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February 8, 2012

Category: Warhammer Online

August 29, 2009

WAR Cake Is Everywhere

Squig Herd 1-2
Image by The_Super via Flickr

Ah, the convenience of posting from a Blackberry. Isn’t technology grand?

Anyway, in case you didn’t catch it a couple nights ago, Food Network show Ace of Cakes broadcast a show highlighting the Squig cake that was made for Warhammer Online. Master chef Duff made frequent references to this being “the best cake ever”, and it shows.

Putting aside game-related topics about WAR for a moment, this was really great to see for a variety of reasons. First, as always, its great to see mainstream coverage of games that doesn’t relate to some dude who played so long they sprained their groin somehow. The genuine enjoyment that the Warhammer fandom had for Duff’s creation was definitely obvious, and more than that it was clear that this wasn’t some kind of novelty or anything different in terms of clientele. Gamers and revs were seen not as some strange freaks of nature (though there were times the Squig scared the crew) but as just another audience for Charm City Cakes to demonstrate their talent.

There was also the outreach to a different bunch of folks as well. Of all the places for something as geeky as WAR to get more publicity, the Food Network is not a place you’d think of. It’s one thing to get a nod in the news, but entirely another to get a food item made out of something that is definitely fantasy geek chic. The opportunity this might create for other game devs and their fans is neat and exciting (Darth Vader cake anyone?).

Since I was Press at Games Day Baltimore for Curse, I got a chance to have a piece of Squig cake, and let me tell you – the cake just didn’t look good, it tasted damn good as well. Charm City cakes deserve their show and their reputation, and it was great for WAR and Mythic to benefit from it.

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August 27, 2009

Culinary Class Balance and WAR

Description unavailable
Image by shaletann via Flickr

This is a cross-post of an article I wrote over at Warhammer Alliance about class balance in WAR. Oh yes, I do more than just be optimistic on this blog – I write words elsewhere.

I think we’ve all been at some point victim to what I like to call “Restaurant Dish Remorse”. The situation is pretty simple – say you go out with friends to a restaurant that you’ve never been to before. You peer over the menu and look at items of interest along with everyone else, and because you haven’t been to the restaurant before, all you can really go on is descriptions and words – things designed to idealize the dish that will be placed before you in short order (if the service is decent) and make it sound like the best thing in the world. Something might catch your eye – maybe it’s the words “balsamic glaze” or “accented with a rich beef gravy”. Maybe the words are simpler, like “steak”, or “suicide spicy”. Either way, you decide to order up something that you think looks good, and so do your friends.

But when the plates come out, it’s not as you hoped it would be. Sure, it tastes decent, but something appears to be missing, whether it be in the presentation, seasoning, or overall texture. Meanwhile, your friends, who may have gotten something completely different, have dishes that look absolutely amazing. They smell and appear to taste great, from your friends’ reactions. They definitely seem 10 times better than your own offering, filling you with a sense of regret and longing. Thus you have “Restaurant Dish Remorse”, and most times you’re left to either finish your plate or steal a couple bites off of your friend’s.

Such as it is with the current perception of WAR’s class balance. Perhaps not so much as an elephant in the room as it is something that people have been waiting to get , class balance has been one of WAR’s sticking points from the very beginning. Whether it’s the fact that Squig Herders were underpowered, Bright Wizards were overpowered, or classes were seemingly ignored, it’s been a known entity that it;s been a bit of a struggle, both for the players and for Mythic’s poor and embattled Combat and Careers team, arguably the ones with the worst, ugliest jobs ever.

Mythic’s class balancing philosophy has changed since the release of the game. Before, they were quick to introduce large scale fixes and sweeping changes, taking sledgehammers to general mechanics and reducing or buffing things across the board. The philosophy is seen in patches such as 1.1 and 1.2. While specific class changes were made, they were indicative of an overall direction for balance in general, whether that had to do with resistances, with reduction of crits, with the increase of “white” or normalized damage, and the like. Mythic has become quite a bit more cautious as of late, holding off on implementing yet another larger patch to address AoE, CC, stats, and more until very recently. All the while, Mythic’s C&C team has been taking in feedback, and in response to player concerns has at times taken a stance that the empirical evidence provided and the “big picture” shows something very different from player perception.

