jeff-skalski

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  • Mythic: Help us convince execs to make Ultima Online 2

    by 
    Justin Olivetti
    Justin Olivetti
    08.24.2012

    As Ultima Online turns the corner into its 15th anniversary next month, many fans have wondered why Mythic is focusing on its not-quite-an-MMO Ultima Forever instead of a proper sequel. Producer Jeff Skalski took to the podium to talk about Ultima's future and how fans might help the studio sell higher-ups on a return to the days of glory. Skalski says that it's important to realize that Ultima Forever and Ultima Online are being worked on by separate teams, so there's no draining of resources from one into the other. "We have a phrase here in the office that every generation deserves an Ultima game," he said. "It's been far too long." When the 15th anniversary hits, expect fun surprises, Skalski promised. He finished by making a plea for fans to support Ultima Forever, saying that it might lead to better things: "For those interested in seeing an UO2: No surprise announcements on that today, but what I will say by everyone continuing to support UO and Ultima Forever this is the kind of ammunition I need to convince the high level execs that the market is ready for more Ultima."

  • Ultima Forever opens the doors to Druids

    by 
    Justin Olivetti
    Justin Olivetti
    08.03.2012

    While it might not be a full-fledged MMO, Ultima Forever remains on our radar due to its heritage and studio backing. Executive Producer Jeff Skalski revealed a few more details about the title, including the third class to join the character roster. The as-of-yet unrevealed class is a Druid, who will take her place alongside the Mage and Fighter. "She's an interesting one," Skalski said, "but unfortunately at this time we like to hold back on the details behind her for a little longer. I will however say there will be five additional classes beyond these three that we plan to launch every few months following launch." Skalski said that Ultima Forever takes place 21 years after Ultima IV and has a Lady British on the throne of Britannia ("We wanted to be respectful to Richard and his rights," he explained). BioWare's skill as a spinner of yarns will be on full display as well: "At its core is a story of a journey with choice. The eight virtues are threaded throughout the game and your actions will dictate how you progress those virtues."

  • Ultima producer's letter teases 2012 content

    by 
    Jef Reahard
    Jef Reahard
    01.31.2012

    Did you know that Ultima Online turns 15 this year? It surely does, and if you're not having a geriatric fit over that fact and wondering where the time has gone, well, get off our lawns. In all seriousness, UO grand poobah Jeff Skalski has favored the masses with a producer's letter, and he drops several hints about what's to come for the 2012 version of Sosaria. Publish 74 is officially live, and the dev team is already hard at work on its followup, which Skalski says will address "a handful of long overdue bugs" as well as further the game's dynamic story arcs. Skalski also tells us that the artwork for the enhanced client is still in the oven, and in fact the makeover has turned out to be "more challenging than planned." As a result, it's not quite ready for primetime, but rest assured that it is still a priority. As always, more info is available at the official UO website.

  • Ultima Online producer's letter promises revitalization of classic content

    by 
    Bree Royce
    Bree Royce
    11.07.2011

    Did you wonder who was captaining Ultima Online since Calvin "Uriah" Crowner left his role as producer earlier this fall? Apparently, it's been none other than Jeff Skalski, who recently penned a producer's letter to introduce himself to the UO-faithful. In it, he explains that his goals for the grand-daddy of MMOs include heavily increasing the team's interaction with the community, implementing weekly Q&A sessions, squashing bugs, and "breathing life back into areas that have long been forgotten," i.e., revamping older content. In fact, some of that older content -- Shame, one of the original and iconic anti-virtue dungeons in classic Britannia -- is due for its revamp sooner rather than later. Publish 73, now on the test server, retools Shame with a truly massive itemization overhaul and difficulty scaling as players descend the dungeon's depths.

  • Warhammer Online gets a new producer's letter

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.24.2010

    Hot on the heels of the 1.3.4 patch, we've received another letter from Warhammer Online's producer discussing the state of the game and its immediate future. Carrie Gouskos, who has apparently inherited the position formerly held by Bruce MacLean and Jeff Skalski, has taken the opportunity to share information of the coming updates to the game. It's also a chance for a new outline of how the team wishes to improve upon community relations, with the promise of more frequent news and updates along with early player involvement in the testing process. In addition for soliciting players for loading screen tips, the letter talks about what can be expected with the next two small patches for the game, 1.3.5 and 1.3.6. The former is slated to shift the core experience of cities and city sieges to an RvR experience, emphasizing PvP combat and with encounters balanced to shift based on population sizes. On the other hand, the latter is going to examine armor sets closely and try to provide a redesign for maximum player benefit. Warhammer Online fans can look forward to more about these features in the coming months, with any luck.

