josh-drescher

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  • Warhammer Online video interview with Mythic's Josh Drescher

    by 
    James Egan
    James Egan
    08.03.2008

    WAR Stratics has posted a rather off-the-cuff video interview with Josh Drescher, Associate Producer with Mythic Entertainment, who has been working on Warhammer Online. The San Diego Comic Con interview is completely unscripted, indeed it may have been unplanned, as WAR Stratics prefaces the video with "this is what happens when you turn fans of the game, who just happen to be press, loose on the devs." But Drescher's humor really shines through, as does his enthusiasm about bringing RvR to a fanbase numbering in the millions. The highlight of the interview is Drescher's response when asked about what will suprise fans the most once they're able to play Warhammer Online. "That everything we've said is true... we like to bring the game to events like this where we can just give people unfettered access to the game exactly as it is right now. And basically prove to them, everything we've been telling them is true. You really can level up through the entire game, never going on a quest. You can play RvR from beginning to end." Drescher racks up a few extra points for the Mad Max reference in there, and closes with, "WAR is coming, baby. Very, very soon." We know a lot of you have been waiting to get your hands on this game, or at least the beta. So on a 1 to 10, how excited are you about playing Warhammer Online?

  • E308: Warhammer's designers explain the career/city removal

    by 
    Michael Zenke
    Michael Zenke
    07.21.2008

    Careers lead Adam Gershowitz and Associate Producer Josh Drescher were instrumental in making our Massively goes to WAR series a success. Our lengthy discussion with the two Warhammer Online designers resulted in our in-depth analysis of (at that point) every class slated for the game. Last week at E3 our discussion with the two gentlemen turned to the removal of four of those classes, as well as four of the slated endgame capital cities.The announcement of that content removal has been a sore point for some members of the Warhammer community, but Drescher and Gershowitz were adamant that it was the best decision for the game. We talk in-depth with the two about why the content was removed, how the decision was made, and what the designers are going to do with the time they've freed up for themselves. Oh, and they're firm: EA had nothing to do with it. "EA has supported us this entire time, and it's really not EA pressure that led to this decision. What you've got to realize is that we're making a giant game. It's very expansive and it has a lot of features. We could easily fall into the trap of 'forever making the game'."

  • E308: Warhammer Online is pretty much done

    by 
    Michael Zenke
    Michael Zenke
    07.17.2008

    We had a chance to chat today with Josh Drescher and Adam Gershowitz, two of the leading lights behind EA Mythic's Warhammer Online. Even just two months after our huge Massively goes to WAR series, there were new elements to view and discuss. We'll get you that information as soon as we can, but we wanted to share what might have been the biggest surprise of our chat: essentially everything that will be in the game at launch is now in the game. Said Mr. Gershowitz, "Basically where we're at right now is the guild Beta. We're in high polish mode, which means that everything in the game is in at this point. Everything we're going to ship with, for the most part, is in, is being played, everybody is taking a look at it, giving us feedback and now we're doing the final polish."Tune back in soon for information on Warhammer's built-in UI customization, reactions to the recent class and city removal announcements, character customization tidbits, and much more.

  • Josh Drescher on WAR in a post-WoW world

    by 
    Kyle Horner
    Kyle Horner
    07.14.2008

    Many of you probably know Josh Drescher from his nifty production podcast videos for Warhammer Online. While you may think of him as "that video podcast guy" Drescher does also work on Mythic Entertainment's upcoming MMORPG as well. In an interview with Gamasutra, the man behind the digital curtain of animated bits discusses his thoughts on MMOs in the post-WoW era. The general gist of his thoughts? World of Warcraft has done quite a bit of good for the industry --- which is true -- and Warhammer Online is a different experience that will draw from the general audience created by Blizzard's success. He also plays the "WAR doesn't have to compete against WoW" record once more, in case you hadn't heard the tune already.From the sounds of things, Mythic doesn't seem to think its game is going to gain enough critical mass to tip the scales against World of Warcraft -- and why should it? Drescher himself puts it best when he says, "I imagine if you ask most of the people who are continuing to work on [Vanguard, Lord of the Rings Online], they're profitable, and really, at the end of the day, that is the most basic metric of success."

