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  • Putting the story into MMOs

    by 
    Brenda Holloway
    Brenda Holloway
    04.29.2008

    It's hard to be a hero sometimes. You wait in line behind a dozen other adventurers for your chance to hand in your twelve warg ears in return for some silver. You'd been sent to help clear the fields of wargs and even though there were several other heroic warg hunters slicing through the weeds for them, you eventually found yours. The old farmer was pleased, but he had a new job that only you -- and the hundreds of people like you -- could perform. There were more wargs out there! But this time, he would need their feet. As you headed back out into the night to continue warg genocide, you thought -- there has to be more than this. There has to be more to being a hero than hunting dogs and bears, then heading to a new town to look into their ant problem.What you're missing, is story. The game has been designed to make your story the same as every story. A long history of slaughtering trivial mobs, occasionally grouping with others to kill a greater monster who will be prowling the hills an hour after play ginsu with its spleen. In "It's Story Time, Boys and Girls!", Warhammer blogger Syp explores the different ways MMO developers try to add story to their games, some more successful than others. NPCs in City of Heroes will talk about your deeds and exploits as you pass. GM actors in EverQuest once presaged world-changing events with missions ordinary players could affect. Lord of the Rings Online slowly advances the plot of the war with Mordor with each update. Syp also wonders how quests might change if the decisions you made in the game slowly wrote your own unique story, and generated new quests based on it. Some great suggestions about a problem all too common in today's games.

  • Germans show undying love for Warhammer Online

    by 
    Kyle Horner
    Kyle Horner
    04.24.2008

    We've always known that Europe -- and Germany in particular -- were big Warhammer fans. This fandom apparently loses no potency when applied to MMO versions of the franchise, as the German version of the Warhammer Online Collector's Edition has apparently sold out on Amazon. As of right now, there's no word on whether or not more copies of the CE will be produced to meet further demand, but it would be silly for Electronic Arts not to do so. Surprised? Well you probably shouldn't be, as Games Workshop has legions of thronging fans throughout Europe and usually experiences the Hasselhoff effect in Germany. If this kind of trend continues throughout the rest of Europe, we suppose that Warhammer Online's success in North America could become a bit of a moot point.Whatever happens throughout the rest of Europe, It looks like Germany is hooked on a feeling when it comes to WAR.

  • Darkfall producer talks about beta, testing and setting release dates

    by 
    Brenda Holloway
    Brenda Holloway
    04.13.2008

    There's a PvP-oriented game with real-time, aimed combat, a wide variety of races and tactical gameplay, but it's name doesn't have Conan or Warhammer anywhere in it. Darkfall aims to be the best free-for-all, PvP oriented game ever made. "Too good to be true" is an accusation they hear often; and yet one they aim to live up to, says Associate Producer Tasos Flambouras in Darkfall dev journal #25. Though Darkfall is feature complete, they have not yet opened their doors to regular players. The devs have hired a team of professional beta testers to check through the game first. When they do open the doors, the game will be as close to a finished product as possible, and they can focus on tuning the game for various hardware configurations and stress-testing the server without having to worry about fundamental game issues at the same time.Darkfall NPCs go about their lives and level up as they age. Because the NPC AI is so sophisticated and seems exactly like a player to the servers, the NPCs themselves are doing a fair amount of game testing just by running around and exploring. Perhaps when the game goes live, the NPCs will eventually set up camps and build cities around popular player re-spawn points, the better to knock them on the noggins as they groan back to life. Darkfall's aim is to give players a world and let them do in it whatever they like. There won't be quests that tell you what to do, where to do it and what to do after that. It's well to the left of the sandbox-game MMO divide. Perhaps Darkfall will succeed where Shadowbane failed, to make a wide-open world where nobody is safe and anything can happen.

  • Chronicles of Spellborn gets US Publisher

    by 
    Brenda Holloway
    Brenda Holloway
    04.11.2008

    Seems like just yesterday we were wondering if The Chronicles of Spellborn would ever see US shores. Some kind spirit must have heard us, for today comes news that a US publisher has signed a letter of intent to publish this rather unique fantasy MMO on this side of the Atlantic. Spellborn International and its European/Asian publisher, Frogster, have decided to push the release date of the game from Q2 '08 (ie, Real Soon) to Q3 '08 (ie, when Warhammer Online and the new World of Warcraft expansion, Wrath of the Lich King, ship). The reason given for the delay is polish and time for the US publisher to work on marketing the game. Polish. That used to be such a kind word. Polished games are nice, but "fun" is an even better one.Given the rather empty looking world they have been showing us, this extra time should certainly allow them to jam it full of goodness. With any luck at all, we'll be flying through the Deadspell Storm in our golden shardships, on our way to represent our Houses in Parliament. Now that it appears we'll be seeing this game in North America after all, what better time to learn more about the world of Spellborn through the Spellborn Scrolls? The Scrolls are an interactive text adventure that introduces you to the people and places of the game and is a pretty darn unique way to get the feel for the lore.[Thanks, Garold!]

