Well, that was quick. Speaking with GamesIndustry.biz, Blizzard COO Paul Sams claimed that Warhammer Online was no 18-hour raid boss. The battle's over, and the spoils of waaaagh clutter Blizzard's side of the field.
"The good news is that we've seen a significant number of people, well over half, that cited Warhammer as their reason for leaving - they've already returned," Sams said over the deafening roars of BlizzCon.
But, regardless of whether the game's a direct competitor or merely Led Zep to Blizzard's Beatles, Sams handed out Warhammer Online's participation ribbon with an air of humility -- hedging his bets on the MMO's future success.
"I think Warhammer is best positioned to succeed out of the various products that have come out thus far since World of Warcraft has come out. It seems to be a good game, certainly a great company, Mythic and Mark [Jacobs] over there and his team, they're very, very talented," he explained.
"But I think without EA they would have struggled as well, because EA fortunately for them has a lot of money and so they were able to put forward a lot of marketing dollars and were able to support the huge infrastructure that they require for these kinds of games. It's a tough road and as I said, if we had not had the benefits of the trust of our customers because of the years of delivering for them, I think that we could have been in trouble a few times. There have been big challenges and mistakes that we've made and we've been fortunate enough to get by them."
So MPC readers, who's pocketing your subscription money at the end of each month? WoW or WAR?
Quality may not always happily skip hand-in-hand with sales (See: Psychonauts, and then go buy it, please), but when it does, we wear unnaturally large smiles, ecstatic that there's justice in this cold, depressing world. You can imagine, then, that our pearly whites are on the verge of breaking free from our unhinged jaws thanks to Mythic's announcement that Warhammer Online: Age of Reckoning has lured 750,000 players into its overtly war-packed world.
"Thanks to our players, the war between the Realms continues to escalate at an incredible pace," said Mythic co-founder and general manager Mark Jacobs.
And he's not just spouting nonsense from his PR-approved book of hyperbole either; Warhammer's 750k sprint has topped those of both World of Warcraft and Age of Conan, who reached similar numbers within three months and two months, respectively.
But don't start ordering Waaaagh Kool-Aid as a refreshment for WoW's funeral just yet. It should be noted that boxed copies of Warhammer Online came with a free one month voucher, cancelling out the game's subscription fee for a limited time. With the game's money vacuum soon to be fully operational, will players stick around for another month?
We sure hope so. Warhammer seems genuinely different from other MMOs, and it'd be a shame to see it sink. Also, gaming just wouldn't be fun anymore if we couldn't constantly tell our friends "It's 'hammer time," before darting off for a play session.
When Mythic proclaimed its intent to only credit Warhammer dev team members who were on board at or around the game's launch, it more or less shot controversy a lashy eyed "Oh, I'm digging you" look. But seeing as Mythic has bigger battles to fight, the developer decided this was one sh***storm it couldn't afford to weather. Thus, the Warhammer Online developer has provided -- but not credited the writers of -- this list of steps to resolve the crediting controversy:
In-game and manual credits will be reserved for the launch team.
Mythic will create an online database listing the name and title of everyone who contributed to a project, regardless of current employment status. Additionally, the studio will make best efforts to provide this information for its previous online games
Step three, which apparently wasn't important enough to make the list, involves partying-up with the IGDA to "promote fair and accurate trade reporting across the industry."
Overall, though, we couldn't be happier with Mythic's decision. Great job, guys!
This is freaking brilliant. Warhammer Online, as with any MMO, is home to a number of -- in this case, preternaturally quick -- gold spammers. But unlike those other MMOs, whose developers only emerge, spit a "Get off my lawn!" at the gold-amassing fiends, and then stomp back into their lairs, far too uncaring to actually latch the gate behind them, Mythic is taking a different approach.
"Since WAR launched we have been banning these jerks like crazy," Mythic co-founder Mark Jacobs wrote in his blog. "As of Saturday Night, we had banned about 400 of them. My CSRs have a zero tolerance policy. We don’t wait and let them stay in the game and ban them en-masse, my guys ban their useless, time-consuming butts right away. We have a strike team whose sole job it is to get these guys off our servers as quickly as possible."
But that's not even the best part. Jacobs continued:
"This weekend, we unveiled a new wrinkle in the fight against them, the public ban message. Players on our Phoenix Throne server have been treated to special messages when a gold seller/spammer is banned. I’ve given them a wide leash to come up with creative messages to tell the entire community who has been banned and we keep it within the Warhammer universe."