  • Top 50 news nuggets about the Warhammer Online guild beta

    by 
    Michael Zenke
    Michael Zenke
    07.04.2008

    The Podcast of Reckoning recently had the chance to sit down with Josh Drescher, the Associate Producer for Warhammer Online: Age of Reckoning. Their lengthy discussion covered a lot of aspects of the upcoming Guild Beta, information we imagine you'd be keenly interested to see in print. Thankfully the GreenSkin is all over it, offering up another '50 bits of information list' culled from the podcast. Some of them are just wacky fun, but others are really interesting and give us a good sense of EA Mythic's dedication to the art of WAR. Some examples: The developers have joined some of the major pre-release guilds in secret, to get a better 'feel' for player interests. Exploring the world and engaging in multiple parts of the game will offer players a more 'well rounded' character than one who simply power-levels through the game. There are extensive guild tools in the game built from the ground up by and for guild leaders and members. The developers see the testers as a part of the team, and treats their feedback with a great deal of gravitas. Drescher's wedding was actually scheduled to avoid Warhammer's development period. That's dedication. Make sure to check out the 'cast as well.

  • Massively goes to WAR: Every Warhammer class explained

    by 
    Michael Zenke
    Michael Zenke
    06.04.2008

    var digg_url = 'http://digg.com/pc_games/Every_Warhammer_Online_class_explained'; Last week Massively.com had the chance to sit with developers Adam Gershowitz and Josh Drescher during our visit to EA Mythic. There for a tour of Warhammer Online in its entirety, we'd already covered the innovative Engineer and Shaman classes. The morning was quickly running out, and to compensate for the sheer amount of information we needed to pile through our demonstrators went into overdrive. For roughly an hour we moved quickly from class to class, visiting the highpoints of several different types of gameplay. Much of our discussion explored the karmic doppelgangers across classes; different races entirely that share similar roles or playstyles.As our weeklong series - Massively goes to WAR - rolls on, read below for crunchy game details on every single class in Warhammer Online: Age of Reckoning. At the end of the piece, check out the designers' take on why the Skaven (among other races) aren't in the game. And, if you're a fan of the recently announced White Lion class, make doubly sure to look below, because we have a few great details that should make you very, very well pleased ...

  • Massively goes to WAR: Spotlight on the Chaos Marauder

    by 
    Michael Zenke
    Michael Zenke
    06.04.2008

    In the balance of our time viewing the ins and outs of Warhammer Online, Josh Drescher and Adam Gershowitz gave us a big portion of their day. After giving us a high level overview of all the classes (which you'll see here on the site later today), there was a few moments left over for personal favorites. At Josh's urging, Adam logged into a Chaos Marauder to show off the mutational fury of that faction's front line. This melee warrior's capabilities are predicated on the internal darkness that boils into his skin, malforms his limbs, and gives him the capability to cause massive amounts of damage.His karmic doppelganger, the High Elf Shadow Warrior, is likely to get played more just by virtue of elven popularity. Still, the Marauder's place in the Warhammer world has its own horrific charm. Read on for details on their meat clubs, axe hands, and the aptly-named 'Wave of Horror.'

  • Massively goes to WAR: Spotlight on the Dwarven Engineer

    by 
    Michael Zenke
    Michael Zenke
    06.03.2008

    Our time last Thursday talking Warhammer classes with Josh Drescher and Adam Gershowitz was illuminating on many levels. For example, did you know that the user interface for every class in the game has been given a complete makeover? Not only will every class receive a neat widgety component (ala the Goblin Shaman's Mork n' Gork heads), but the bar itself is themed to the class's role.The action bar for the Dwarven Engineer, as you might imagine, is a sight to see. This defensive ranged specialist is a unique addition to the MMO landscape. And yet, we couldn't help but feel the stunty's gameplay was incredibly familiar somehow. In fact, the experience of playing an Engineer in Warhammer Online bears a lot of resemblance to that of the Team Fortress 2 Engineer. If the little dwarf had complained "Spies sappin' ma sentry!" it would hardly have been surprising. Read on below for more on this highly skilled specialist ... and a few words about the Chaos Magus all the way at the end.%Gallery-24013%

