Warhammer Online: Age of Reckoning

Last updated

Warhammer Online:
Age of Reckoning
Warbox.jpg
Developer(s) Mythic Entertainment
Publisher(s) Electronic Arts
Designer(s) Mark Jacobs
Paul Barnett
Jeff Hickman
Series Warhammer Fantasy
Engine Gamebryo
Platform(s)
Release18 September 2008 (Windows) [1]
30 July 2009 (Beta) (Mac OS X) [2]
Genre(s) MMORPG
Mode(s) Multiplayer

Warhammer Online: Age of Reckoning (officially abbreviated as WAR [3] ) was a massively multiplayer online role-playing game based on Games Workshop's Warhammer Fantasy setting, developed by Mythic Entertainment and published by Electronic Arts in 2008. The game revolved around the continual worldwide conflict that the Warhammer Fantasy setting is known for, and the game is geared toward ongoing, constant war laced with dark humour. Age of Reckoning ended up selling over a million copies and peaking at 800,000 subscribers, but dropped to 300,000 subscribers several months later. The game received generally positive reviews from critics but shut down in 2013. Since at least 2014, [4] an active private server called Return of Reckoning has been run by fans, [5] and it remains active as of March 2024. [6]

Contents

Gameplay

Warhammer Online: Age of Reckoning featured Mythic Entertainment's Realm versus Realm (RvR) combat system, originally developed in Dark Age of Camelot . [7] This took place within three different racial pairings: Dwarfs vs. Greenskins, Empire vs. Chaos, and High Elves vs. Dark Elves. Although there were only two races per pairing, players could travel to either of the other two pairings to help fight with their friends and allies. There were four types of RvR combat: Skirmishes (random world encounters), Battlefields (objective-driven battles in RvR-specific areas), Scenarios (instanced, point-based battles against the opposing faction), and Campaigns (invading enemy lands and capital cities). In RvR players fought other players and, to a lesser extent, non-player characters.

Each activity generated Victory Points (VP) which measured a realm's progress in capturing a zone. When one realm reached a designated number of Victory Points in a particular zone, that zone fell under their control and the war pushed deeper into enemy territory. This back and forth struggle for zone control would continue until one side held two racial pairings, and the attacking side may sack, loot, and pillage the enemy's capital city. The capture of a capital city was the objective of the campaign. Once a capital city was taken, the attackers were given a period time to loot the city. When this period expired, the defeated players received increasing support from NPC guards until they were able to force the attackers out of their city and close the gates. At this point the campaign would then begin anew, restarting the cycle.

Warhammer Online: Age of Reckoning was an RvR game with two factions: Order and Destruction. Each faction contained three separate armies, each of which was further broken down into four career choices. [3] Each of the careers (classes) in Warhammer Online conformed to an archetype role. For example, the Warrior Priest was an archetypal support or healer career, though he also had many melee DPS elements. In this way, the careers were given variety and avoided being simple reiterations of common archetypes. The initial character creation process allowed players to select the race, career, and basic look of their character, including facial features and accessories. In addition to the original name that the player would choose for their character at creation, the player had the option to add a surname to their character for a small fee at rank 20. Dye was available at NPC vendors for recolouring armor and accessories. Players were able to decorate themselves with trophies, such as the heads of fallen enemies, which would be equipped and displayed at various points on the character model. [8]

Mythic offered four different server types at launch: Core, Open RvR, Role-Play, and Open RvR/RP. [9] On Core servers, enemy factions could only attack each other if both players are flagged for RvR. Players were automatically flagged for RvR upon entering RvR-specific areas or enemy PvE areas, and could choose to turn their flag on at any time. Open RvR servers were flagged for RvR at all times, with few exceptions. Role-Play servers had the same rules as the Core servers, and players were encouraged to role-play their characters. Finally, Open RvR/RP servers followed the same rules as the Open RvR servers, and players were encouraged to role-play their characters.