  • New producer's letter for Warhammer Online

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.19.2009

    As we approach the end of the year, which has been a pretty tumultuous one for Warhammer Online, it's not surprising to see a new letter from the producer. But this letter is also a letter from a new producer -- Bruce Maclean, who is apparently now taking on the duties as producer. There's no word on Jeff Skalski except that he is still "working hard" on the game. But we may as well focus on the positives, as the letter itself doesn't speak about the problems the game has had, instead focusing on the improvements that have come into Warhammer Online over the past year. The patch 1.3.3 graphical improvements are cited as a notable improvement, as are the many updates the game has seen over the course of the year and the launch of the Macintosh client for the game. There's also a brief discussion of what might be expected in the near future, which include useful weapons earned via RvR gameplay and a new scenario structure. How far in the future isn't mentioned, but they're hinted to be close, which could be excellent news for a game that's seen its fair share of ups and downs. As the letter says, however, now is the time to drink and relax and enjoy the game so far. Good advice, that.

  • Warhammer Online merges two more servers

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.24.2009

    It wasn't entirely unexpected -- after all, Jeff Skalski gave some indications this might be coming in our recent interview with him -- but it's still unbalancing. Warhammer Online community manager Andy Belford confirmed today that two of the game's servers, Dark Crag and Phoenix Throne, will be shutting down. The population of these servers will be allowed a free transfer to two other servers each -- Iron Rock or Badlands for Dark Crag, Gorfang or Volkmar for Phoenix Throne. He also mentions that there will be a 20% bonus to experience and renown in the weeks following the transfer, to at least slightly take the sting off the event. It looks as if there will be slightly more servers in the European region, as they have a total of 13 still open... but several of those are due to the different languages, and at least one of the realms is scheduled for shutdown. As for what this means for the game itself... it's hard to call it anything but bad news, even with the promises of a boost incoming to ease the impact. We know that Warhammer Online's future looks a bit shaky after recent events, but this is more dire than any of us had expected or hoped. We'll keep up on any news as it becomes available. [ Thanks to JP for the tip. ]

  • Massively interviews WAR's producer on the future of the game

    by 
    Tracey John
    Tracey John
    11.11.2009

    Warhammer Online has gone through big changes recently, both in-game and out. Mythic recently released the title's 1.3.2 patch, which had some controversial changes, and this week we learned that staffers at the studio were let go as part of Electronic Arts' new business strategy. In the midst of all this, Warhammer Online producer Jeff Skalski answered questions via e-mail to Massively.com about where the game is headed. "Right now, our focus is on improving the RvR campaign, career balance, and game performance," Skalski said. "These are critical to our long term success. We also continue to fix bugs and work on overall game polish. These are the things we sit down and discuss every patch planning meeting we have." Though we got a letter to the community from producer Jeff Hickman earlier, Skalski also addressed questions about appeasing both existing and new players, whether or not to merge servers again and the overall future of Warhammer Online in these troubled times.

  • Mythic removes time limit on WAR free trial

    by 
    Brooke Pilley
    Brooke Pilley
    10.30.2009

    Warhammer Online's October newsletter just arrived in our mailboxes and its full of frothy WAAAGH!. Predominantly featured are the 1.3.2 updates, which most of us already know about including the removal of fortresses, a new keep difficulty system, client performance improvements, and of course, the New User Journey. Check out the video podcast with producers Jeff Skalski and Josh Drescher for a full run down. A couple interesting bits stuck out for us. First, as Werit points out, Mythic has removed the 10-day time limitation on their free trial. Players can now experience all of what tier one has to offer without worrying about a looming deadline. This should work out quite nicely with the New User Journey. We also noticed the release of a new Warhammer-themed living card game by Fantasy Flight Games called Warhammer Invasion. This should be of interest to those who just can't get enough order or destruction in their day. Finally, you should come back in one hour for our exclusive GameX interview with Matt Shaw and James Casey as they discuss the free trial and explain their decisions behind the 1.3.2 changes.