But the problem with player perception is that it is extremely strong, and not to be underestimated. No matter how many times you explain to players that, say, scenarios are more about who did the objectives and got the points rather than who did the most damage, players are going to look for obvious markers that make them feel funny about class balance. No matter how many times you might say that normalization and sweeping changes are necessary before specific tweaks, the players’ more immediate pain of being CC’d down or damaged before having a chance to fight back is still felt. Certain classes will always be the target of “overpowered” (Bright Wizards/Sorcs) or “underpowered” (Magus/Shadow Warriors) accusations. But even if the empirical data points to a result that doesn’t match players’ perception, nobody wants to feel like the class choice they made was the wrong one. No one wants to feel as if choosing another class or worse, watching an opposing class dominate, means they have it so much better. This sort of perception wipes out any kind of acknowledged intelligence in taking things like class balance a bit more slowly.

It’s a conundrum of sorts. How do you not compromise your design by going against your observed data while still accommodating and taking action on the very real player feedback data/perceptions that are arguably just as legitimate?

The first is to establish a good dialog with the players, accompanied by some very real and concrete ideas about specific, surgical changes to classes. Make player perception work for Mythic, and not against them. If someone has chosen a class for their main, they feel a great affinity and protectiveness about that class. It makes it harder to sell general, sweeping fixes that are “good for the big picture” because players’ immediate concern is whether or not x ability they have is useful or y ability they possess is bugged. I haven’t seen this as much (with a certain Magus thread in our forums being the most glaring example), and think that the C&C team needs to work closely with Community to establish not only a line of communication but one that is known to be two-way. The worst thing any class balance team can do in my experience with MMOs is to make the players of a particular class feel ignored or shafted, that their feedback isn’t acknowledged. In this scenario, feedback turns from constructive to destructive, as frustrated players who are not seeing the commonly agreed upon problems of a class addressed resort to harsher means to get attention. Taking more time than is currently allocated to send answers to player concerns, showing them the ideas and thoughts behind speciifc proposed class changes, and then acting on that will go a long way.

The second is to provide a little bit of education. While recent interviews here on Warhammer Alliance and on Gaarawarr Gabs have shown us a little bit behind the C&C curtian, the effort could be greater to show players how the balancing works. The issue with a lot of players’ perception about balance is that Mythic’s responses and ideas regarding it are mostly a mystery, relegated to a few Community posts here and there. While all the nitty-gritty need not be revealed, knowing a little about the roadmap of class balance, showing (heavily disclaimed) timelines of when specific classes will be addressed, and regularly doing updates on Combat and Careers issues will go a little ways to making some players understand the overall vision for balance. While you’re never going to convince some players who are adamant that they know better than the developer team, this does not mean that the effort to provide a bit more context to patching and balancing is not worthwhile.

Lastly, it’s really just all about results and delivering. At this stage of the game, talk – even the kind that I am making in this article – is cheap. Results are the only thing that ultimately matters, and that is especially apparent with class balance. If Mythic wants to smash perceptions that they only play Order these days, or that they can’t nerf exploits and bugs, or that certain classes are simply easymode, then they have to make sure they execute their balancing patches – and soon, even in the midst of being cautious. It really all comes down to making all the dishes in the restaurant relatively appealing. While there can be talk about making the wait staff more efficient or getting better cuts of meat in general to make things better, what really ultimately matters is the dish that is put in front of players to eat. If Mythic can do this, they’ll be sure to make all their class dishes tasty enough to eat, instead of the alternative of having everyone order the one or two dishes that look amazingly good in a seemingly average menu.

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August 17, 2009

A Better Letter From The WAR Front

Cannon at Prairie Grove Battlefield State Park
Image by J. Stephen Conn via Flickr

These days, you get the sense that Mythic’s just plugging away at WAR. Seemingly unconcerned at past transgressions and not particularly worried about the upcoming MMO releases on the horizon, the folks who develop WAR are starting to hammer away at the existing problems of the game.

