I found this picture randomly in a directory on my hard drive and was immediately inspired to share it with you guys and reminisce about the… good old days? Well, perhaps not so good, but they were certainly the old days.
Looking at this screenshot, I’m reminded of a lot of awful things we went through in Warhammer Online: Age of Reckoning. Those were certainly some of the worst days due to how hyped we got, and how far we had to fall. That said, I do have some fond memories.
I remember how much I really, really liked that Shaman class and the WAAAGH! magic. The AoE healing everyone did was stupid, especially for PvP, but the class itself had fun mechanics. I’m also reminded of how fun and unique the races and classes looked, and how neat it was to equip trophies and see them appear on your character.
The dungeons were terrible. The RvR was a zerg fest with small maps. The crafting system a complete and utter joke. The balance was completely shot. The world was truncated and linear. The leveling and character progression a grind. While almost everything ended up being a flop, they did manage to capture that Warhammer feeling for me.
Anyone have memories — fond or otherwise — they’d like to share from WAR?
Sorry for the slow updates! I’ve had a busy week with work projects, and I haven’t had much time to game or write. I need to catch up on a couple of things I missed.
Well this is a thing, I guess. Someone decided to emulate Warhammer Online: Age of Reckoning. I’m all for these kinds of projects. I’ve played on many of them ranging from Star Wars Galaxies to Dark Age of Camelot, EverQuest, etc. I wish someone would make an EverQuest Online Adventures emu… yeah, get on that would you? Anyway, WAR is back and alive. What they should honestly do is fix the stuff that sucked in WAR and try to tweak it until it’s fun.
This is one of the many reasons why Nintendo remains one of my favorite companies. They’re not after the few people who spend lots of money in their game; they won’t analyze those whales and figure out how to get them to spend more. If they did that, Iwata says, “I don’t think we would be able to entertain hundreds of millions of consumers all around the world or to produce large and long-lasting achievements.” Mr. Iwata, I salute you sir. That’s a great way of saying that those who hunt whales are a flash in the pan. Nintendo focuses on making games fun and available to children and adults of all ages while staying true to their brand. Has it always been profitable? Not in the past couple of years, but that changed in their recent earnings report. Why can’t more companies emulate Nintendo?
Nintendo is also launching a new service in the near future all about bridging the gap across platforms. They want one single login for multiple devices that will link communities and create an ecosystem of tracking and rewarding players. Seems like it has potential. Oh, and they have this secret NX project coming soon… what could it be?
I’m excited for Splatoon to come out on May 29! Can’t wait to play with Graev and have another great game on my Wii U.
The time has finally come — Warhammer Online Age of Reckoning is shutting down in December. Sometimes I forget the infamously botched MMO is still around, and other times I am reminded of the horrific mistakes I made during the anticipatory hyping period prior to its launch. I made a mistake. I was sucked in by horrible marketing because I was desperate for a good MMO and blinded by my hope and belief that DAoC could actually be repeated by the same studio. I still believe I am the self-proclaimed biggest WAR Fanboy of all time. I made today’s crazies look sane.
We don’t need to rehash the awfulness that is WAR. Promises were broken: Bears bears bears. Promises were kept: WAR has Five Years of Content (I’m laughing out loud right now at the irony). Carrie Gouskos (who was the Tomb of Knowledge person when I interviewed her back in 2008), now Producer, says she doesn’t think WAR’s critics would ever call it boring. No… no, it was pretty dang boring. Honestly, the
WvW RvR was horribly boring. The PvE was dull. Then world was uninspired despite being set in one of the best-known fantasy IPs ever. It wasn’t good.
Carrie is right about one thing, though. WAR absolutely introduced features which are now considered industry standards. I still remember sitting down with Mark Jacobs for an interview during E3 2008. We sat in a little side room of EA’s big E3 booth. Mark, Graev, and I sat at this circular table and Mark let me bombard him with questions. Besides Mark’s shirt (which I believe was a black polo) only one thing has stuck with me… Mark said, “Public Quests will be something game developers blatantly rip off for years to come. It won’t even be subtle. That’s what developers do – we steal each others ideas.” (Slightly paraphrased). Sure enough, five years later developers are still blatantly ripping the idea. I don’t know if I should laugh or cry.
Seriously, let’s think about what we can learn from all of this. If some good can come from WAR, I hope it’s developers everywhere learning that it’s not enough to think you have a ton of great ideas, a history of success, and a fanbase. If you put it all together and your game just isn’t fun — you failed. Personally, I learned how not to market a product — a lesson which has stuck with me now into my marketing career.
So long WAR. Please take the last five years with you.
Let’s start the new year off with a discussion about PvP. I was thinking about why PvP — more specifically RvR/WvW — hasn’t succeeded or ultimately been a lot of fun for me in the past few years. We had a brainstorming session on our Ventrilo server, and I think we nailed it.
PvP has too many rewards in all the wrong ways, and there is never any consequence or punishment for failure.
Take Guild Wars 2 where taking a keep grants a huge sum of points. What happens when that keep is lost? Nothing that matches the bonus for taking it. What happens when you retake that keep? You get another huge sum of points. Why defend? Why would anyone when there is more to gain from losing it and taking it again. Players will always seek the path of least resistance where they gain the most reward. Then there’s the fact that death means nothing. Die and you can be back at the keep in 4 minutes tops. You probably miss out on next to nothing.
Here’s why taking and holding keeps in DAoC mattered: Losing them sucked! The frontiers were a great place to exp. When the enemy owned the keep near my favorite spot, guards would patrol and often kill me. More players were also likely to be in the area. Losing that keep also meant losing a bonus to experience; Leveling in DAoC wasn’t easy. Losing a keep also meant losing relics with bonuses we wanted. All of that might have been enough, but there’s another reason losing the keep sucked: Darkness Falls. Whoever owns the most keeps has access to a dungeon with the best loot exp’ing locations.
Here’s a way to start fixing WvW/RvR and that type of PvP:
The lack of risk and indirect loss for failing in PvP is game breaking for me. If you’re not happy with the PvP in a game you’re playing, see if the rewards outweigh the penalties. Chances are you’re not actually PvPing at all — you’re just gaming the system.
When World of Warcraft launched in November 2004 is was new, it was shiny, but it really wasn’t as polished or infallible as people think of it today. Aside from WoW’s launch issues, which mostly stemmed from Blizzard not anticipating the demand, WoW had issues that crop up in most contemporary MMOs.
WoW was evolving constantly back then, and surprisingly continues to evolve regularly even today. There were itemization issues, stat issues, and content issues. End-game wasn’t clearly defined. PvP was anything but defined. It was clear that Blizzard was learning like the rest of us how their future would unfold. I was there for all of it.
I remember playing and having discussions in general chat with the other players about raids. All we knew at the time was that there was a raid. Looking back at the 40-man raids of WoW’s launch and all they entailed, then looking at the raid finder experience of today, it’s truly mind blowing how WoW has evolved. If you played the entire time, you’re even more aware of how many changes the raiding system has gone through and different systems/mechanics/features/implementations the content has seen over the years.
Then there’s the PvP system, which started out … actually it didn’t. There wasn’t a “PvP system”. There weren’t battlegrounds, rewards, titles, or gear. It was just the ability to kill other players in zones like Hillsbrad. Evolving just like raids, PvP has gone through countless changes over the years.
What am I getting at by giving you this history lesson? Continue reading