  • Warhammer Online interview about 1.3.2

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.24.2009

    It can be safely said that every Warhammer Online player was absolutely in love with the changes made in patch 1.3.2, for a given value of "every Warhammer Online player" or a very interesting definition of "absolutely in love." Okay, the patch might not have actually been as well-received as all that. There was some controversy, more so than the usual patch day wailing and gnashing of teeth. Love it or hate it, it's hard to claim that the community team is unaware of the fact that they made some large changes and debated choices, which is no doubt part of the reason that Jeff Skalski gave a short interview to MMORPG.com regarding the changes. If you didn't like the changes, of course, it's unlikely that you'll like the general tone of the interview. Skalski outlines the reasons behind each change and why he feels they were the right choices for the game as a whole, even if they weren't all received warmly by the existing player base. He is, however, clearly very aware of the criticism and complaints that have been leveled for each change, and does his best to address them in turn with a calm attitude and a touch of humor. Take a look at the full interview for a bit more about the process and the rationale, even if you're still a little miffed about where your Shadow Warrior starts off these days.

  • Warhammer Online drops 1.3.2 and looks straight ahead

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.16.2009

    Love it or hate it, opinions have been divided, but the changes made to Warhammer Online in the 1.3.2 patch -- most notably the changes to the starting experience -- have certainly gotten people talking. But it's one thing to discuss it in the abstract and another to see how things play out. The opportunity is now in the hands of the game's players, as the patch has gone live and all of its changes are there for everyone to try. Rather than locking things down and leaving them there, however, producer Jeff Skalski has released an open letter to the community explaining why some of the changes were made and what changes are coming in the game's next patch, 1.3.3. Cosmetic changes include the options to walk and sit (instead of constantly running and standing) and additions to the game's graphical engine. More far-reaching is the implementation of the Underdog System: a series of running handicaps designed to help bring the side that's consistently losing into better parity with their opponents. Skalski explains in brief how such a system will work and how it will avoid unbalancing matches in the other direction, as well as discussing some of the larger issues Warhammer Online plans to address. If you haven't been playing or you took a break, see what has changed and what's coming, since now is the time to give the game a look.

  • Jeff Skalski talks about WAR's past, present, and future

    by 
    Brooke Pilley
    Brooke Pilley
    09.04.2009

    When it comes to birthday parties, most people would like to celebrate them one of two ways: Party-hearty or keep it calm and low-key. Warhammer Online will be celebrating its first birthday a bit differently. With all the MMO competition arriving this September, the game is in for a turbulent and possibly frightening experience. But according to a recent interview with Producer Jeff Skalski, Mythic plans to keep focused on their game instead of worrying about others."In the coming months, we plan to stay focused on our 1.3.2 and 1.3.3 goals and, more importantly, keep improving the elements in WAR-such as open RvR and our city end-game experience-that our competitors simply don't possess. Meanwhile, we will continue to address player concerns and introduce more polish across the board."The extensive Warhammer Alliance interview covers a broad range of topics, including where WAR's been, where it's at now, and where it's going in the future. One of the things Skalski wishes they did better was to not launch with so many servers. Many players agree with this, but point out that they could have also corrected that mistake by consolidating the excess a lot sooner. It will be interesting to see how the next month or two affects WAR. Be sure to read up on Mythic's strategy to mitigate the effects in this informative interview.

  • WAR producer's letter details major 1.3.1 changes and lays out plan for near future

    by 
    Brooke Pilley
    Brooke Pilley
    08.18.2009

    The newest Warhammer Online producer's letter starts off by detailing all the major changes coming with patch 1.3.1, including revamped city siege, open RvR enhancements, and social improvements. Basically, it's a lot of stuff we've heard about already. However, things get really interesting when Jeff Skalski starts talking about what is on the horizon for patch 1.3.2. There are some gems.It sounds like Mythic is planning on uncoupling the fortresses from zone capture. This is a major RvR campaign design shift but the details are pretty vague at this stage. They will also be reworking the earlier tiers of the game in an effort to retain newbies and make alting more pleasurable. This could work quite nicely with the sidekick/buddy system they are working on as well. Finally, they're continuing to tweak crowd control and hint at a potential new Live Event tied to the "Daemon Moon." Maybe it will involve the Khorne Daemon Prince in the image above.

  • Games Day '09: Managing realm vs. realm combat with Jeff Skalski

    by 
    Seraphina Brennan
    Seraphina Brennan
    05.19.2009

    RvR is a carefully titrated, expansive system, and no one knows that better than Mythic Entertainment's Jeff Skalski. Jeff is the RvR team lead on Warhammer Online, and we recently had the chance to sit down with him at Games Day and pick his brain about many different aspects of WAR's RvR combat.So what can we expect from city sieges in the future? What's the current priority for the RvR team? What's their plans for open RvR and keep sieges? What's it like designing a zone that includes a heavy emphasis on RvR and RvE working in tandem? These questions and more are answered inside this Games Day interview.

