NewsWarhammer Online Delayed - AgainAfter temporarily closing the ongoing Beta in early October for some major reworking, it's not much of a surprise that EA Mythic has announced a further delay for the launch of Warhammer Online, from March 2008 to the first half of EA's 2008 fiscal year - which translates to "somewhere between April and September 2008". Marc Jacobs explains the delay in a short Q&A at GameSpot. GS: Obviously, the next question is: Why? MJ: Easy. The short answer would be that it's hard to make this kind of game. Now, for a more detailed answer. It really boils down to this: Our game is going to live and die by two things. One is realm-versus-realm (RvR) gameplay. The second is overall quality. This is not 1999, 1997, or even 2001. This is 2007. We have to be able to release a game that, in terms of quality, without even going into game systems or RvR, is top-notch. We've seen too many games in this industry, and in this space, release without that, and we're not going to do that. In terms of RvR, the game's motto has always been "war is everywhere," so this game has always been focused on that aspect of gaming. One of the things that we found during beta was that certain aspects of our RvR system weren't everything that we wanted them to be. So we added open-field RvR. We've been looking at certain rulesets for different RvR servers. And that takes time. The other thing is, and it really encompasses the entire game's development, is what the team's been doing--and doing a tremendous job with, by the way--is meeting all their milestones in terms of the amount of material to add to the game, whether it's content, quests, or systems. What they didn't meet in the milestones was the date. So, they'd get everything in, but it took a little longer, and as it took a little longer, we were faced with two obvious choices: we cut some polish, or we cut some features. And we made the decision, backed by EA, to make sure that all that polish is in there, and all those features are in there. And that's it. Funny. To me, meeting a milestone in development requires delivering the necessary completed bits fully and on time. So it's a simple case of a huge development schedule slipping, but with the boss saying "we can't cut from the testing and polishing to make up for the lost time". WAR Herald has a "State of the Game" address, further explaining the move: Our goals for Warhammer Online are not easily met. The game includes many new and innovative ideas, a feature set that is going to blow players away, and, most importantly, the best RvR system in MMORPG gaming. These things take time to implement and test properly. During the last phase of beta testing, we received valuable feedback from our testers that will help make these features even better. When we looked at our options, two paths lay before us: 1) Ship the game on time with fewer features and less polish, or 2) Extend the development cycle and spend the needed time and money to make WAR great. We chose the latter path - to invest additional time and effort in implementation and polish to make WAR great. Fortunately, we have the resources and support of EA behind us to extend our development cycle; time that will be used to make sure the game is everything we want it to be. WAR is coming, and it will be glorious. I appreciate the choice of quality over a rushed release, but at this rate I wouldn't be too surprised to see the title pushed all the way to winter 2008. It also mirrors my feelings after playing the unfinished version at the Leipzig Games Convention - it just felt jerky and had numerous clearly rough bits visible, even when just playing a single round of PvP confined to a small area. Now, any bets if Age of Conan mimics the move, and gets pushed to the second half of 2008 as well? :) CommentsUnregistered users are required to complete an image verification.
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