Contents
Preparing for WAR: Mark Jacobs on Launching Warhammer Online
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
November 22, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [11]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [12]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
November 22, 2009
 
Sucker Punch Productions
Character Artist
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Texture Artist
 
Sony Online Entertainment
Brand Manager
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #113767
 
Crystal Dynamics
Sr. Level Designer
 
Gargantuan Studios
Lead World Designer
spacer
Latest Features
spacer View All spacer
 
November 22, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [6]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [6]
 
arrow iPhone Piracy: The Inside Story [48]
 
arrow And Yet It Grows: Analyzing the Size and Growth of the European Game Market [5]
 
arrow NPD: Behind the Numbers, October 2009 [13]
 
arrow Reflecting On Uncharted 2: How They Did It [5]
 
arrow Sponsored Feature: Rasterization on Larrabee -- Adaptive Rasterization Helps Boost Efficiency
 
arrow Postmortem: Wadjet Eye's The Blackwell Convergence [2]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
November 22, 2009
 
Accepting the Inherent Value of Games
 
Planckogenesis, Part II: Song Structure & Gravy Train [1]
 
Designing Games Is About Matching Personalities [1]
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Features
  Preparing for WAR: Mark Jacobs on Launching Warhammer Online
by Chris Remo
7 comments
Share RSS
 
 
September 22, 2008 Article Start Previous Page 2 of 6 Next
 

How are Warhammer's numbers?

MJ: We should figure it again, but as of [Thursday] night, we had more people playing the game at the same time in North America than we ever had in Dark Age of Camelot. We have the numbers now to back it up -- so it's not just, "Well, you guys had a nice head start."

Advertisement

No -- we now have more than Camelot ever had, by about 50 percent. That's a significant increase. When you also look at our downtime -- only one patch in almost seven days -- that's a pretty tough record to beat when you look at the launches of every other MMO, including WoW. Especially WoW.

Can you give that figure?

MJ: No; publicly-traded company. Wish I could. But I can say it was about 50 percent higher than what we had in Camelot.

So what's the official word on the head start grace period -- the period of time that preorder users have to get a final retail CD key in there? It seems like it's very short now, while some people were expecting more like two weeks --

MJ: No, no, no. First of all, it was never, ever two weeks. Even right now, our most vocal detractors say it was four days. We had a post up on our site which we took down very quickly -- but it was up -- that said the head start would be for four days. We have never, ever said two weeks. So that's first.

Second, during the day I've been announcing modifications for the policy. It's a really complicated issue; we've been reaching out to the retailers and talking to them about certain things.

For example, all Amazon customers won't have to worry about that; we've extended the grace period. All EA Store customers, we've extended the grace period. All Go Gamer, we've extended the grace period. So it certainly is not what some people would make it out to be. The vast majority of our customers right now, from what we see talking to the retailers, will either be getting the grace period, or getting their product on time. If that doesn't turn out to be true, we'll continue talking to the retailers.


EA Mythic's Warhammer Online: Age of Reckoning

What about server queues? Is that just inevitable?

MJ: Well, first of all, there is a certain inevitability. Take WoW; that was pretty bad. Not only was their queueing bad, but they didn't have a solution to it for quite a while before they allowed character transfers. We're talking about WoW itself, not Burning Crusade, because by then they had the technology working I assume. In the beginning, they did not allow server transfers for quite a while.

No matter which game you're using, if you're using the model 99 percent of MMOs use -- the world or shard model, where you support a few thousand per shard -- you're going to hit this problem, unless you just tell people they can't join that server. Which some games have done, except then you can immediately split a guild.

So we came up with what we thought was the best solution, and I'm kind of proud of it. By cloning the servers, any guild now can automatically choose to play on the other server. They don't have to do anything, other than decide, "I'm going to play on this one tonight, or permanently." It's even better than character transfers.

What is that technology exactly?

MJ: Okay, this was a great idea. I like to think I add something to the company every so often, and this is one of them. We take a server -- with all its information for the players, the guilds, the auction house -- and copy it. It's a little more complicated than that, but think of it as a clone. All that information is on server A, and server B at the same time. So when your guild comes on, they can decide which one to play on.

People worried about whether things will transfer -- it's already done, automatically. Nobody in the MMO industry has ever done this for customers, ever. There's no, "We'll allow you to transfers in a few weeks, maybe." No -- it's done. You can play on either, or both.

So at a certain point in time, the entire state of a server was duplicated, and you can pick up where you left off on either one.

MJ: Right. People didn't even lose one second of experience. The server was down, we copied it, we put it back up, and we put the new one up. You don't have to choose where you want your character to be -- keep both if you want.

