a heavy investment of player time. If asset-heavy games are to continue successfully, Paul believes they'll have to allow for more flexible "time control."[Via: When casual can get too casual]

  • Paul Barnett interviewed at length on Land of the Dead

    by 
    Kyle Horner
    Kyle Horner
    05.26.2009

    If you've got time on your hands and are interested in reading the ramblings of Mythic Entertainment's Paul Barnett, then we'd like to direct your attention towards an interview at MMOGamer. Topics range from PR offices to all sorts of details on how Warhammer Online is doing and it's upcoming Land of the Dead update. We'll warn you now, a good amount of the meaty information is dispersed among lots and lots of strange Barnettisms and stories. We hope you like stories.Granted, there's a lot more off-topic discussion, but it's all strange and left field type stuff so at the very least we found it endearing and strangely entertaining -- especially the story of Paul's son and his epic rise to being is father's ultimate griefer.On a final, but definitely the most interesting note, it turns out that an in-game model of Paul Barnett was once used to test all the death animations. We kind of wish that such a thing could be seen by the public, and are considering writing a formal letter of request, asking Mythic to think of our dear readers.

  • Warhammer's 1.3 (Land of the Dead) public test has begun

    by 
    Brooke Pilley
    Brooke Pilley
    05.15.2009

    Mythic just began rolling out phase one of their highly anticipated 1.3 patch (Land of the Dead) for Warhammer Online. This phase will focus primarily on combat and careers and the new expedition mechanic, so players won't actually be able to enter the new Tomb Kings zones just yet.What's that saying; "Good things come to those who wait?" Keep telling yourself that - it will get you through the long and chilly desert nights.This will be the fifth massive patch for WAR subscribers in 2009 and its contents rival any of the others. Just to name a few highlights, patch 1.3 will introduce The Land of the Dead, a new sigil system that replaces wards, additional keep upgrades, and additional career balance focusing on AoE and crowd control abilities.Land of the Dead information came pouring out of Baltimore this week as Mythic was participating in Games Workshop's annual Games Day event. Our very own Colin Brennan was there and got plenty of juicy details, including a zone overview, hands on impressions, and interviews with Mark Davis, Josh Drescher, and Paul Barnett. He hasn't even posted everything yet, so keep checking in! The 1.3 patch is set to launch mid-June.

  • Games Day '09: A moment with Paul Barnett and Josh Drescher pt. 2

    by 
    Seraphina Brennan
    Seraphina Brennan
    05.13.2009

    So, I know this is on many player's minds. Is this going to replace city raid content?Josh: No. Ok then. Josh: Well, I mean the short answer is no. Paul: My answer is totally no. "This is a long term, total commitment from our studio to our players and to our newer players coming along." Josh: Long answer, I've been with Mythic for eight years. I was here before Camelot launched and we know what this type of content does to a greater RvR campaign. While the RvR campaign is certainly more diverse and larger in Warhammer than in Camelot, but we know pragmatically that by tying the content to the campaign and requiring success on the battlefield to gain access to this content, that success may push you towards capital city content. Even if RvR is not your focus and your focus is to get down into the dungeon, you're going to wind up working your way towards the capital city. It just happens organically, so we're really not concerned about that too much. At the end of the day, if people end up deciding that they enjoy this content more than city capture, we never felt that we need to integrate the players into the game in one set, specific way. Personally, I really love scenarios over everything else. I don't have much time to play, so for me, 15 minute scenarios are the way to play. That doesn't mean I won't engage in RvR, but overall I get 15 minutes here, 15 minutes there, and scenarios will always be my core fascination. But there are other people who like large-scale raid content, who don't like RvR or PvP. This is a great way to have them go down and get that Disney Land experience while running through well-thought out content, but there's also that added danger that at any moment enemy players can swarm in. Also, as Paul likes to say... Paul: I don't like building fart balloons. *Laughs* Paul: It's like the extended cut of a great movie. You have the main core of the movie, but you also have that extended stuff. You can watch the main core of the movie, but if you really want to obsess and you really want to see all of the detail you can watch the extended cut. It's more of the same, but it's new and cool. That's what it is. The movie is still the movie, our game is still our game, regardless.Ok, so, this is basically a small expansion, honestly. Where do you see Warhammer going from here?Paul: Go straight, go straight, go straight, go straight. This is a long term, total commitment from our studio to our players and to our newer players coming along. Try it out, it's never going away, it's only going onwards and upwards.Josh: I agree with Paul. Our boxed expansion schedule, such as it is, is probably going to mirror very closely to what we did in Camelot -- an alternating sequence of free expansions via patches and then boxed retail expansion content. Almost certainly you will see retail expansions in the near future, but you will certainly keep seeing free expansions as well. "To go to a person at a time like this when unemployment is rampant, the economy is in the tank, and retirement funds have gone away and say, "Hey, can I have 10 to 15 dollars of your money every month to play my game?" is actually a pretty bold request." We've always felt the relationship we, the developer, have with our players should be something more than just simple money extraction. At least 50 percent of it should be grateful generation of wonderful things for them to have for free.All right. Now the hard question. 300,000 subscribers -- how do you guys feel about that? It's the number you started with, and it's the number you currently hold now.Josh: There is no start and there is no now. Now, as a company, we're legally not allowed to comment on those numbers any further than what was reported, but we're very happy with the enthusiasm and continued dedication of people all over the world who have played Warhammer for the last nine months.It's been a really difficult time not just for the games industry, but for everyone. To go to a person at a time like this when unemployment is rampant, the economy is in the tank, and retirement funds have gone away and say, "Hey, can I have 10 to 15 dollars of your money every month to play my game?" is actually a pretty bold request. So for people to come to us and say that the commitment we've shown and the game that we've built is worth that kind of display, we have nothing but thanks for those people. We are unbelievably grateful that they've stuck with us and we hope that this type of content that we've been developing for the last nine months is an indication of our dedication to our end of this type of interaction. They trust us to do this, and we're trying to make good on our end of it and bring great things to them consistently.We are very happy with where the game is. We would obviously love to have more people try Warhammer, which is why we have the trial out...Paul: Which you can download right now!Josh: And we're very happy to continue on into the future. Also, this event is the last thing I'm allowed to do before I go get married. I'm very excited, I'm getting married next Saturday.Paul: It's an exclusive for Massively!Josh: I love you Aubrey, please continue marrying me. Put that in big bold letters. Breaking news: Josh loves Aubrey. I will totally do that. Josh, Paul, thank you so much for your time! The sands of the Tomb Kings are coming as the final release in the Call to Arms live expansion, the Land of the Dead approaches! Massively has your back with coverage from Mythic Entertainment at Games Day '09, so get your WAAGGGHHH ready for RvR mayhem as Massively re-arms for WAR!

