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MMORPG.com's Garrett Fuller had the opportunity to send along seven questions to Wrhammer Online's Jeff Skalski to discuss the game's progress as it nears its one year anniversary.
Warhammer has now been on the market for one year. Please tell us the story of the game's lifecycle.
In May 2005, Mythic signed a deal with Games Workshop to bring to life the rich universe of its fantasy-based Warhammer IP. The challenge we laid out in front of us was creating a fresh new MMORPG that stayed true to the IP, unlike any other to date, for gamers and loyal hobbyists across the globe. A little over three years later, an EA acquisition, and almost 289 pounds of baby weight created, we shipped Warhammer Online: Age of Reckoning on Sept 18th, 2008 (a few days earlier for those who pre-ordered). It has been one of hell of a ride, and the talented developers here at Mythic haven't taken a second away from pouring their love and passion into WAR since.
If you go back and review the patch notes over the past year, what we've accomplished is rather astounding. What I find even more interesting is seeing how the players have adapted to our game over time, and how the various servers matured in different ways. We are an RvR game at our core, with two Realms--the forces of Order and Destruction. At any given point, one side will win and one side will lose. It's been interesting watching servers go back and forth between who maintains control, and challenging at the same time as we tweak system mechanics to help foster Realm balance. We've made some progress, but we have more to do.
Coming up to our 1 year anniversary, I couldn't be more excited for WAR. We've learned so much about our players, and are now beginning to improve certain aspects of the game that, months ago, we would have hesitated on. City Siege end-game experience, CC and AoE enhancements, Fortress rework, along with new user improvements, are just a few of the things we're focusing on. Keep an eye on our patch notes and dev articles!