Warhammer On-line Sundown

Warhammer Online Sunset

Reflections on Warhammer On-line: Age of Reckoning
Carrie Gouskos, Producer

I used to be first launched to Warhammer On-line, when it was added final minute to’s E3 2006 stage present. As one of many hosts of the present, my accountability was to analysis the sport and the franchise, collect questions from the viewers, and provides a considerate informative interview with whomever had been despatched over from the event group.

I by no means may have anticipated what occurred subsequent. Jeff Hickman (Government Producer) and Paul Barnett (Artistic Director) gave one of the memorable interviews in my profession – and all of the sudden I used to be thrown into their universe. The net chat channel soliciting questions from the viewing public was spammed with directives like “No extra questions, simply allow them to hold speaking” – which isn’t shocking should you’re in any respect aware of Jeff Hickman’s indefatigable charisma and Paul Barnett’s passionate humor. The tone, candor, and refreshing high quality of how they spoke about this sport that they so clearly cared about made you simply wish to be part of it. What was extra shocking, nevertheless, was what adopted – a big group of builders, maybe delirious after three days of continuous sport demos, partly exhilarated by the constructive response to the sport, confirmed up on the GameSpot sales space and invited me to their studio E3 celebration. I declined, as a result of they scared me just a little bit, however on reflection it’s not exhausting to think about how I ended up – three months later as a designer working at Mythic on Warhammer.

I made an offhanded remark the opposite day to somebody on the Warhammer group that I spent six of the final seven years of my life engaged on Warhammer. There have been breaks in there, however most of them nonetheless associated to Warhammer in a roundabout way. Some elements of those efforts by no means noticed the sunshine of day. For instance, we accomplished, handed evaluate, and finally opted to not launch an iPhone companion utility that may enable gamers to watch the realm struggle and their guild standing – three complete years earlier than the studio determined to take cell by its horns. We additionally spent over a 12 months on a model aimed on the Asian markets that may convert the whole sport free-to-play. The Vampire themed Blood Hunt growth would have been a marvel. And in beneath a 12 months we produced a spin-off product Wrath of Heroes, a MOBA-style sport that used largely Warhammer belongings – which regardless of being an amazing studying expertise, by no means made it out of Beta. There are numerous reminiscences like this, ones that I really feel snug sharing now – together with the truth that we do have two of the 4 remaining totally constructed cities (Karaz-A-Karak and Karak Eight Peaks that are really really lovely however would take months and months of optimization earlier than they may match the adjustments we made to the sport alongside the best way). And one of many biggest classes I ever discovered because the younger unpolished Tome of Data designer “By no means put something within the sport that isn’t carried out but and trace that it’s coming quickly – see: The Playing cards system”. There have been some lovely concepts that have been left on the reducing room ground. And so they symbolize solely a fraction of how a lot coronary heart went into the sport.

Most every little thing else made it, and Warhammer regardless of its flaws was a valiant effort into the MMO house. I don’t assume any of its critics would ever name it boring. It struck out boldly, and a number of the sport’s novel options at the moment are thought-about trade commonplace for MMOs. The credit score goes to far too many to listing it out right here, and it’s virtually irrelevant. The purpose is that a number of the most gifted folks in gaming made Warhammer potential. They labored insanely lengthy hours, they usually put their coronary heart and soul into making an attempt to make this lovely IP a residing and respiration universe. World class artists. Genius engineers. Designers and content material implementers who would put in 100 hours per week and never complain. Exhausting-ass producers who you’ll observe into battle anyplace. Writers that really transported you. QA that wouldn’t allow us to get away with a factor. And so many others. For these which might be nonetheless with Mythic and those who have since moved on, we couldn’t have requested for a extra pushed group devoted to bringing this wonderful franchise to life.

And eventually, the gamers. If I have been to listing out all the nice experiences I’ve had with you, this could be a novel, so I wish to say thanks from all of us to all of you for sticking with us so lengthy. Even once you didn’t just like the adjustments, even should you thought we made errors. The neighborhood made this sport potential. And a particular shout out to Pink for Tink – which was really the measure of a neighborhood coming collectively to do one thing proper.
Video games Workshop has cultivated a world class IP. We have been fortunate sufficient to play of their universe for almost a decade, with 5 nice lengthy years stay. Nevertheless, like all issues – our contract has come to an finish. Each Video games Workshop and Mythic agreed to half methods, regardless of how exhausting it’s emotionally on us to let the sport go. It has been an amazing honor to work with Video games Workshop and despite the fact that we could also be parting methods, our relationship with them stays robust. And now, hopefully, as a result of this can be the very last thing I ever write about Warhammer, I’ll be allowed to acknowledge the existence of Chaos Dwarves. Or perhaps not.

We look ahead to seeing you on the battlefield… at the least till the struggle is over… and as soon as once more, we thanks humbly for 5 wonderful years.

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