Development and release

Promotional models at IgroMir 2008 Warhammer Online Igromir 2008.jpg
Promotional models at IgroMir 2008

The second[ clarification needed ] online game development began under the company Climax Online. The project was officially canceled in June 2004 when Games Workshop determined that the roll-out costs would be too high. [10] However, work on the game never actually stopped as Climax Online continued the project using their own funds until the company reported in late 2004 that the Warhammer Online project was shut down due to difficulty in securing a publishing agreement. With the license available again, Games Workshop was approached by Mythic Entertainment, who were interested in acquiring the license and starting a new project from scratch. A long-standing relationship between several Games Workshop managers and the CEO of Mythic Mark Jacobs ensured that a deal was quickly reached. The Warhammer Online license was acquired by Mythic on May 18, 2005. Mythic soon cancelled its original follow-up project Imperator Online after gaining the Warhammer license. [11]

Warhammer Online: Age of Reckoning is not purely derived from either Warhammer Fantasy Battles or Warhammer Fantasy Roleplay or any other source alone, but rather from the Warhammer Fantasy universe as a whole. It was developed by Mythic Entertainment, but Games Workshop was also involved in the ongoing development of the project. Their role was not only to ensure that the project remains true to the Warhammer Fantasy IP but also to work with Mythic to allow for the appropriate development and extension of the IP as necessary for the MMO. Mythic has previously created MMOs, including Dark Age of Camelot. [12]

During the development of Warhammer Online, Mythic featured a video blog of creative director Paul Barnett. [13] These videos gave the viewer an insight into the work that went on behind the scenes of WAR, often showcasing development screens and concept art for the game. Mythic also released "Development Diaries" from time to time, meant to give readers a deeper look into the ongoing development of WAR. [14]

The Windows version was simultaneously released in North and South America, Europe, Asia, Australia and New Zealand on 18 September 2008. [1] On 30 July 2009, Mythic Entertainment announced that Warhammer Online was being ported to the Mac OS X platform in 2009, with a beta version becoming available immediately. Like other Electronic Arts Mac games, Warhammer Online for Mac utilizes Cider technology by TransGaming Technologies. [2]

As of 31 December 2008, the number of active WAR subscribers had decreased to over 300,000 paying subscribers in North America and Europe. As of the end of March 2009, [15] [16] the company reported a loss of $1.08 billion in the financial year for 2009. [17] Consequently, the number of servers was drastically reduced [18] [19] in order to consolidate the remaining population. The total number of servers was reduced to thirteen and the number of role-playing servers was reduced to only one. [20] Subsequently, several servers were stopped, particularly in Europe, and there remained only nine servers: four in the United States and five in Europe (including two in Germany and one in France). From February 9, 2011, two other U.S. servers and one German server were removed, leaving a total of six servers worldwide (two in the US, four in Europe). [21] From 14 December 2011, the game was down to three servers, one for the US, one for Germany and one for the rest of Europe.

On 18 December 2013, Warhammer Online was shut down, [22] due to the license agreement with Games Workshop coming to an end. [23] Mythic was working on a free-to-play version of the game, [24] as well as another game titled Warhammer Online: Wrath of Heroes .

Reception

Warhammer Online received favorable reviews. It holds an aggregate score of 86/100 on Metacritic and 85% at GameRankings. [26] [25]

GameSpy claimed it "has hit the ground running with one of the best MMO experiences we've had in a long time." [30] GameSpot reviewer wrote "questers and explorers may not find what they're looking for, and certain gameplay systems don't mesh as well as they should. Nevertheless, there's more than enough exciting PvP content here to keep newcomers and veterans alike immersed in the perpetually violent tug of war between the forces of Order and Destruction." [29]

As of 30 September 2008, WAR had sold 1.2 million copies and had 800,000 registered users. As of 10 October 2008, Mythic Entertainment announced that 750,000 people were playing Warhammer Online. [33]

Awards

Warhammer Online has received a number of awards, including the following ones: [34]