Typifying this is the 1.3.1 And Beyond Producer’s Letter, written by Jeff Skalski. Let me first say that even though I’m a bit biased because I’ve met Jeff and he’s a standup guy (and dangerous in certain situations), that it is nice to see some other voices pipe up at Mythic these past couple of letters. WAR players have been so used to Mark Jacobs being the de facto “voice” of Mythic that when he left it was uncertain if one person could fill his very sizeable shoes. What has appeared, however, is a collective voice from a variety of sources from senior management on down that has frankly been refreshing to hear. If Mythic has any one strength, it is the humanization of their team, and putting Jeff, Gabe Amatangelo, Andy Belford, Jess Folsom, Martin Smith, and more in front of the keyboard or camera can only help that.

But aside from appearances comes a refining of the style that letters such as Skalski’s latest Producer’s Letter seem to exude – the same sort of changing voice of WAR that I referred to before. There are a couple of things that I’m referring to that point to this style shift. One of these is the reveal of specific details and mechanics. Gone are the more hype-worthy, marketing-style tomes of the past, replaced with instead, hard facts about what is happening, how things are working, and when they are taking place. There’s a detailing of the revamped city siege mechanic from beginning to end. There’s talk about the ORvR revision to Keeps with second ramps and other improvements. There’s talk about the other secondary improvements such as friends lists and summoning stones. More meat, and less fluff, seems to be the tone of the letters, and that is a welcome change.

Another is the subtle and indirect addressing of player concerns in these letters, by citing the problem, stating the analysis, and talking about the solution. Several times you can even see Jeff play devil’s advocate when he does this, addressing concerns about changes and fixes, recognizing the fact that they’ve been given, and then briefly addressing them. He doesn’t do this necessarily with the kind of blustery confidence you expect in these letters, but with a matter-of-factness that says “this is why we did these things, and we hope you understand where we’re coming from – but we know not all of you are happy”. That, to be honest, is as close as you’re going to get from a developer saying in a letter like this that mistakes have been made and they need to be rectified. As much as some people want the rush of hearing from a developer’s mouth that they suck, it is A)sadly a short term feeling of satisfaction that doesn’t address the core issues and B)not good business sense, especially from a watchful investor’s point of view.

The last comes with with a certain sense of cautiousness with revealing details and teases. 1.3.2, the next patch in the cycle, had a few interesting bulletpoints, all served with the usual “not 100%” disclaimer. Significant points include detaching fortresses from being required for city siege and an apprentice/hireling system to make it easier for people to play with each other. These only appear in short detail, but only with the level that Mythic appears to be comfortable with. We’ve seen this page out of an MMO PR playbook before – from Bioware – so perhaps some of that may actually be rubbing off on Mythic’s communication.

Really, no one patch is going to be the panacea to WAR’s multitude of problems. The key is to crawl before walking, and that once knocked down, knowing to take baby steps to get to a point where there’s confidence. This is the place that WAR is currently, and probably will be for the next few months, so letters like Jeff’s will be a welcome change in reports about WAR. Like the old saying goes – there’s no where to go but up.

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August 10, 2009

A New Kind of WAR Siege

Siege Machine (Trebuchet), Warwick Castle, Eng...
Image by Jim Linwood via Flickr

Over the weekend, the folks over at the WAR studios ran an event on the Public Test Server to test out their changes for 1.3.1. While there were a ton of things that were fixed, perhaps the most major of things was a fix to city siege, as the first part of a revamp to aspects of Tier 4 combat.

I have to say, the improvements were well received by those who tried them, and I personally like them very much so far. Those of you who played WAR may recall the first stage of the city siege as it was before, as it was a mixture of NPC kills, and PvE-like missions like burning or putting out things on fire, with optional combat with other players. This led to a sort of PvE-ish experience that was just a bit bland. Now there are objectives to hold and players to kill, which makes the experience completely PvP-oriented. The result is fast-paced, frenetic gameplay as both sides race to the 1000 points necessary to advance stages or help eject the defenders.