  • The sun rises on a Dawn of War II trailer

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    04.05.2008

    THQ has unleashed a teaser trailer for Warhammer 40K: Dawn of War II to imbue the masses with the righteous fervor of the Empire. The real-time strategy sequel was officially confirmed just a couple days ago and will apparently feature a fully co-operative multiplayer campaign. Don't go getting too excited just yet -- DoW II won't be out until Spring '09. In the meantime, for those who need a 40K RTS fix stat, there's always Soulstorm, which will grant entry into the sequel's multiplayer beta at some point in the future.

  • How much do you love Age of Conan?

    by 
    Brenda Holloway
    Brenda Holloway
    04.03.2008

    How much are you looking forward to playing Funcom's Age of Conan? By "how much", we're looking for a dollar figure here. $50? $75? How about $108.58? That's how much Cameron Sorden over at Random Battle is paying for a pre-ordered Collector's Edition box of Age of Conan, along with special pre-order gifts like a ridable War Mammoth, and a three-day head start in the game for just $5 more. Cameron points out that this could be thought of as a hidden sort of micro-transactions, but it's more than that. Let's say Age of Conan sells 200,000 units at launch, at $50/each -- that's how many Vanguard sold. Now let's say one out of ten players decided to pre-order the collector's edition and three-day head start, as Cameron did. So do the math -- that's $11,171,600. Even if nobody played past the free month, they have recouped a decent portion of their development costs. Now let's further assume that all 200K people like the game so much that they decide to play until November, by which time WAR and Wrath of the Lich King will be out. Now we're talking a total take of $26,171,600 in the first six months. Even if a good portion of the people leave then for other games and they get no other people -- unlikely -- they will almost certainly recoup their development and distribution costs and turn a nice profit within a year. Of course, I have no idea of the actual costs, but it's likely safe to assume between $30 and $50 million.

  • THQ makes Dawn of War II official, coming Spring 2009

    by 
    Jason Dobson
    Jason Dobson
    04.03.2008

    After numerous expansions to its Relic-founded Dawn of War license, THQ has confirmed that a medic has braved the field of battle and returned with the franchise's treasured gene seed, officially announcing Warhammer 40,000: Dawn of War II for the PC. While the game is not expected to drop until Spring 2009, THQ notes that players who pick up the current game's latest expansion, Soulstorm, will score themselves an invite to the sequel's upcoming multiplayer beta. According to THQ, Dawn of War II will be built upon the Relic's proprietary Essence Engine 2.0, and will feature a fully co-operative multiplayer campaign. As for what races this latest chapter in the RTS series will offer up, we're left guessing, though the publisher has confirmed that the Space Marines and the Orkish green tides will be included. More information is promised in the near future, and as we get word from the Emperor, we'll let you know.

  • Mythic expects WAR beta apps to reach one million

    by 
    Samuel Axon
    Samuel Axon
    04.02.2008

    Forumites at the Vault Network boards started a thread speculating as to whether or not EA Mythic's Warhammer Online will reach one million beta apps when all's said and done. Mythic CEO and WAR lead designer Mark Jacobs promptly responded (as he's been known to do), assuring everyone that he and the WAR team have every expectation of achieving that goal."I'd be surprised if we didn't hit 1M once we start taking beta apps for our Asian partners," he said. "Even without Asia, based on our current sign-up rate, we should blow through 750K and we have a decent shot at 1M." He also noted that his original goalpost was 500,000 in North America and Europe, a goal which EA Mythic has "far surpassed."Maybe Funcom should take this as a throwing down of the gauntlet. Age of Conan's 500,000 beta sign-up number is impressive, but it looks like Funcom will have to do better than that to beat Warhammer![Via Keen and Graev]

  • Warhammer $18: Sale Command

    by 
    JC Fletcher
    JC Fletcher
    03.26.2008

    THQ's Warhammer 40K: Squad Command may have earned a Metascore of just 57, but today it's also earned a $17.99 on the crucial "How much does this game cost on Amazon" scale. That's, well, less than the $29.99 you would normally have to spend to try the turn-based strategy title. It's just 44 cents per K of Warhammer! It's almost worth $17.99 just to have a constant reminder of how great the custom Warhammer 40K DS Lite was. But of course just printing a picture of it would be significantly cheaper. Alternately, it could be worth picking up if you want to play a strategy game or something.