  • Massively goes to WAR: Spotlight on the Goblin Shaman

    by 
    Michael Zenke
    Michael Zenke
    06.03.2008

    Sitting down with Josh Drescher and Adam Gershowitz to discuss the classes in Warhammer Online is somewhat like getting to sit next to the director during a feature film. They're so intimately tied to the game that every race, class, and locale in the game has an associated story. We had the chance to get the director's commentary straight from the source, and the result is a wealth of knowledge about the 24 different in-game classes. The first class we took for a tour was the Goblin Shaman, the healer/DoT specialist for the greenskin race. Though nothing was said beforehand, the tiny gobbos with the big sticks are this blogger's favorite class. It was therefore especially enjoyable to check out the numerous tweaks to the concept, look, and UI of the little healer. Read on for the full Waagh! %Gallery-21881%

  • Massively goes to WAR: Everything you need to know about guilds

    by 
    Michael Zenke
    Michael Zenke
    06.03.2008

    Warhammer Online's ongoing series of production videos are almost too informative sometimes. For the bloggers at Massively, they pretty much do our job for us. Not that we don't mind taking it easy, but as you've probably gathered right now we really enjoy talking about MMOs. Thankfully, some topics are complicated enough that they warrant a second look. Warhammer's Living Guilds system, for example, was the subject of a great video just a few weeks back. And yet, there are still a number of questions you can walk away with.Where can you use the guild banner (now called a standard)? What kind of tools will guilds have for coordinating events? What about the big picture? How to alliances work? And, perhaps most importantly, where can guildies get drunk together? All of these questions and much, much more are explored in the latest of our ongoing series of articles about Warhammer Online. If you're so inclined, you can jump straight to to part 2 or part 3, or join us below as we chat with Mr. Drescher and Ms. Christian Bales.

  • Massively goes to WAR: Everything you need to know about guilds pt. 2

    by 
    Michael Zenke
    Michael Zenke
    06.03.2008

    <-- Jump back to part 1We note there is a website and an email address down there at the bottom of the tab? What are those? Christian Bales: That's just my web, that's test for now, but that's when the guild leader wants to set the actual guild's email address and the guild website.) Josh Drescher: You can set that to be whatever you want, so ... Obviously, one of the cool things that you really want from a guild is a sense of belonging, the team jersey, you go and dress up in your Redskins jerseys or wherever you're from. It'll have the guild heraldry. The heraldry is a customized, unique sort of heraldry for your specific guild. So a symbol on it, specific color scheme, shape, patterns and so forth that's applicable only to your guild, that your guild will have the ability to place on various things. Christian: On your standards and on your guild cloaks.

  • Massively goes to WAR: Everything you need to know about guilds pt. 3

    by 
    Michael Zenke
    Michael Zenke
    06.03.2008

    <-- Jump back to part 2 Is there a formal in-game mechanic for alliances? Christian: There certainly is. We do allow formal alliances in the game, you can form an alliance with up to ten guilds, and you can assign officers within that alliance structure, though that is very limited. We actually have a roster for the alliances, you form it just from this window, and then it populates with your alliance roster. Note that every member from your alliance is not displayed in this roster, only your guild, the alliance leaders and the officers, because that would be - if you had ten guilds in your alliance, that would be a lot of people.

  • Massively goes to WAR: The early days of Mythic Entertainment

    by 
    Michael Zenke
    Michael Zenke
    06.03.2008

    Thursday afternoon Christian Bales and Josh Drescher sat down with us to discuss the Living Guild system in Warhammer Online. We did, at length, and you'll see the results of that discussion on the site later today. In the midst of all that information, though, we got to talking about their early days at Mythic Entertainment. Unlike many of the AAA MMO developers today, Mythic originally started out as a 'garage-style' development house. It's hard to imagine today, walking the halls of EA Mythic's corporate office space, but the duo's tales of antenna-based internet service, hallway offices, and legacy code make for a great reality check on the modern MMO marketplace. Read on below the cut for stories that will make you very glad to be working in a cubicle ...