Part of the overwhelmingly positive feedback that has resulted from the test of the patch is probably a setting of expectations, done beforehand to manage player opinion. 1.3.1 is by no means a major or huge patch, but it is one that does a lot of bugfixing and revamping. With the knowledge that this is what the patch has in terms of content, players know exactly what was going to be tested and what feedback was needed where. Honestly, it’s a good move for Mythic to release patches in this manner – being realistic about the application and ability of your patches to fix certain game elements leads to more of an understanding that is reflected in player feedback.

WAR does still have a lot of work to do to fix their endgame. But the coupling of small, incremental patches and the desire to take in, more than ever, the feedback of players will lead to what will probably be a bit of a renaissance down the road, if the cards are played right. If these changes and more go through, we’ll be seeing more fun city sieges for all.

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August 5, 2009

Plain-Spoken WAR

PhotonQ-M.Soleil in the BrainWarRoom
Image by PhOtOnQuAnTiQuE via Flickr

Over at Gaarawarr Gabs there have been a series of interviews about the state of Warhammer Online from various members of its development team that have been posted. They are interesting reads so far and I encourage you to check them out.

While there are certainly bits of information to be gleaned about WAR, one of the other things to be gleaned from the interviews is a different kind of tone than was taken in previous interviews. While there’s still a bit of confidence on the part of Mythic in order to fix the struggles the game is currently going through, there is a certain kind of plain-spoken straight shooting that eschews marketing hype for matter-of-fact evalution. For example, Josh Drescher states:

“Over the next 6 to 9 months, you are going to see a lot of that type of internal soul-searching going on trying to really ego-check a lot of decisions we have made.  Because it is very easy to look back on something that you know in your gut is wrong and try to construct a defense around it.  That is almost never the right answer.  The right answer is almost always to go “It doesn’t matter why we chose to do this thing, but that it turned out not to work the way we would like it to.”  The only thing that matters is that we have the clarity of vision and the sort of fortitude necessary to look straight at it and go “OK, we need to make some changes.”  And that is where we are right now with a lot of things.”

This is an interesting, yet nice, tone that I’ve seen Mythic take with their game, and, perhaps the first public acknowledgment in any comprehensive form that things haven’t worked out as they could have. Plagued by the release of WoW’s Wrath of the Lich King, a few bumps in the road for class balance, and several core problems with endgame, WAR has been taking a few body blows for quite some time now. Until now, we haven’t heard much about how Mythic has felt about such events, but it appears that the time for putting on a face of things being all right with the ship are over.

Being so able to speak plainly about their product is part of Mythic’s charm, something which may have been lost in the midst of all the craziness of dealing with a post-release game and all the MMO community shenanigans that go with it. Some people might think that this new tone is a little too late for the game’s longevity. But I personally think it’s a good way to them to turn the corner, talk about how they’re feeling, and most importantly, deliver in the form of results, something that will realistically take months, beyond the release of new shinies for MMOs that people will flock to, temporarily forgetting WAR in the process.

But along with this new tone of voice heard in interviews, perhaps that is what WAR needs. It needs hunker down in the war room, concentrate on keeping the players and subscriptions they do have, and fix the glaring bugs which aren’t “marketing sexy” but which will, long term, create a better game, one that has the legs to keep going. There are a lot of people out there who want to, and have, declared WAR dead in the water, but the truth of the matter is that it’s not done yet. Yesterday’s EA earnings call for the first fiscal year of 2010 listed WAR as one of the main drivers of online subscription profit, meaning they aren’t taking a loss on the game just yet. Business appears to be more than usual over at Mythic, with a new Live Event and a bugfixing patch on the horizon. All in all, if the game was in danger of being shut down, no one has told Mythic – which, on another note, probably feels the pain of creating a perceived underperforming product more than anyone.

The next few months will truly test the WAR development team. But I take heart in the fact that they, as well as the playerbase, understand how difficult those months will be.

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July 26, 2009

Developers – They’re Just Like Us, Really!

Gen Con Indy 2008
Image by Brandy Shaul via Flickr

This weekend, for my work at Curse and Warhammer Alliance, I headed out to Games Day Chicago, which was obviously easy to travel to since I live in the city. During this affair, I was able to hook up with Mythic Entertainment, and became for all intents and purposes their native guide to all things Chicago.