  • Games Day '09: A moment with Paul Barnett and Josh Drescher (also, Josh loves Aubrey)

    by 
    Seraphina Brennan
    Seraphina Brennan
    05.13.2009

    Even with all of the excitement occurring at Games Day, Mythic's Paul Barnett and Josh Drescher still had a moment to sit down with us at Massively and talk a little shop about Warhammer's overall status, Mythic's future direction of the game, and why players should come back and experience the Land of the Dead. But they're tricky folks, Paul and Josh! They even tried to turn the interview back around at us at some points! But we stayed strong for you readers, and were able to get some interesting answers out of them regarding Warhammer Online. Also, we have exclusive coverage that Josh indeed loves his fiancee, Aubrey. Yay marriage! Interested in the full interview? Hit that link and read on!

  • Apparently, the reaper likes to WAAGGGGHHHH!

    by 
    Seraphina Brennan
    Seraphina Brennan
    04.12.2009

    Here's something we never expected to put in the same sentence -- Blue Öyster Cult and Warhammer Online. Yes, you heard us completely correctly and this isn't some kind of hallucination.Eric Bloom (a level 40 sorcerer on Ironfist, mind you) and fellow bandmate Richie Castellano went for a tour of the Mythic Entertainment offices back in March. What ended up happening after was not only a tour but also a step into the recording booth as they teamed up with Paul Barnett, Josh Drescher, and Brad Derrick to record "Kiss My Axe (While I Drink My Beer)!"The song is a ballad dedicated to the dwarven slayer's ways of drinking, killing, killing, and did we mention drinking? If there's any man who doesn't fear the reaper, it's certainly a dwarven slayer.Mythic is offering their song free for download over at the Warhammer Online main site.[Via Giant Bomb]

  • Do developers consider disabled gamers enough?

    by 
    Shawn Schuster
    Shawn Schuster
    04.09.2009

    Have you ever stopped to consider the large percentage of gamers who are disabled? Do you think game developers consider this as well? In a recent article at MSNBC, the topic has been discussed as it pertains to the public's awareness of disabled gamers. "It doesn't take a whole lot," says Nissa Ludwig, a disabled gamer who was interviewed for the article. "I think if you save one life by changing an interface, you should get on that."Mythic's Warhammer Online actually won an award last year for the AbleGamers.com 2008 Accessible Game of the Year for adding color-blind features, flexibility for those with mobile impairments and more. Mythic's Paul Barnett is sympathetic to the cause as he himself is color-blind, dyslexic and hearing-impaired. "Some people are, through no fault of their own, living a restricted physical life - on our world, you can fly, ride, get married, run, jump and swim," Barnett points out.