  • Warhammer Online is headed to the land down under

    by 
    Michael Zenke
    Michael Zenke
    05.16.2008

    Drop bears. Death kangaroos. Surly emus. Australian gamers have a unique sense of humor, something they share (obviously) with the sensibilities of Warhammer Online. EA Mythic has taken their threatening marsupials very seriously, and announced in an interview with Gamespot that they'll be offering local servers to Aussie players when the game launches later this year. In fact, they're working right now to add an AU server to the Beta. The ever-informative Josh Drescher told the game news site that their support of the gamers down under is entirely about personality and recognition. In Drescher's eyes the Australian Warhammer fans have been incredibly supportive, whether in the form of Beta signups, forum postings, or angry stuffed animals mailed via parcel post. The associate producer credits their relationship with EA here - this is another element to the game they may not have been able to offer if they hadn't partnered with the software giant.At the end of the day, Drescher says it's about recognizing an under-supported marketplace: "It's clear to us that it's a completely viable new market that hasn't got the attention it deserves ... I don't know the exact location, but we'll be hosting the server somewhere in East Asia, so it will be in the correct time zone. At the moment we are targeting it squarely at Australia and New Zealand." The full transcript of Gamespot's interview is also available, where Drescher offers up some familiar (but always entertaining) insights into the world of Warhammer.

  • Mythic's efforts aided by WoW, planning ahead

    by 
    Chris Chester
    Chris Chester
    05.14.2008

    In a recent interview Warhammer Online senior designer Josh Drescher remarked that World of Warcraft has actually made it considerably easier for other MMOs to succeed in the market, contrary to popular belief. While nobody has come close to dethroning the Blizzard juggernaut and its 10 million subscribers, WoW has done a lot to expand the the potential user-base, and for that Mythic is grateful. Drescher notes in the interview the rate of success in a post-WoW world is considerably higher than it was before, making for a more friendly marketplace to release a game.It's this kind of mind for market dynamics and future-planning that's really coming to define the modern MMO game designer. For them, retail release is only the beginning of a long process that can extend as far as ten years into the future. So when it appeared during the interview that Drescher suggested that the Warhammer Online team had content planned out five years in advance, some people were understandably confused about the scope of Mythic's development efforts. Was the game delayed to implement content intended for half a decade from now?

  • Josh Drescher explains WAR's living guilds

    by 
    Kyle Horner
    Kyle Horner
    05.07.2008

    This month we get a look into one of the many cool aspects of Warhammer Online: living guilds. This important Warhammer Online feature is explained by the dreamy Josh Drescher (that's right we said dreamy, just look at those honest eyes) who yet again explains the system in such a way that we cannot help but woo over him -- we mean it, the system.Anyhow, living guilds are EA Mythic's response to the many different problems with running a guild in MMOs. Everything from the complexity of running a website -- which you don't need with the bevy of features WAR's living guild system offers -- to giving players a powerful reason to join guilds and participate with other guild members in the first place. Did we need yet another reason to be extremely excited for Warhammer Online? No, but it really doesn't hurt to have more of them.

  • Catching up with WAR: An update on Warhammer Online's closed beta

    by 
    Michael Zenke
    Michael Zenke
    05.01.2008

    The men and women behind Warhammer Online love their job. It's not hard to see, or hear, and yesterday we had the opportunity to listen in as Warhammer's leading lights chatted about their favorite subject. EA Mythic participated in a conference call aiming to update fans and press alike with the latest news of their much-anticipated title. The team went through a slew of general questions, fleshing out our understanding of the features coming with the game's fall release. Sitting in on the call were Adam Gershowitz (Combat and Careers lead), Josh Drescher (Associate Producer), Paul Barnett (mouth-full-of-pizza), Jeff Hickman (Senior Producer), and Destin Bales (Content Director).Join us as we walk through the often-humorous commentary from the WAR boys. We'll learn about RvR, keeps and siege, cooperative gameplay, the makeup of the endgame, the viability of PvE, and what you have to do to end up on Paul Barnett's whiteboard. Read on to find out, and to see some exclusive screenshots of the game in action.%Gallery-21882%