While our site has a healthy relationship with Mythic, and is in constant contact with them online, it’s definitely another thing to meet game developers in person. I’ve done this quite a few times – at shows and at events, but as far as Mythic goes, this is the closest I’ve been to getting an insight into the games development industry.

The most important lesson I’ve learned so far? Mythic’s developers – and frankly developers in general, are actually people, too.

Shocking, right? But stick with me here. I’ve got a point to my Captain Obvious statement.

All too often, I think that the reason why players tend to be so acerbic on the internet towards game devs is because they’re not cognizant of the fact that like us, they have hopes, desires, failings, and successes. Developers – even the worst ones – don’t set out to make a game that doesn’t meet expectations or worse, falls flat on its face. The kinds of attitudes and ideas that many gamers have about good games are the same kinds of passions that developers have as well. You can see this when you actually talk to someone on the development team – not over chat, not over forums, but when you are standing there face-to-face with them. This weekend, for example, I jawed with someone from Mythic’s Dungeons and Encounters team. Every time we would chat about the kinds of things that he designed, you could see the same glint of passion that is in the most persistent of regular players like myself.

To players, developers are many times relegated to something that isn’t human – a bug, a crash, a class imbalance, and ultimately, a product. These are very non-human – heck, non-sentient things, objects if you will, and as is the case with objects, we don’t tend to treat them as well as we do a person – and why would we? It’s not like objects feel, or understand our various frustrations. But humans do. This is ultimately why whenever I’ve been critical of something, as I most certainly have for the products that are made by Mythic (DAoC, and now WAR), that I’m respectful, too. There’s a person on the other side of the keyboard reading what I write, and if I can get upset enough to write something in an enraged fit, they can get upset enough to affect them negatively as well – in which case, no one really wins in the end.

Note that I’m not really saying to walk on eggshells for fear of hurting feelings. I’ve never been afraid to put Mythic, or any other developer’s feet to the fire. I’m just saying you’ve got people doing a job, just like you, putting in their hours, just like you, and cutting a paycheck to pay their bills, just like you – but unlike you, they aren’t under constant scrutiny. In that respect, if you can’t level a criticism to someone that you would say in the same way to their face and not get punched for it, then you probably should think twice before posting it. Treat developers like they were human, give them feedback that humans can process, and you’ll probably get, unsurprisingly, responses and results that are human and will speak to your needs.

At the risk of seeming like I’m “going native”, Mythic’s people have been among the most personable and varied I’ve seen in my exposure to game developers, something I’d know even if I didn’t have a good relationship with them. It’s eerie to see how much their team has in common with actual players, from glee over certain geekery pasttimes, to the amount of time they play games (even their own – yes, they do play), to what kinds of things they might shake their head over in the industry at large. It’s almost a flaw – because in being so close to human, they’ve made a few kneejerk mistakes in WAR’s development in response to player concerns that have hurt them. But I’m betting that many development studios, and not just Mythic, are filled with people who care about making and playing a good game as you are about talking about it.

It’s no secret that WAR is in a fight to remain steady and soldier through the next few months, after taking a dip in subs, the loss of their long-time CEO/GM/VP and face of the company, and with new releases on the horizon. But if it does ultimately fail, it won’t be for lack of trying, desire, or passion on the part of the Mythic team. After all, that’s what humans have when they’re out to achieve a goal.

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July 21, 2009

The Long and (Especially) Short of WAR’s PTS

Warhammer Online: Just Misunderstood
Image by Evan Sims via Flickr

Warhammer Online’s latest patch, 1.3.0b, seeks to begin the long and arduous process of correcting core problems in the game design, starting with a fix for Area of Effect spells. AoE’s been apparently an issue in WAR for quite some time, with the pinnacle of the current damage situation being “bomb groups” consisting of mostly AoE-specced damage dealers annihilating groups of players. The latest changes were pushed to the Public Test Server this past weekend, but after only 4 days, Mythic has pulled the plug and is preparing to yank the trigger on this round of tests. This has of course set off a bunch of worry and concern that bugs won’t be fixed and feedback won’t be listened to.