  • Games Day '09: Managing realm vs. realm combat with Jeff Skalski pt. 2

    by 
    Seraphina Brennan
    Seraphina Brennan
    05.19.2009

    On top of that, we are aggressively looking at city sieges. On the RvR team, that's where the big focus is. The last big improvement in the open RvR arena was adding a second ramp to the keeps, but now our focus is on the city. We want to make sure that players know what's going on, like with the stages of the city. It's really three stages -- contested when you enter in, then the attackers can push it to pillaged so the warlord PQs open up, then it goes to captured and you unlock the king's instance for a set amount of time. "Our goal is to make the city siege RvR, not RvE." Our goal is to make the city siege RvR, not RvE. We want to put more focus on killing players, capturing and holding objectives, and we want that to be the front from beginning to end so there's always RvR in the game. So that's what we're looking at right now, working with those concepts and fleshing out those ideas. Any previews or details on that yet?It's really too early to say. We just started meeting with our core testers and explaining to them the ideas we have, and we're throwing things out there while finalizing what we want to do. I can say that for the players out there who are saying, "Oh, make it more epic, make it more epic," well that's what we're focusing on. We're trying to bring the quality of epic up, but at the same time we have many other things going on too. There's always bug fixing and things to work on, so we have to be careful. We want to react quickly and get it done now rather work on it for 10 months and fix it next year.What would you say to a player who holds the opinion that something like Warcraft's PvP is superior to Warhammer's RvR?This is my opinion, but I find when I talk to players who have that opinion that it's about convenience as to why they prefer the WoW model of PvP over the WAR model. We're really seeing a change. So, for you and I, we've been playing MMOs for a while. But there are people out there who have never touched any other MMO except for WoW. That game is all they know. They don't know what EQ was like, they don't know what UO was like, they don't know what MUDs are, so they don't have this broad concept. They just want stuff now and they want to get out quickly. They want instant gratification and they want to be constantly patted on the back with an enthusiastic, "Good job, good job!" "Then we added in the token system because we understand that at the end of the day you just may not get that loot roll." So when WAR was launched, we didn't have anything like the token system. We just took the approach of, "Well, you're just going to have to work for it. I'm sorry, but you have to go out, fight enemies, get through their keeps, and go for it." What ended up happening was the players began taking the path of least resistance. Players even went to lengths to avoid one another, and that really confused us. We thought they had bought our game to RvR, but they're avoiding enemies! Then we had things like keep trading and round robin keeps going on, so that's why we went to zone domination. It's why we took the rewards off of flipping a keep and put it on flipping the zone. That way you're not just hopping from pairing to pairing and going around, and around, and around. Now they want to capture and fight for that zone.Then we added in the token system because we understand that at the end of the day you just may not get that loot roll. I, honestly, have horrible luck. I rarely, if ever, get the gold bag. Now for participating you get this token. Sure, you need a lot of them, but you know you're getting somewhere.We're learning a lot about the player base. We hear all of the feedback from the players and hear what they're complaining about. When I come into work in the morning I have, from multiple sources, the top five issues of the game. And that helps me and the other producers determine exactly what we need to put our teams on. What needs to be hotfixed before the weekend, what needs to be put into the next patch, or whatever.So they game is getting better. The game is better today than it was at launch in terms of stability, performance, and how the systems are working. We have teams dedicated to it and we just keep pushing it. 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: Lands of the Dead design discussion with Gabe Amatangelo and Jeff Skalski

    by 
    Seraphina Brennan
    Seraphina Brennan
    05.15.2009

    After saying goodbye to Paul and Josh, I soon found myself sitting down with Gabe Amatangelo, the senior designer on Land of the Dead, and Jeff Skalski, the RvR team lead, with the task of getting inside the Land of the Dead development process.What I got were some great insights into how testing and development works at Mythic Entertainment, as well as some inside facts on Land of the Dead and some great reasons for why players should come back and try out some WAR. Interested in what sparked the movement to an action RPG dynamic? Wondering what features may not have made the final Land of the Dead cut? All of that and more is inside this Games Day interview.