"Messages like 'Tchar’zanek has ordered the slaughter of [Spammer] and all others of his kind who weaken the Raven Host by providing wealth and power to the unworthy' have been seen all weekend. We will continue this policy and expand it to the other servers. We are in for a real fight against these bottom feeders and it will be a long and costly battle but it’s one we are going to take to them and this is only the first step."
We don't know about you, but we've never tossed our hard-earned dollars into a spammer's alchemic pot, and we sure as hell aren't starting now. Now if you'll excuse us, we must return to killing everythingthat moves and rooting through fresh remains. Ah, nothing like an honest day's work to set the mind at ease.
We've all been there: you're softly striding through a craggy cavern, imperceptibly thin rays of light squeezing their way through cracks in the ceiling. Your eyes pierce through the black just in time for you to notice a vaguely cylindrical enemy galloping your way. Steel clangs against claws and fangs, and your foe slumps to the ground. A thick liquid oozes from the beast's mangled form, but the scent of blood is curiously absent. You decide to take a closer look, and dab your fingers in the liquid. One tentative lick later, you realize what the cave-dweller was dispensing -- the smooth taste of Coca-Cola! Visibly excited, you bottle up a sample. And with that, it's quest complete. Time to head back to Doct R. Peppyre's place for your brand new, Sunkist-orange tabard. Awesome!
But then, while emerging from the cave, you spot a poster on a nearby tree. Turns out, it's a blatant ad for McDonald's. "What the hell?" You wonder aloud. Then, sense of immersion annihilated, you rage-quit the game.
Obviously, the above situation is completely ludicrous. In-game advertising is never so out-of-place or in-your-face. And, in a fairly roundabout way, that's the point I'm trying to make: in-game advertising isn't as bad as gamers seem to think. Given a decent context, true-to-life ads can even make a game more immersive, while also putting extra cash into publishers' pockets.
But what's your take? Are in-game ads a detriment to your experience, or is Human Billboard your favorite race/class combination?
Well, today's Roundup is loyal only to you, fair reader, but could use some extra money and aims its commentary straight at the pleasure center of your brain. Inside, you'll find the latest news on a public E3, the oft-delayed Firefly MMO, EA's secret plans, and more.
"Mwahahaha," I cackled gleefully as I skewered a yet another hapless Storm Trooper in the recent Star Wars: The Force Unleashed demo. "Help!" the poor soldier's cry echoed off the walls. But I didn't care. With a flick of my character's wrist, my foe's armor was put to its final test: a steel reinforced ceiling. My grin only widened when gravity yanked the Storm Trooper out of his skyward flight, planting him on the cold floor with a satisfying crack.
I'm a maniacal jerk.
Or at least I was -- in the game. Actually, "irl," I'd say I'm a fairly mild-mannered person. But unless you consider cheaply-constructed, mass-produced action figures to be an artistic medium, videogames are the only medium that allows us to act out our (seemingly sick) fantasies. Gaming's greatest detractors fault our hobby for being violent, and I'm not inclined to disagree with them. But hey, over-the-top violence goes hand-in-hand with interactivity. With the aforementioned action figures, many of us staged tumultuous battles, with swords, guns, fists -- everything -- in an almost primal manner. And it was fun.
Fact is, people are inclined towards violence. We wolf down popcorn while watching actors pretend to put bullets in each others' brains; we slow down traffic for a gander at a car accident. Our media expresses this -- caters to it, even. But society goes on. Few of our sane population are lugging around shotguns or holding up convenience stores with trusty stabbin' knives. Sure, circumstances cause people to do some pretty awful things, but generally out of necessity -- not for fun. And really, that's why videogame violence is great. It's catharsis -- a harmless arena in which we can live out our horrific, Trooper-smashing fantasies.
So, what's the most sadistic, cringe-worthy thing you've ever done in a game? To take things a notch further, think about the gamess you typically play. How many of them aren't in some way violent?
Today's Roundup features games that are, as you'd expect, violent, but one in particular uses its controversial brand of destruction to further a greater cause. In addition, you'll find Clive Barker's pie-in-the-sky dreams for the horror genre, hardware manufacturers' dirty little piracy-related secret, and more. It's all after the break.