As always, this site likes to look a bit on the brighter side of such a short testing cycle. For one thing, AoE has been an issue in WAR for quite some time. It’s been a pain point for many players and in some cases it has caused them to unsubscribe in frustration. Along with the crowd control, AoE has been a sticking point for many of WAR’s subscribers, so the immediate action regarding its testing cycle might not be such a bad thing to get the ball rolling on some changes.

There’s also the notion that since this is a “lettered” patch and not a full-on major fix, that Mythic is taking the cautious, incremental approach to their balancing. While this means a lot of short term pain for players who might feel gimped until their class is looked at, it creates a better long-term environment in which things are a bit more in line with what was intended. Fewer things to fix mean a shorter testing cycle, as well as more time before release to address bugs uncovered. So while it may suck to be, say, a Magus in the environment of this change, continued feedback about the class should ensure that it will receive its turn in the sun in due time.

Lastly, and perhaps not least, WAR appears to be at a point where no matter how much they actually talk about something that is going to change or get better,  there’s players out there who believe it’s just lip service. To be honest, MMO players no matter how nice they are about playing a game respect results. If that means a faster testing cycle to stave off all the constant complaints about how there’s all talk and no action, then so be it.

Some people don’t like to “pay to beta test” but those are the kinds of people who probably don’t understand that all MMOs need public tests and testing processes from real players to make sure they aren’t seeing the forest for the trees. WAR’s PTS is no different in this regard, and however long or short it’s open for, I hope WAR’s players are taking advantage of it to provide the right kind of feedback to make the game better.

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July 1, 2009

News on Breaking From WAR Devs

For a few days now, it’s been all quiet on the WAR front. Speculation abounded for a little bit, until we saw a post from Community Coordinator Andy Belford explaining that the upcoming holiday meant the Mythic offices were taking a bit of a break, leaving to spend time with families and loved ones. This, of course, sparked some discussion and even a few jabs at the developers for daring to take a breather from not just post-Land of the Dead but also post-Mythic/Bioware announcements.

This is going to sound completely cliche, but developers are people too. Don’t get me wrong – WAR has a lot of work ahead of it and there’s still so much for Mythic to do in order to get the game to where it is running in a place with which they are satisfied. But every time I see posts that rage out over developer priorities when “they should be working on the game 24/7 or it’ll die”, I have to scratch my head, because these are people that clearly have let their frustrations get the best of them on an emotional level.

In my travels through the world of geekery and gaming, I’ve had a healthy respect for the folks at Mythic because they’ve been the most “human” out of the developers I’ve had the pleasure to meet in person. There’s a tendancy to put developers in an ivory tower at times, and let’s be honest – some developers like it up there and never come down. But the ones that do, that take the time to talk to players and testers and show them their product, those are the ones who deserve just a little bit of latitude when things don’t go right, because they clearly care enough about what they built to want to fix it. If a break to re-charge the batteries is what is needed, then so be it. This is especially true when things have taken a rocky road, as WAR has since its release.

A good analogy to use here is a simple story. Say you build a sandcastle on the beach. You make sure the structure looks good, the sand is well-packed, the towers look realistic, and the castle doesn’t collapse on itself. You spend a ton of hours out of your stay on the beach for a week, perfecting the look and feel. Then you finally invite other people to play with the sandcastle. You watch proudly, as people take an initial look at the sandcastle and appreciate it before starting to mess with it.

Then you watch as some people destroy whole towers in anger, stomp around the castle, put holes in the wall in the places where you thought you’d packed in the right amount of sand, and generally call it a complete failure of a castle. You wince as people who look disdainfully at the holes in the castle and leave even though you’re hard at work fixing them. How do you think you’d feel? Bet you’d feel like taking a break, too. Walking away from the beach might seem like you’re unwilling to face the problem, but you’d be surprised at how staying away from something will rejuvenate you, making you more determined to build a bigger and better sandcastle for people to play in.

