The case for WAR

BioWare Mythic on Warhammer, Real ID and the future.

Last month Mythic Entertainment quietly renamed itself as BioWare Mythic, and emerged as one of four BioWare studios currently hard at work making videogame magic happen.

But where does that leave massively multiplayer online role-playing game Warhammer Online: Age of Reckoning? There was a time when the fantasy game was called a World of Warcraft killer. No longer.

Here, Eurogamer speaks to BioWare Mythic general manager Eugene Evans and Warhammer Online producer Carrie Gouskos to find out where Warhammer's at, where it's going, and competing with the behemoth that is World of Warcraft.

Eurogamer: Since you've taken over the running of Warhammer Online in Europe, what's changed for gamers?

Carrie Gouskos: It's our goal to keep the experience as mirrored as possible. Specifically, we're now making sure we're more conscious of the time we do various updates, which are now happening simultaneously in the Europe and the US, as opposed to on a time delay, even though it was just by a day. And making sure things are covered in multiple languages.

Personally, in terms of getting to have a little more direct interaction with our European players, that's been one of the big points for me and the team. Making sure we're meeting the needs of the European market, which I've found plays the game somewhat differently and has different perspectives. That's been interesting to engage at that direct level.

Eugene Evans: The short answer is we have a much more direct relationship with the players now.

Eurogamer: How do European players differ from North American players?

Carrie Gouskos: Aside from the language needs? I'm still learning. I keep live characters – obviously anonymously – that I play on our live servers, so I can integrate with the players and hear what they're saying directly about the game, as opposed to what they're willing to say in public forums.

I'm not fully integrated with the European communities yet. But one of the biggest examples is that European communities do tend to side towards the bomb group style of play.

They group up with certain specs. Bright Wizards all together, maybe six Bright Wizards in one group, or six Sorcerers, that are bomb specced. They do heavy amounts of AOE, running together – that kind of style of play.

They also play a lot more close quarters than North American players, for whatever reason. We're still trying to figure out a lot of that. But it means we pay attention to the different types of nuances of gameplay.

Warhammer Online - Land of the Dead trailer

Eurogamer: I'd love to know the psychologies behind that.

Eugene Evans: When we've figured it out we'll either let you know or we won't be telling anybody.

Eurogamer: How does Warhammer's current status tally with the expectations the team and EA had before it launched and soon after?

Carrie Gouskos: We've come a long way since the expectations of two years ago. For us it has been about centring the game on the players we have and growing that.

Warhammer is in an interesting place. We have a strong user base that loves the game. We get to interact with them in lots of interesting ways. The group now, I feel very comfortable going to and saying, 'Hey guys, I've got some ideas. What do you think?' and really engaging the player base directly and going, 'Help us to make this game the play space you want to enjoy.'

This year I've seen a lot of positive momentum in that area. The communication's been great. The interaction's been great. It's only going to get better with the European players – to be able to interact with devs specifically.

We go through several layers of iteration on features and a lot of it comes early to the players and they can give feedback. There are players who had meaningful impact on the game in that way.

Being able to expand to the European group as well is exciting for us. So for us it's about the growth in the year and how well the game is doing right now. I feel pumped about this game right now.

Eugene Evans: The important thing is, we're coming up to two years since the game was released. We're still running it. The game is profitable. We have a team that's engaged in it. We're seeing a great response from the community as they rediscover the game.

When we launched we were up against the biggest competitor in the business, and arguably one of the biggest franchises in our business, with World of Warcraft. That was a huge challenge.

We're far from giving up on the game. Here we are two years later, and despite all the naysayers we continue to improve the game.

These games are not defined by the product you have at launch. They're defined by what you do with the game and how you respond to the community.

Eurogamer: Was it unfair of players to compare the game to World of Warcraft at launch and subsequently?

Carrie Gouskos: No. It's not unfair. It's what they do.

Eugene Evans: The challenge with releasing any online game is the competitor has the advantage. You're not only up against the game they built and launched, but you're up against the game they ran for a number of years and have grown.

At some point you have to get out there with your product and you have to compete. We were offering a very distinct experience with realm versus realm play. People still love the experience and are coming back now.

People are always looking for the next game they want to play. We've focused on the core players that have discovered what it is that's unique and fun about Warhammer. And that word is getting out there.