  • Official WAR site gets a makeover

    by 
    William Dobson
    William Dobson
    03.26.2008

    Both the official Warhammer Online site and the community site, Warhammer Herald, have been given a fresh look. The upgraded format will supposedly help in getting more news out to the public, and faster than before. This is only the beginning of the site renovations, with some new features in the works that have not been implemented just yet. Also, fans of the Legends & Lore section may notice its absence -- we are told that this is only temporary, and it should return even better than before.Of course, this news pales in comparison to the huge announcement earlier today, and those eagerly awaiting WAR's release may be feeling a little down. Look on the bright side -- there's even more time now to get those new site features in!

  • Warhammer MMO delayed until fall

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    03.26.2008

    Many orcs are putting on their sad faces today as Warhammer Online: Age of Reckoning suffers another delay. Eurogamer reports that the game's producer, Jeff Hickman, stated the title is being pushed from Q2 until the fall. WAR's last delay, which shifted it from 2007 to this year, was blamed on EA's takeover of Mythic, though it did affordthe company more time to polish the title. The only thing that raises a red flag about WAR releasing this fall is a little game called World of Warcraft and its expansion that many believe will hit later this year. We're just saying, if we were releasing a fantasy-themed MMO, we'd leave as much breathing room as possible between our game and any WoW release. [Via Massively]

  • Interview with WAR's James Nichols

    by 
    Brenda Holloway
    Brenda Holloway
    03.25.2008

    Genda over at The Grouchy Gamer recently interviewed James Nichols, EA/Mythic's community coordinator for Warhammer Online. James talks about leaving Sigil Games for EA/Mythic, how their focused beta testing is coming along, and what it is like to work at EA/Mythic. Electronic Arts, you'll recall, has had trouble in the past with having people work unreasonable hours for long periods of time.Warhammer Online is in a unique position for upcoming MMOs. It's the only one that feels it has a real chance of pulling in World of Warcraft-like numbers, based on the 500,000 beta application numbers. James Nichols feels he has a tiger by its tail, and he won't know how big and mean it is until he lets go. We're all eagerly waiting for the curtain to lift so we can see the world of WAR for ourselves, but until then, we appreciate these glimpses into EA/Mythic's Waaaaaagh!-shrouded corridors.

  • Matt Daniels talks about his role as WAR's lead writer

    by 
    William Dobson
    William Dobson
    03.23.2008

    Writing a compelling game story is no easy feat. Now imagine being responsible for the innumerable and layered storylines in an MMO, constantly evolving and needing to fit with everything else -- sounds like a nightmare, doesn't it? Lead writer for Warhammer Online Matt Daniels would beg to differ. He has penned a new developer diary, in which he goes over his role in bringing the Warhammer setting to life, and it sounds like it's nothing but fun. A big challenge, but still fun.It seems we somehow missed the previous developer diary as well, which features content director Destin Bales talking about the roughly-ten-thousand pages of documentation that the content team has come up with for WAR. This covers a huge range of things, from the basic premise of the game, to very detailed content information. You'll even get to read an example of the work found in the content documents, with a full description of the "Mount Bloodthorn" zone pasted at the bottom of the article. Check out both Daniels' and Bales' dev diaries, and we'll be sure to keep our eyes out for the next one.

  • Mark Jacobs rails against official forums

    by 
    Chris Chester
    Chris Chester
    03.15.2008

    The issue of whether major MMO releases should be accompanied by official forums is a hot topic in the industry these days. While some recent games like Tabula Rasa have opted to without official forums, to mixed results, others like Lord of the Rings Online have shown that they can still be a valued resource. It seems like discussions on the topic are ever-present. We've known for a while now that Warhammer Online was opting out of official forums, but general manager Mark Jacobs chimed in on the Warhammer Alliance forums to reiterate Mythic's position on the subject.He lays out a mock-schedule for the way player (mis)behavior would develop as the game moved closer to release, poking fun at the schizophrenic nature of official forums - how the community as a whole can be both loving and hateful, cynical and naive, reactionary and... well, usually just reactionary. He also says that he doesn't want to have to put himself or any of his community team through that kind of hell, and that's what informed their decision to stay away from official forums. It's not like it stops people from flaming the game though, and community reps still need to wade through community forums anyway, so why not put it all in one place? I almost wish they'd just admit it was the money...

  • Warhammer videos collected, looking great

    by 
    Mike Schramm
    Mike Schramm
    03.13.2008

    Brothers and bloggers Keen and Graev have put together a nice collection of Warhammer Online videos over on their YouTube account, and this seems like the best we've seen of the game so far (I saw it at PAX a few years ago, and then we saw quite a bit of it at E 4 All, as well as the various videos released since then). The video above was taken at a German show, so it's in Deutsch, obviously, but the graphics are clean and clear, and the gameplay looks pretty manic -- just the kind of thing to get us all excited for this baby.They've also got a character selection video, some Bright Wizard gameplay, Zealot footage, some Hammerer and Choppa RvR combat, and a little world exploration. This game is definitely looking better every day -- it's still on track for a release sometime in the middle of this year.