I’ve been blessed with actually seeing the passion and dedication that WAR’s developers exude when talking about their game to an audience, or to an interview with me. This is why I think that while Mythic may be taking a small bit of a pause to gather their thoughts during the holiday weekend, that they will come back with a vengeance to fix the things that are wrong and concentrate on building a better game for people. The people currently taking a break are people with families, wives, husbands, girlfriends, boyfriends, and children – just like most of us. Give them a chance to stop running in the MMO marathon to catch their breath, and you never know how fast they’ll be sprinting later.

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June 24, 2009

Mythic and Bioware Now Equals Peanut Butter and Jelly

Miniature Peanut Butter and Jelly Sandwiches P...
Image by Aminimanda via Flickr

So if you haven’t heard the buzz around the interwebz about this news, check out this link about the Mythic/Bioware group merge on Warhammer Alliance.

For those not in the know, both Mythic and Bioware exist under the EA umbrella these days, so in a bold move of re-organization and utilization of their resources, they’ve united them under a single group.

There’s the usual Chicken Littles who are predicting bad things for this little unification of sorts. Of course, I can’t get on that bandwagon – otherwise I’d be betraying the whole purpose of this blog!

The opportunities this merge creates are huge, addressing perceived weaknesses in both studios. While WAR has done decently, it has suffered in sub numbers and has gone through considerable reputation hits over the past six months. Bioware’s obvious developer equity will help fix that as well as bring some new, fresh management into the picture. Meanwhile, Bioware, while in good with the MMO community, has never done an MMO before. Mythic has a proven track record and ability to deal with the MMO community from an experience perspective, and it is no secret one of its greatest strengths is its ability to connect with its players. Bioware will benefit from this in spades.

EA, meanwhile, makes a bold move towards competition with the other juggernaut in the MMO business, Activision/Blizzard. With a single MMO group and single direction, they are poised to create entries in both the fantasy and sci-fi genres. If WAR stays steady and SW:TOR has a smooth release, it’ll be a force to reckon with in the coming years.

Mythic and Bioware are now a peanut butter and jelly sandwich. They now bring a certain flavor to the table and the unification may bring with it incredible agility within the group to create great games. Will they also be “two great tastes that taste great together”? Time will tell. But one thing’s for sure – for people who follow both WAR and SW:TOR, like me, can’t help but be excited and surprised at this new opportunity on the horizon.

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June 23, 2009

WAR Becomes the Land of the Dead

Warhammer Online: Land of the Dead PTS
Image by Evan Sims via Flickr

Today, Warhammer Online‘s 1.3 patch becomes fully live with the introduction of Land of the Dead, a zone based upon Warhammer’s Tomb Kings with an Egyptian slant.

If you don’t know the skinny, here’s the bullet point play-by-play:

-Constantly Flipping Control: The zone has a mechanism wherein control is determined by resource allocation. Each side gathers resources by participating in WAR’s normal RvR gameplay. When one side gets the resources needed, they control Land of the Dead unfettered for 30 minutes. Then the resource allocation begins again, with the “losing” realm picking up where they left off and the “winning” realm starting at zero.

-Invaded Instances: The aforementioned control determines a couple things – first, whether or not you respawn in the zone, and second, whether you can invade instances currently occupied by the opposing realm. If you contorl the zone, you can do both, which means if zone control flips away from you while you are in the Tomb of the Vulture Lord dungeon, you’d better be prepared to deal with enemy players.

-Dynamic PQ’s and Encounters: Action RPG is what Encounters Strike Team lead Gabe Amatangelo says was the inspiration for Land of the Dead. From dodging mist and locusts, to traps that require a bit of good timing to get past, to the ability to redirect invading players to trash and hazards, there’s a bit of an Indiana Jones element to the whole zone that makes the experience active.

Overall, Land of the Dead will no doubt be a worthy addition to WAR. No MMO doesn’t add content, so with this being WAR’s first major content addition since the release of the game, all eyes are on it to make sure that it does the job it’s supposed to do, which is revitalize the game for current players and attract former players back. Personally, I’ve played the zone and the dungeon, and both are really fun and engaging. While many people are weary of what WAR has been struggling with since release, I encourage people to give this patch and new content a try. The control mechanics and new quests are different than anything they’ve had before, and focus on smaller groups means less of the zerginess that has plagued WAR’s signature version of PvP.

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