Was that a technical problem in any way? It sounds basically like backing up your data on your PC.

MJ: Exactly. It was really elegant. It's the kind of thing I like to do -- as a game designer, and obviously as lead designer of Warhammer, I don't have time to do all the design stuff I did ten years ago or even twenty years ago. I just don't have the time anymore. So what I like to do is think about the design of the game, and think of different things to do, or different ways of looking at things. This was just doing what I did with public quests, but I did it on the technical side. I used to be a programmer, so that helped.

 
Article Start Previous Page 2 of 6 Next
 
Comments

Tom Newman
profile image
Great interview! I can confirm that playing WAR on launch date was great. I went down once and was back in in 5 minutes, much smoother than any mmo I've experienced. Being familiar with Games Workshop's world I can also state how impressed I am with the spot-on implementation of a pre-existing fanatasy universe.

Luke Rymarz
profile image
Warhammer has had a great launch. It's not perfect, but it's much better than other launch MMOs I've played.

And like Mark says, they're up for a good competition with WoW. Judging by how Blizzard is changing WoW, Mythic is doing something right. Siege Weapons? Battle Healers? Coming soon in Lich King. Congratulations to all the hard work the Mythic team has put in.

My only critique, and I see this in a lot of games that compete with Blizzard, is RESPONSIVENESS. The biggest thing I notice between Blizzard games and the others (try Titan Quest vs. Diablo II) is that in Blizzard games, my mouse clicks and keyboard presses are met almost instantly with some in-game action. WAR has a consistent .5 to 1 second lag on the inventory screen (try reorganizing your items), and in combat ("hey where'd he go? OH, I'M DEAD"). WoW (and all other Blizzard games) is nearly instant.

Either way, I'm sticking with WAR for a while. RvR (and Renown) is a lot of fun. PQs are awesome. And the Guild related innovations really bring things together.

Lorenzo Wang
profile image
I wanted to add my congratulations to the pot. This was an incredibly smooth launch, and once the initial comparisons against WoW is done with, I think you'll have nothing but a growing user base. Sure there are issues, but I can honestly say that this game has gotten to the heart of the fun faster and less ashamedly than previous MMOs we've played. Bravo for a great product.

Raphael Santos
profile image
I'm not a big MMO fan, but i'm really liking this game.

I have to say at first i thought it was a WoW clone, the interface and controls are identical, but WAR managed to get only the good part of it and made major improvements.

As a player looking for PvP, being able to get into action in a few minutes of gaming was extremely joyful, i'm currently level 15, have been playing it for 3 days, and till now i'm having a experience which WoW couldn't provide me, i can just log-in and have some quick action, develop my character a bit and quit, where WoW demanded minutes(maybe hours) of preparation/party-looking(not very casual friendly) to play and replay instanced content which werent really fun at all, but required to earn XP and better items...

Better items, so that players could beat biggers monsters... cause there wasn't much else to do, since World PVP was not only non-rewarding, but somewhat discouraged (dishonor)


WoW revolutionized the genre, but in my opinion its WAR making things now go in the right way, the "war is everywhere" concept kinda buffs me with bloodlust :)

Brett Rayer
profile image
"I have to say at first i thought it was a WoW clone, the interface and controls are identical, but WAR managed to get only the good part of it and made major improvements."

Thought this was an interesting comment. As a 3 year WoW vet, I don't really agree. WoW is so massive (at this point, after an expansion and numerous content patches) that it's hard to pick one great thing about it. Some people PvP exclusively, some people Raid exclusively. Some people raid casually, and PvP to relieve post-office stress. Some people just farm mats, make gold and walk around in pimp gear, but never make it into an instance. Plus, it's hard to discover ANY of this if you are unable to meet a sizable group of people (20-300 players in a guild) and make friends, or at least working relationships, with most of them. The end-game, some of the real brilliant game design that Blizzard has conjured, will elude you without finding personal sustainability in a progression-oriented guild.

That said, I too have really enjoyed the immediate and pervasive RvR content, and have been pleasantly surprised by the PQs, in Warhmanner Online. I've logged about 12 gameplay hours and am starting to crave some of its nuance. I do, however, feel like the game is significantly less massive that it could be and eagerly await content patch announcements (they did, in fact, leave out two major cities amongst other things) and rumblings of XPacs.

All in all, kudos to the Mythic team. The game is everything an MMO should be and some fun new additions to the genre (Tome of Knowledge ftw!). They have a lot of potential over the next 2 years to chisel themselves a niche in the MMO mountain.

hander joki
profile image
Bravo for a great product.

cipro soma
profile image
Congratulations to all the hard work the Mythic team has put in.


none
 
Comment:
 


Submit Comment