  • WAR's must-have expansion races: Skaven

    by 
    Chris Chester
    Chris Chester
    03.13.2008

    We're still months away from the release of Mythic's Warhammer Online, but already the robust fan community has spent a considerable amount of time debating which of the other Warhammer Fantasy races would be best suited to make the jump from the tabletop to the desktop. Whle the choices are quite plentiful, in my mind, there's no question which race is on the doorstep of gaming greatness; it's those lovably infectious rat-men, the Skaven. Today we take a look at the Skaven army, and lay out an illustrated blueprint for which of their many colorful units would fit into the MMO mold. %Gallery-21882%

  • Warhammer video shows real PvP

    by 
    Matt Warner
    Matt Warner
    02.16.2008

    Remember the WAR 'this is glory' video from a few weeks back? It was a scripted pile of crap, but anyone with some common sense knew it didn't actually portray WAR's RvR realistically. What is realistic? Chaotic bedlam! This new video ganked from Gamespot showcases how PvP plays out on a smaller and more nubish scale. Classes in on the action: Witch Hunter, Chaos Chosen, and the Witch Elf. Paul Barnett appears, surprise, and dials down the hyperbole explaining in calmer terms the hobby experience that will make WAR a free-time friendly fun MMO to play. That way WAR players can still go to the bar wearing Warhammer shirts, and bring along some Warhammer figurines to impress the svelte ladies or the burly gents. While I really enjoy the hobby versus immersion outlook, there will always be hardcores that take it to the immersive extreme and play until someone in a bio-hazard suit shows up with the eviction notice. It's nice that there are some MMO developers that want to make sure their players stay safe and function as normal law-abiding citizens that can afford their subscriptions and buy all sorts of WAR loots. I still have a bad feeling WAR will be an immersive soul-sucking experience. I better get to work on fire-proofing whatever I can. If you still hunger for more footage, and like me you're stuck back in the line for a beta invite, there are more gameplay videos to watch. If you want to join the line, be sure to register for the Warhammer Online beta. [via Keen and Graev] [Video Source]

  • Collision detection in WAR's PvP

    by 
    Mike Schramm
    Mike Schramm
    02.06.2008

    I hadn't heard that WAR would have collision detection (it must be in the whole game, right? can't only be in PvP, can it?), but Hardcore Casual did, and just like him, I'm very interested in the possibilities. He cites it as a problem of premades and PuGs-- premades will know much better how to deal with line-of-sight and positioning and formation problems, while PuGs will trip over themselves trying to get past someone else. Me, I see it more as a problem of pranks and griefing. In World of Warcraft, where Blizzard hasn't implemented collision detection, they're already having issues-- giving players the ability to block space in large numbers just opens up a whole world of griefing.But as HC says, it's all in the implementation-- it may be that some things need line-of-sight, while others (spells and such) don't, and any blockage depends on just where the hitboxes are-- if characters can sneak past each other, or are able to push each other out of the way, then that would change any plans.It'll be interesting to see how it all pans out, however. Collision detection is a minefield for developers, but can definitely lend itself to new types of gameplay. While most MMOs have avoided the issue entirely, we'll have to see if WAR is willing to hit the issue (so to speak) head-on.

  • 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).

  • MMOGology: Gear of war

    by 
    Marc Nottke
    Marc Nottke
    02.04.2008

    Last night several members of my Alliance guild initiated some old school, world PvP attacks on Tarren Mill. We were bored, looking for a fight, and boy did we get one. It was fun for a while, but it wasn't long before I realized we had no chance of winning the skirmish. It wasn't a lack of skill, strategy, or cooperation that drove our faces into the ground. It was the fact that our group didn't have the gear necessary to be competitive. There's nothing more demoralizing than getting utterly pwnd by someone that you can't even scratch; despite the fact that you're of equal player level. I've realized there is a Grand Canyon sized gap between a freshly minted 70 in quest gear and one that's been raiding or participating in arena battles. It's the equivalent of a level 60 attacking a level 40. There's a very noticeable difference.Of course, I shouldn't be surprised by this in a game that's so gear-centric. One of the primary draws of World of Warcraft is the amazing gear that you could potentially get; if only you'd spend hours and hours running and rerunning instances or competing in arenas or getting your hinder stomped in the battlegrounds thousands of times. But for casual schleps like me, the gear divide is a source of endless frustration. It becomes less a battle of skill, and more of battle of who has logged the most hours playing the game. Maybe that's the whole point of PvP in an MMOG; reward playtime over ability. But does it have to be this way?