Carrie Gouskos: Maybe we attempted too much early on, making sure the player versus environment experience was as meaningful as the RVR experience.

Right now, everything we're doing and where we're going and what the path of the game is is focused on RVR. We know that's our strength. That's what our players who are playing right now want. And that's something we have a pretty good handle on. We know our strengths and we're playing up to those as best we can.

Eurogamer: How many people are currently playing Warhammer?

Eugene Evans: We don't disclose that – the joys of being a public company.

Eurogamer: But you mentioned it's profitable, which in this economy is great. You must be delighted.

Eugene Evans: Yeah. The other reality was that we found ourselves releasing the game at the front of one of the biggest financial crises for a long time.

What's the challenge of any new MMO? Taking people away from a community they're enjoying playing with.

A new MMO comes along and they don't want to abandon their old community. They want to try a new experience. If that means they have to subscribe to a couple of games for a while, that's more difficult in this climate.

One of the biggest effects we had on our community was the release earlier this year of our endless trial, where we were able to present a new trial experience that gave people the time to discover what was great about the game. They weren't worried about trying to discover that in 10 or 14 days.

We're still getting tens of thousands of people a month coming through trying that experience.

Eurogamer: Will you go free-to-play?

Eugene Evans: The free-to-play model has huge advantages but my opinion is you either have to design a game from scratch to drive that free-to-play experience, or there is a significant amount of work to re-engineer your game to deliver something that can drive the same amount of revenue.

Carrie Gouskos: We've looked at free-to-play and how that works. One of the biggest problems we have is it's very difficult, especially in Western markets, to monetise RVR-based experiences.

You're basically saying, in order to make it meaningful, you've got to let people pay for power. That feels wrong. You want people to be able to earn it.

We've definitely looked at free-to-play long and hard, but at the moment we don't have a need to.

Eugene Evans: We're happy with the players we have and the level of engagement they have with the game.

Carrie Gouskos: You want to make sure you're not diminishing the value of what people have played and paid for this entire two year period. You want to make sure they feel that it's worth something.

Eurogamer: What did you think on Blizzard's effort to impose Real ID on its forums? Would you ever consider doing that in your forums?

Carrie Gouskos: No. Never. Never. No.

Eugene Evans: We wouldn't do it. I'm surprised they did it, and for a group that is so close to their community, it was amazing that they misread it that poorly.

I'm pleased to see them reacting to the community. We should all learn to listen to our communities.

Carrie Gouskos: I would fight that tooth and nail. I've had some very personal, really bad experiences in online communities with that. Personally, I'm against it.

Eurogamer: Blizzard argued it would improve the quality of their forums. Do you understand that point of view?

Eugene Evans: Their community made it very clear what the right answer is.

Eurogamer: You're running three games at the moment. What's next from BioWare Mythic?

Eugene Evans: We're not ready to talk about that but we will be very soon.

Eurogamer: How soon? gamescom?

Eugene Evans: Probably not gamescom. That's very, very soon.

Warhammer Online: Age of Reckoning is out now.

Comments (27) Latest comment 2 years ago

Comments for this article are now closed, but please feel free to continue chatting on the forum!

  • anomagnus #1 2 years ago

    I was, and am a massive Warhammer/40K fan. I had followed the release of this game for years before it hit the market, as it bounced from developer to developer. I got on to the beta, and the early release, and took a week of work to play it, and i loved it. At least for the first 39 levels.

    And then i hit 40, and its hard to describe to someone that doesn't play MMO's, but i hit the brick wall hard. There was nothing to do. Nothing. Apart from RvR. Now, that woudl have been perfect, except at launch, RVR was difficult. Games were played at slide show speeds. Populations were dominated by Chaos forces, and the game descended into whack a mole type engagements. And i left.

    Sadly though, i was a complete dick on this site, defending this game, and roaring about how great it would be. Only in the end did i realise what a fanboy i had been, and to many people, i should say sorry.

    I'm still sad that the potential for the warhammer world will not be achieved. No disrespect to the Mythic team, but by focusing on RVR, you're passing by the abilty to delve into the rich history of the Warhammer world.

