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What are you looking at there, going forward?
MJ: Stargate: Worlds looks like it may launch. Perfect World, the Asian game that's done so well over there, looks like it'll be launching here soon; I think they just went into beta. And there are other games in development that will be coming out in the next couple years. It's a much more competitive space. They're going to have a much tougher road than they have.
The other things that really differentiates the time, is that back in 2001, you didn't have to spend anywhere near the amount of money you do on an MMO now. Look at what we spent on Camelot: $2.5 million developing it, $650,000 in marketing it. You couldn't spend that on a triple-A MMO now if your life depended on it! You just couldn't! It would get you nothing in terms of content.
So Funcom has to not only try to improve their game, but do it with a lot of cash, and that's one of the things that makes it so much harder on them or anybody else. On Camelot, we didn't have any cash until the game launched, and once we were successful, we had money, so we could keep investing.
It's harder for the Funcom guys now, because they have to keep spending a lot of money, and unless their numbers go up, they're not going to be taking in as much as these other companies could spend on just making a game. So, boy. That's a much tougher dynamic.
It's amazing how many MMOs are still pitched and developed given what a sink-or-swim environment it is, with so many studios and games shutting down.
MJ: It really is. That's an excellent way of putting it. Back then, you had time -- not to sit back and do nothing, but you didn't have to immediately succeed. Now, unless you have very deep pockets, it's very difficult just to stay and improve the game hoping for success.
Blizzard has also upped the ante in terms of sheer volume of content, after having been out for a few years. Is that intimidating?
MJ: For a lot of developers, absolutely. It is very, very hard to compete in this space against the big guys. I don't say that because we're one of the big guys, because we're not yet. We're one of the big companies, but until Warhammer's a success, we're not one of the big guys. WoW is one of the big guys. Hopefully we'll be one of the big guys.
When we were looking at the landscape when we were doing Camelot, we said, "We don't have the same money these other guys do, but I think we can be competitive, because we have our hook." Now, because these games are so much more complicated than the games we did seven years ago, that young developer who wants to break into this space can't simply go, "Well, we've got an interesting hook, so we don't need to spend what they do." It's a very different dynamic.
The general sense I get from people's early impressions of Warhammer is that once you've put some hours into it and you're into the double-digit levels, the unique characteristics really shine, but when you first jump in, people get a strong WoW deja vu, in terms of what you're doing at the lower levels, and the game's visual style.
MJ: Well, you know where the visuals come from. The visuals come from Games Workshop, and if there's any similarity to the WoW visuals, you need to ask Blizzard where they got their visuals come from. (laughs) We can trace our visuals directly to the Games Workshop IP, which came about before Blizzard was even a company. Just go back and look at the old Games Workshop books.
Yeah, I'm actually extremely familiar with Warhammer, going back some fifteen years.
MJ: Right -- well, as a matter of fact, you could even buy a book called World of Warhammer. Remember that one?
I do, actually.
MJ: Yeah. I mean, what's the copyright? 1997? And it's called..."World of Warhammer"? Hmmm.
So, for the people who look at this and say, "Boy, some of these things are similar," also keep in mind that we've been making MMOs since before Blizzard ever did. A lot of the things in the game, be they RvR or other things, come from Camelot.
But even having said that, knowing that full well, games -- MMOs or not -- have a tendency to be somewhat derivative of each other. We need to make it as easy as possible for the people who come into our game to enjoy our game, especially for those who have never done RvR. For those who have done RvR, it's a hoot. You can't wait to get into it. You can actually start RvRing from the moment you get into our game -- you don't have to do a single quest, a single PvE quest. You don't have to do any of that if you don't want to.
On the other hand, since we know that most people have never played Dark Age of Camelot, we wanted to make it as easy as possible to get into the game, and we wanted to make the game attractive to people who do like PvE, and don't like PvP. So we also follow the kind of formula that we've used in Camelot, and that other games have used before ours and after ours: you have quest givers, you have quests, you do things. We try to take that to the next level with the tome of knowledge, or public quests -- which I think is going to be one of the most borrowed concepts from our game. So that's what I say to them.
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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.
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 :)
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.