  • Games Day '09: Lands of the Dead design discussion with Gabe Amatangelo and Jeff Skalski pt. 2

    by 
    Seraphina Brennan
    Seraphina Brennan
    05.15.2009

    Now you guys have a really interesting design going on with Warhammer, regarding the City Siege system. You've basically built in your own cap on the game's system, which is very different from other MMOs in the market. What's it like designing something like Land of the Dead with that restrictive cap in mind? Jeff: It's challenging. Sometimes it feels like we're splitting hairs, but we planned to do this type of stuff earlier on, so we left some space to design in. We wanted to make sure this was a free expansion that all players had access to that runs parallel to the tier four campaign... Gabe: It compliments many different areas of our content. It compliments many types of players with many types of gear and gives them new objectives to achieve. But the top end, yeah, it's definitely a challenge, and that's the one campaign. We have three campaigns. The Warhammer world just has so much stuff in it. There are so many other armies and other things to be inspired by to make new content. With all of that other stuff in mind, where would you like to take Warhammer if the decision was solely up to you? Gabe: There's alot. You know, when we explored the RvR gated "Darkness Falls" dungeon, we explored a bunch of different things. We explored Mordheim, we explored Skavenblight, and then we fell across the Tomb Kings. This was perfect for us, as it allowed us to explore a bunch of different gameplay dynamics. But still, I think Skavenblight is a very cool element. Then you have the whole Vampire Counts dark world... Jeff: We still got Sylvania and getting out there to do. Personally, from a visual standpoint, I'd like to see Lustria. I think it's an environment we just don't have in the game at the moment, which was one of the reasons I was really excited about Tomb Kings. I like having a completely new environment and it's a setting we don't have at all in our game. Gabe: And it also really depends on what we want to get out in regards to content. Is it a dungeon, is it a new open zone? That affects where we go with it. If it's a dungeon, oh well then we should go to Skavenblight as it's a underground thing over there. If it's a whole new mini-zone, then maybe we go to Lustria. Of course I'm talking in broad general terms, but that's the stuff that directs where we take it. Is there anything that got left out of this expansion that you wish would have made it in? Jeff: We accomplished alot, but there is that one thing we had to cut back on, as we needed to get moving with production, and that was being able to bring the Tomb Kings in as an ally in the RvR siege. In the early days of the design, we were thinking about giving the assistance of the Tomb King and his army out during city sieges. Gabe: There were several ways we strayed away from that and one was certainly production issues, but another was that we wanted the campaign system to be the campaign system. Land of the Dead is gated by the campaign, but it doesn't hinder or affect the system in any way and we wanted to leave it like that. The one for me was that we wanted people to be able to access Land of the Dead from level one. But, well, we just couldn't do that. We pushed it back to level 25. Jeff: But the majority of our players meet that requirement anyway. The other other thing that we wanted was for instances to be able to let more players in. So there's six man runs right now, but there was this "other one" where we wanted to get that number higher, but we didn't get that in. Gabe: *evil laughter* Not yet. Now one of thing some of our commenters are going to point out as a problem is the power leveling. You can be level 25, then get bolstered to level 36 in Land of the Dead, and you gain level 36 experience at level 25. Why did you guys decide that? Gabe: Well Darkness Falls was very successful as an alternate spot for power leveling. So we went and followed that form and put it into Land of the Dead. The other thing to note though is that you can lose control of the Land of the Dead, and that will cause power leveling to spike. It's another carrot on the stick for players to gain control of the area. So I don't think it's going to be a problem, I think players are going to enjoy it. Jeff: It gives you another track, an accelerated track, and it happens right at 25 for a reason as it's in that lull between tier three and tier four. It's going to be that extra push that will get people into tier four. We've done many things to help ease that lull, like new epic questlines and boosted quest experience, to get people into tier four. So, ok, let's pretend I'm a newbie to Warhammer. Why should I come and play your game? Jeff: If you want PvE content, we got the public quest system which is a trendsetter in the industry and I know we're going to see more of it pop up. Oh yeah, Runes of Magic already jumped on that. Jeff: Oh yeah, we know, and it's cool. It's just a good system because it helps get people together. From an PvP standpoint, our game was built for realm vs. realm combat. You can do it from rank one in our game. There are scenarios, there's RvR areas, they're dynamic, there's a lot of variety. We slowly introduce the player to harder and harder mechanics as they advance through the tiers, like keeps, and outer walls of keeps, and city sieges. To me, that's why players should come. If you want PvP then there's no other place to go. Gabe: With Land of the Dead specifically, it's the pyramids and the necropolis. There's no other setting like that in modern MMOs. It's the action RPG elements and working together to overcome them as a group as well as individually. There's just nothing like it. You like Zelda, you like God of War? Then check this out. 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!