    If you were on Karak 8 Peaks when it launched, i salute you sirs!
  • Razzajazz #2 2 years ago

    I really enjoyed this game for a long time, got a level 40 Witch Elf, unfortunately the lag in Fortress Sieges was so bad it rendered it unplayable, and I just haven't gone back since. For all the changes they've made, can any current player tell me whether there has been improvement in client performance?

    There were loads of good things about it, but instead of feeling that an epic fortress sacking was taking place, it was just a goddamn slideshow!
  • Vergis69 #3 2 years ago

    Bottom line for me with this game is it expected to much from day one. The graphic style is great, things like guild leveling system, XP in RVR combat etc are awesome.

    I found the game very unpolished, I remember I couldn't even tab between targets properly when it launched.

    Ive come back to it twice but still just cant get into it very well, all the "Questing" areas are more or less empty unless theres RVR going on at the time. If you are after RVR then its pretty good for it, If there isnt any RVR going on at the time there is always scenarios..but no guarantees ull get in one of those quick.

    They have merged the servers before, maybe they should keep it 1 server per language. Just feels to dead for me :(

    Shame really

  • butler` #4 2 years ago

    You’re not only up against the game they built and launched, but you’re up against the game they ran for a number of years and have grown.

    I love this line. I see it time and time again.

    Fact is that WoW was infinitely better at launch than WAR was, is, and probably ever will be.
  • Eraysor #5 2 years ago

    The Public Quests were the most interesting thing about this game for me at least, but as soon as the server populations began to collapse they became entirely useless. I was never a fan of the PvP, even in a game with so much effort put into that aspect.
  • JediMasterMalik #6 2 years ago

    Agree with the comments above. I think the game did a lot right, but fell flat on what a lot of people wanted. The early tier RvR was brilliant and very fun, but towards the upper end of the game it became too crazy and disorganised. The PvE was nothing to shout about but it was passable, the biggest draw for me was the RvR but unfortunately they never made the most of it.

    I tried getting back into it over the free period with the transition to mythic, but I never managed to get my old characters back and the customer service seemed quite poor. Shame cause I really was thinking of joining the game again.
    Edited by JediMasterMalik at 03/08/10 @ 12:14
  • Stickman #7 2 years ago

    This is probably the most popular game that no-one plays! I absolutely count myself as part of the problem as well. I love warhammer, followed this through development and played it on release for a significant time.

    Then the population started dropping, the public quests (easily the best thing in the game) became empty, RvR is theoretically great but practically flawed and the levelling process became a lonely slog.

    So I went back to WOW. Like everyone else. Despite secretly thinking that this could and should be better than WOW if it had the player base.
  • tenebrae #8 2 years ago

    Heh, I see they mention the bomb groups. I don't play anymore, but I hear that one of the greetings the dev team got from EU players, was getting floored by a Karak-Nornite pro bomb group. They wonder about that in the article, but perhaps it is just that EU players are more clever at capitalizing on PvP class imbalances. (And I feel class imbalances is one of the major factors that drove players from WAR.)
  • Hunam #9 2 years ago

    The problem with WAR was that they fucked up the first year. The first 12 months is where you live and die, and they died on their arse. The game is fun but there wasn't enough none-RVR content for the end gamers and they seemed to break quests and forts also weekly.

    WoW in it's first year had about 10 content drops and re-wrote their entire PVP aspect. Players could see the game changing in front of them and improving. WAR had 1 content drop and all the bugs in launch are still there. Taking out 4 of the 6 starting zones has just cut content even more. The best thing is, they did PvE pretty damn well. Public Quests are the best idea in MMO's, I loved them till they died.

    The biggest problem with MMO's is this notion that as it ships you should downsize to a live team. That's an insane idea. Full production should never stop. First two years should be content shotgun then after that start working on expansions. WAR was a good game ran by old ideas.

    Such as shame.
  • Moz #10 2 years ago

    Jumped back into this a couple of days ago, have started a fresh char as so far enjoying the beginning levels again, thanx to putting all three races into the same starting area there are plenty of people about to do the public quests with so the game works as it was intended and is alot of fun, just have to see if the same it true now at higher levels.