  • EA Mythic gives fans an in-depth look at Warhammer Online

    by 
    Michael Zenke
    Michael Zenke
    03.28.2008

    So, Warhammer Online was just delayed for another few months. Fans are preordering the game like crazy, and why not with such a fantastic collectors edition? But what the heck have they been working on up there? Are they just larking around, making us wait? The answer to that is a categoric no, and to prove it EA Mythic has collaborated with Ten Ton Hammer to offer up a string of videos showing fans the current state of the game. This series is informative, extensive, and extremely exciting for anyone looking forward to the PvP-geared fantasy game. So what do they have on offer?How about a walkthrough of the bastion of Order, the city of Altdorf? This tour examines everything from taverns to towers, and everything in between. They have up a tour of the Inevitable City, the Chaos-warped counterpart to Karl Franzs' beautiful metropolis. Fans of 'not-combat' will enjoy a discussion of the character customization system called dyes, as well as even more details on the trophies system. Those same folks might enjoy this little video about ... crafting! Yes, crafting in Warhammer Online is covered by this video demonstration. If you're like me, you're really looking forward to the Tome of Knowledge, one of the game's most unique features. A great walkthrough from Carrie Gouskos gives us the ins and outs of this multi-layered achievement/unlock/lore/map/quest-tracking system. Finally (and perhaps most fantastically) Josh Drescher and Paul Barnett sat down with the TTH folks to talk about the big picture, the thousand-foot view, and why they have no problem taking their time getting the game out.

  • Warhammer's Josh Drescher clears up details on this round of beta invites

    by 
    William Dobson
    William Dobson
    02.06.2008

    We previously reported on the erroneous emails from Warhammer Online's Beta Center, asking people who hadn't yet been invited to the beta to update their DxDiag file and consequently getting their hopes up. EA Mythic had already confirmed for these poor sods that they would need to wait for a real beta invite, but associate producer Josh Drescher has offered up a few more details about the situation on his personal site.Drescher states that the receipt of the emails by those not already invited does not mean you have a greater or lesser chance from anyone else of getting in, does not mean that something is good or bad about your computer that will lead to you getting picked or avoided, and it doesn't mean that you've already been picked (although you could be, unrelated to the email).

  • Associate producer with EA Mythic Josh Drescher talks Warhammer Online

    by 
    William Dobson
    William Dobson
    01.19.2008

    The tantalizing drip-feed of information on Warhammer Online continues. One of EA Mythic's associate producers, Josh Drescher, recently gave his time for an interview and answered some good questions for the fans. There are a couple of things that he had to decline commenting on due to marketing plans, but for the most part, he provided very interesting answers to the questions posed.Among other things he mentioned, he confirmed that there will be NPCs involved with RvR, to prevent situations where there is a completely unguarded territory up for capturing when there are no players about to help defend. He comments on WAR's answer to a "charge" type ability for melee classes (designed to assist these classes in closing the distance on a target) and says that instead of a charge akin to World of Warcraft's for example, which basically teleports you right up to the target with zero player control, theirs will be like a secondary sprint that makes you move a bit faster than your prey while you retain complete control over movement.Another pertinent portion of the interview is Drescher's commentary on equipment and balancing. He is asked whether players will be required to raid end-game bosses over and over to obtain the best gear and keep up in RvR. His reply is two-fold; firstly, the very best gear will be obtained from city siege and capture (with other good gear being rewarded upon completing specific tasks and quests), and secondly, gear will not be the most important factor in RvR success. The link below will take you through to the full interview and the rest of Drescher's answers.[Via MMOsite]