  • GDC09: WAR interview with Paul Barnett and Jeff Skalski

    by 
    Brooke Pilley
    Brooke Pilley
    03.31.2009

    Massively's very own Shawn Schuster had a chance to catch up with Warhammer Online Creative Director Paul Barnett and RvR Producer Jeff Skalski at GDC 2009. They chatted about the recent player (re)acquisition campaign, server merges, Land of the Dead, and much more.There has been a strong push to attract new and ex-players to Warhammer recently. Are we witnessing the rebirth of WAR?Skalski: The title of our live expansion arc is Call to Arms and this has meaning both inside and outside the game. Outside, we have the recruit-a-friend program, free trial, and retrial. We are trying to make potential players aware of all the improvements we have made to performance, game mechanics, bugs, etc.. We are heavily focused on this free live expansion and have no immediate desire to release a boxed expansion.

  • GDC09: Paul Barnett and Jeff Skalski interview (part 3)

    by 
    Brooke Pilley
    Brooke Pilley
    03.31.2009

    Massively's very own Shawn Schuster had a chance to catch up with Warhammer Online Creative Director Paul Barnett and RvR Producer Jeff Skalski at GDC 2009. They chatted about the recent player (re)acquisition campaign, server merges, Land of the Dead, and much more.What can we expect to see with the new Tomb Kings content? Barnett: Crazy egyptians Warhammer style! It's like the Powerslave album cover by Iron Maiden has come to life in the Warhammer world. Tomb Kings are the dry undead, unlike the wet undead you get in the Empire like ghouls, zombies, and vampires. These are the dry undead, like mummies, skeletons, dusty bone giants, and liches. They're bringing their casket of souls and lots of sand with them. Players will see new developments on how PQs are done and an excellent system for how you get armor sets. We will have phenominal big dungeons in the same vein of Lost Vale (same team). End-level baddies like you wouldn't believe. They're doing things people haven't seen in these sort of games. Sequences where you go down corridors and encounter traps you will have to disable. You can then re-enable them to work against your enemies. Skalski: This is our successor to Darkness Falls. We're pretty excited about it. You really seem to support your fansites by interacting with them in interesting ways (e.g., sending them exclusive images on memory sticks or DVDs with cryptic timestamps). How did this idea come about and will it continue? Barnett: There's definitely more to come and it has nothing to do with evil marketing either. All the efforts have been self-generated by our production team coming up with cooky and crazy ideas all by themselves. That said, marketing is great at knowing a good thing when they see it. They have jumped in on the new one we're about to do. It's an example of our internal love affair with the game and showing that to the players. What we're doing for Land of the Dead is going to be just as fun and silly. It one might have a bit of a marketing flavor because we've been given more leeway and support from them, but it's still coming from fanatical people in the company who are huge fans of the game. << Part two

  • GDC09: Paul Barnett and Jeff Skalski interview (part 2)

    by 
    Brooke Pilley
    Brooke Pilley
    03.31.2009

    Massively's very own Shawn Schuster had a chance to catch up with Warhammer Online Creative Director Paul Barnett and RvR Producer Jeff Skalski at GDC 2009. They chatted about the recent player (re)acquisition campaign, server merges, Land of the Dead, and much more. How have the server splits and now merges worked out for you? Barnett: It has been good because the game is based around RvR - it's a critical mass game. WAR flourishes and blossoms when the game does things players want it to do, which is mainly group RvR combat. A decision was made early on to limit server queues by opening additional servers. It was right in the short term but caused caustic harm to critical mass over time. Servers with high populations had stronger retention and player enjoyment was much higher. In hindsight, we should have had less servers to start with. Why do you think fans enjoy your Live Events so much? Barnett: The live arcs are there to show that the game is alive and well, that we've got a dedicated team working on it, that we continue to make iterative improvements based on player feedback, and that we're willing to add new features at no extra cost. They just make the game feel better. In some cases it's us meeting past promises, and in other cases we're trying to develop and blossom the game's possibilities. We wrap them up in story arcs to give them a tone, feel, and texture.What kind of feedback are you getting on the Slayer and Choppa? Skalski: Everyone was extremely excited to see the Slayer. The best feedback came from people who enjoy playing simple roles in RvR - people who like to go into a fight with two axes and do lots of damage without worrying too much about a complex mechanic. Barnett: Most people are going through the usual dial face of player response. Some people think they're underpowered. Some people think they're overpowered. Some people don't think they were ever tested in the first place. Some think they were tested well. The choppa is more powerful than the slayer. The slayer is more powerful than the choppa. All that kind of stuff! << Part one Part three >>