    But I think this also highlights the biggest flaw of the game which was splitting each server into 3 relatively discrete zones that span all the levels. which thins the population more then normal, WOW had a similar issue with low level dungeons until they launched cross realm PUGs which sadly just isn't a possibility for the Public quests. Whilst it goes against the ethos of MMOs maybe NPC BOTS could be used to take up the slack in public quests
  • Softie2k #11 2 years ago

    WoW had no issues with regards to finding people to dungeon with. Only years later people slowly stopped playing tanking roles and that made it more difficult to group up for an instance. But even so, you could easily get one within 10/15 mins.
  • sneetch #12 2 years ago

    @butler`
    You’re not only up against the game they built and launched, but you’re up against the game they ran for a number of years and have grown.

    I love this line. I see it time and time again.

    Fact is that WoW was infinitely better at launch than WAR was, is, and probably ever will be.


    Yeah and the amount of content they added to WoW in its first two years far far outstripped the content that has been added to WAR in the same time. In some areas WAR has actually lost content: they've largely "removed" the Tier one Orc/Dwarf and High Elf/Dark Elf zones after all, putting the players into the Empire/Chaos area (you can go back to them but they're ghost towns now, a pity as the Dwarf/Orc zone is the best I think).

    Unless they fill out the PvE I can't see myself going back. People need something other than just RvR, I went back for the free week when they took over the servers but didn't see much of a change in the actual RvR in Tier 3; people still went out of their way to avoid fights due to imbalances in the numbers in RvR lakes (real or imagined imbalances, I don't know), still nothing to do except RvR, no-one PvEing, perhaps if I pushed my character to T4 it might be different but I found myself standing at the back healing boxes in Warbands again, I seem to recall (empty) promises that healers would be fighting rather than just spamming heals, my Archmage however didn't have the time to do anything but heal.
  • butler` #13 2 years ago

    And it all comes back to poor design. Remember the enthusiasm-filled promo videos explaining the wonderful, innovative tier system?
  • anomagnus #14 2 years ago

    I don't want to get into a constant tear down of the game, but a massive problem i did have was with Mark Jacobs and Paul's Barnetts video's. On so many levels, they did this game a disservice. Over hyping it, putting it forward as a complete package, and ore often than not butchering the lore.

    I also felt that Paul focused on so heavily on Disorder, that by comparison Order felt like a tack on. Like a movie where the villian becomes the star. Even the opening CGI had the orders forces on the ropes. And it showed in pop balances.

    If Warhammer were to release a massive PVE content pack, i might come back, but i dont think they can ever fix the RVR aspect of it, without rebuilding the game from scratch
  • Marshall2008 #15 2 years ago

    QUOTE: Eurogamer: How many people are currently playing Warhammer?

    Eugene Evans: We don't disclose that – the joys of being a public company.

    LMAO, its so few that it would be utterly embarrassing.
  • anomagnus #16 2 years ago

    @Marshall2008

    No MMO will disclose their figures. Blizzard is one of the biggest players on the block, and they won't tell you their figures. Its not because they're a loser. As a public traded company, their subscirber figures are confidential information. Nor is it limited to the games industry. Why don't you try and find out exactly how many active subscribers Sky has. You wont get that info.

    While i've criticised the game, i attacked it on points it was fair to attack them on. Eugene Evans literally can't tell you the figures, so you might want to cut them some slack on that
  • Hunam #17 2 years ago

    Blizzard are always spouting their numbers around. 11.5m right?
  • curtlikesmeat #18 2 years ago

    Is that Carrie from the old Gamespot team? Bring back Rich Gallup!
  • actionfitz #19 2 years ago

    @anomagnus

    Heh, I was on Karak 8 peaks!
    had a witchelf that I took to level 30 - something.
    what killed it for me was that clusterfuck pvp scenario that had lots of narrow walkways surrounded by lava...

    30 seconds or so of stealth < ability to punt me into the lava on every respawn.
    I tired of that very quickly, but outside the scenarios the game was rather empty.
    I did have a fair bit of fun around level 20 ish with some epic world pvp battles but that kind of tapered out as people discovered they could advance quicker by farming kills in the instanced pvp.

    I only got to try a little bit of dungeon PVE and even being kind, it sucked mucho gonads.
    Im happy for anyone still playing and still enjoying it, happy too for mythic that they are still in profit.
    I doubt i'll try it again though if they are focusing on the RvR stuff.
  • anomagnus #20 2 years ago

    @Hunam

    The blizz figure was an approximate number of accounts, and bore no relation to active subscribers. Even then, Blizzard hasn't updated that figure up or down in two years, and i'll my shoes if they numbers havent moved in two years.

