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Preparing for WAR: Mark Jacobs on Launching Warhammer Online
 
 
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  Preparing for WAR: Mark Jacobs on Launching Warhammer Online
by Chris Remo
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September 22, 2008 Article Start Previous Page 4 of 6 Next
 

So in terms of WoW, which you identified as the "one very, very successful game," it does seem like you guys more than most have been fairly aggressive in terms of going after it, or staking out your claim to challenge it.

MJ: Two things on the subject. Number one, we're not looking to get more subscribers than WoW. We've been very clear from the day we announced that WoW is a great game with great numbers. It was an industry-shaping game. Those don't come around very often.

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I'm amused when I hear other developers talk about WoW or even games in the standalone space, saying, "We can top these guys, that's easy." Yeah, that hasn't worked out for just about any of them. So I'm not going to sit here and say, "Well, with EA behind us, we're going to beat WoW." I don't say that, never said it, won't say that today.

On the other hand, we're not afraid of WoW. If you look at what we did back in 2001 with Dark Age, we were facing a similar situation, and it's even more amusing because of the Funcom connection. The big guy on the block was of course EverQuest. Ultima was of course doing very well, as was Asheron's -- not as well as Ultima and certainly EverQuest, but it was a competitive game. It had over 100,000 players.

People were saying to us, "How can you take on EverQuest? They've got Sony behind them. And Ultima has -- hah! -- EA behind them. And Turbine has Microsoft behind them. And you're independent, Mythic. You got nobody behind you except your creditors." But we said, "Okay, fine. We'll do the best game that we can." We had a hook -- that hook was [realm versus realm combat], and we staked our entire company on it. Obviously, we did quite well. We didn't beat them; we never said we would. But if you look at our numbers, we did really, really well.

It's the same thing we hope will happen with WoW versus WAR. We're not saying we're going to beat them, but we're not afraid of them. We have our own hook; that's RvR, and we're pushing it and we're pushing it, just as we're pushing other innovations in the game. Blizzard is number one; we don't mind being number two, especially if it's a competitive number two. I can't worry about that.

The other thing is, we have a choice. If I'm going to go in this space, I better go in hard. What's the point going into something as competitive as the fantasy genre with WoW in it unless you're prepared for a fight, unless you're prepared to take on number one at some level? You don't have to say you're better than it; you don't have to be better in everything. We just want to be competitive, do a great game, and leave it up to the player to see which they like more. Or both.

What do you mean when you say, "the Funcom connection"?

MJ: Oh -- well, if you go back to the summer of 2001, there were three new MMOs being shown. Number one was Star Wars: Galaxies, number two was Anarchy Online, and number three was us. During [E3], and even after the show, reviewers liked Anarchy better: "Oh, look at the pretty graphics. Look at that different gameplay. This looks like the game to beat." They saw our game and went, "Eh, RvR is pretty cool, but people are going to be scared about it. It's PvP, nobody's going to play it unless you're hardcore. The graphics are okay, but they're not as good as Anarchy's."

So what happens? Anarchy launches that summer, has a very troubled launch. They did huge numbers day one, went down way fast after that because of technical problems. You couldn't play their game for hours and hours and hours at a time. Truly, one of the roughest launches of any MMO. We come out in October to one of the smoothest launches, and do very well.

Who would have thought that seven years later, those same two companies would be releasing their first new [MMO] in seven years, and both were coming out in the exact same timeframe that their previous MMOs launched in 2001? They came out during the summer, we're coming out again in the fall. How bizarre is that?

What do you think about Age of Conan's prospects? They just had the news about their director leaving.

MJ: Same thing I said about them before. I don't want to see any developer -- well, almost any developer -- fail, especially in the MMO space. We need to expand the market. I wanted Age of Conan to do well because it's an M-rated game. I thought, "Fabulous. If they can do well, and expand the market to M-rated products, we can get even more users into this space." It was Conan, it could have been cool, I thought when it was announced.

The [Funcom] guys I've met, they're good guys. I didn't want them to fail. Their prospects? They have a tough road. Just like when Anarchy launched, they have their issues. What they absolutely deserve a lot of credit for, was that they turned that around -- certainly, Anarchy Online two years after launch was a much better game. They could certainly try to do the same with Conan.

The difference is that in 2001, there was less competition. We were competitive, but they were the only game in the sci-fi space until Galaxies came out. The difference now is they're in the fantasy space, and the fantasy space has Blizzard, and Blizzard is going to keep working on their product. They're not going to do [Wrath of the] Lich King and say, "Okay guys, we're done now." And EA didn't invest this much money into buying Mythic to say the same thing. We're not going to say, "Okay, we're done now. Let's do another MMO." No. We're committed to Warhammer. We're going to spend a lot of time and money making this game better and better and better.

So, just from those two games, it's a different space than it was back in 2001. Then, you also have the other games that are in development, some of which look like they might actually come out.

 
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Comments

Tom Newman
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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
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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
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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
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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
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"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
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Bravo for a great product.

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


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