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  • 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!

  • The Game Archaeologist and the What Ifs: Ultima X: Odyssey

    by 
    Justin Olivetti
    Justin Olivetti
    07.05.2011

    Last week on The Game Archaeologist: Murder most foul! A promising sequel to a hit MMO cut down in its prime, left to die on the front steps of EA's headquarters while its team was banished into exile! With special guest star, Richard Garriott's hair braid. And now, for the exciting conclusion! As disappointed that some MMO fans were over Ultima Worlds Online: Origin's cancellation, the truth is that the industry still was young, these MMOs still had their "new car smell," and hey, there was always Ultima Online to play. It was probably the right call at the time to not create your own competition, but if that was the case, EA should've never begun it to begin with. So did the company have a major case of cancellation remorse? Or did it look at other industry sequels like Asheron's Call 2 and EverQuest II and feel as though it was being upstaged? Whatever the reason, EA decided that it had been too hasty, and it greenlit development on yet another Ultima Online sequel, this one titled Ultima X: Odyssey. It would go deeper and further into development, gather more acclaim, and generate more hype than UWO:O, and in fact would get within spitting distance of launching.