    Also, a good portion of those accounts (more than half) are chinese accounts, which are not billed by credit card, and work on game time cards bought in web cafes, i think. People can correct me on that if they want. The point being though, its not a subscriber revenue, and therefore can't be counted on.

    @actionfitz
    I was a high elf sword master. Level 40, did some of the pve stuff, spent a lot of time on the RVR stuff, and had to leave it. Crying shame too.
    Edited by anomagnus at 03/08/10 @ 18:55
  • TitusCrow #21 2 years ago

    For a world like Warhammer with all its rich darkness and colour, to be turned into what finally came out in game form felt like a criminal waste to me. It was such an opportunity to do something original. If H.P Lovecraft had created a fantasy world it would have been the Warhammer. The dark baroque towering city’s, ancient and wicked, steeped in medieval fear, chaos ever trying to slip insidiously in at the seams. The puritanical witch hunter’s zealot like in their devotions to stopping the spread of evil come what may. The inquisitors and churchmen condemning the darkness with their unique brand of hypocrisy while making deals with the darkness.

    Skaven haunt the rotting tunnels and catacombs which spread warren like beneath the great cities. In subterranean lairs demonologists practice their foul work, the ever abhorred necromancers creep through the night, haunting the cemeteries and crypts for raw materials.

    This dark atmospheric world was somehow turned into part cartoon part game show, striped of all meaning and kidified in a futile attempt to go after the money wow was making. We know how this turns out and indeed how it should turn out. Whenever vision is diluted and lost to committee second guessing what people like best, then the game is about as far away from true artistic vision and truth as it is possible to be. The result is a game that offends no one, is vaguely pleasant and rather insipid, and bears absolutely no relation to the excellent source material that became successful enough for someone to decide to make an MMO of it in the 1st place.
    It rather saddens me to see what has become of the excellent intellectual properties of Conan and Warhammer. This is a salient lesson on what happens when you try to chase success rather than chasing excellence, thus making it more likely the success will come to you.
  • Orange #22 2 years ago

    Superbly put TitusCrow.
  • sarcasmoidosis #23 2 years ago

    The Destruction pushing was a mistake which they admitted. And which they also explained. Every poll they had before launch (alpha, closed beta, forums, etc) saw 60-65% of the playerbase leaning towards Order, who were the good guys.

    So they hyped Destruction and did it hard. Come launch day, a lot of the people that came in had no connection to the Warhammer lore so they just played a badass character, like a Chosen. Or a Black Orc. And then it all came crumbling down.
  • hiddenranbir #24 2 years ago

    "Eugene Evans: We don't disclose that – the joys of being a public company."

    I thought that was the joy of a private company... ffs just be transparent at SOMETHING.
  • hobojebus #25 2 years ago

    I tried this with a friend and for a week or so it was fun then we got past Lv10 and there was no RvR going on at all, could play 3 hours and not have a game pop up.

    The PvE was ok but spaced too far appart meaning alot of time wasted when traveling, after the first few area's group quests were impossible to do.

    I made it to Lv16 before i got bored and frustrated and just quit before even playing a month, I like most of the population returned to warcraft never to return to WaR.
  • Furfoot #26 2 years ago

    There were so many overpowered skills in the game, TeH SuQ being the worst offender, that it just turned combat into a complete laggy cluster fuck. I still remember bashing on keep doors and getting sucked THROUGH the door into the enemy group who then proceeded to AOE stun/pwn you to death. It took way to long to fix these issues as well.
  • xenoss #27 2 years ago

    There is no excuse for not delivering a good product at launch. You can change the game and grow it how you want later; in 2 years it could be a very different game. But it still needed to be good when you started selling the game.

    MMO makers love to use that as an excuse, but it is wrong. It is more ethical, and to the company more benefitial, to launch a solid game instead of the way many of these MMO companies do.

    WAR is based on RVR and thus needed a healthy community more than anything, especially at launch. A weak launch such as this made for a shaky foundation from which the game is still trying to recover from. I think this is a shame for a game that has so much potential, and is so much fun.