During the 12th Annual Interactive Achievement Awards, the Academy of Interactive Arts & Sciences nominated Warhammer Online for "Massively Multiplayer Game of the Year". [35]

Related Research Articles

<i>EverQuest</i> 1999 video game

EverQuest is a 3D fantasy-themed massively multiplayer online role-playing game (MMORPG) originally developed by Verant Interactive and 989 Studios for Windows PCs. It was released by Sony Online Entertainment in March 1999 in North America, and by Ubisoft in Europe in April 2000. A dedicated version for Mac OS X was released in June 2003, which operated for ten years before being shut down in November 2013. In June 2000, Verant Interactive was absorbed into Sony Online Entertainment, who took over full development and publishing duties of the title. Later, in February 2015, SOE's parent corporation, Sony Computer Entertainment, sold the studio to investment company Columbus Nova and it was rebranded as Daybreak Game Company, which continues to develop and publish EverQuest.

A massively multiplayer online role-playing game (MMORPG) is a video game that combines aspects of a role-playing video game and a massively multiplayer online game.

<i>Ultima Online</i> 1997 video game

Ultima Online (UO) is a fantasy massively multiplayer online role-playing game (MMORPG) released on September 24, 1997 by Origin Systems.

<i>Dark Age of Camelot</i> 2001 massively multiplayer online role-playing video game

Dark Age of Camelot is a massively multiplayer online role-playing game released in October 2001 in North America, and in January 2002 in Europe. The game combines Arthurian lore, Norse mythology, and Irish Celtic legends with high fantasy. It is set in the period after King Arthur's death, when his kingdom has split into three realms, which are in a constant state of war with each other. Dark Age of Camelot includes both player versus environment (PvE) and realm versus realm (RvR) combat.

<i>World of Warcraft</i> 2004 video game

World of Warcraft (WoW) is a massively multiplayer online role-playing game (MMORPG) released in 2004 by Blizzard Entertainment. Set in the Warcraft fantasy universe, World of Warcraft takes place within the world of Azeroth, approximately four years after the events of the previous game in the series, Warcraft III: The Frozen Throne. The game was announced in 2001, and was released for the 10th anniversary of the Warcraft franchise on November 23, 2004. Since launch, World of Warcraft has had nine major expansion packs: The Burning Crusade (2007), Wrath of the Lich King (2008), Cataclysm (2010), Mists of Pandaria (2012), Warlords of Draenor (2014), Legion (2016), Battle for Azeroth (2018), Shadowlands (2020), and Dragonflight (2022). Three further expansions, The War Within, Midnight, and The Last Titan, were announced in 2023.

A massively multiplayer online game is an online video game with a large number of players on the same server. MMOs usually feature a huge, persistent open world, although there are games that differ. These games can be found for most network-capable platforms, including the personal computer, video game console, or smartphones and other mobile devices.

<i>Shadowbane</i> 2003 online fantasy role-playing video game

Shadowbane was a free-to-play fantasy role-playing video game (MMORPG) created by Wolfpack Studios and published on March 25, 2003 by Ubisoft for Microsoft Windows and Mac OS X platforms. Originally commercial and subscription-driven, Shadowbane was launched in March 2003, and was the creation of text-MUD veterans J. Todd Coleman, James Nance, Josef Hall, Patrick Blanton and Robert Marsa and a team of 45 programmers, designers and artists. It closed on July 1, 2009.

Cryptic Studios is an American video game developer specializing in massively multiplayer online role-playing games. It is headquartered in Los Gatos, California, and was a wholly owned Perfect World subsidiary, and is now owned by Embracer Group through its subsidiary DECA Games.

Scott Jennings, also known as Lum the Mad, is an American commentator on MMORPG games. He is best known for creating a website, The Rantings of Lum The Mad, a pioneer blog, which existed from 1998 to 2001, when Jennings was hired by MMO developer Mythic Entertainment, where he remained until 2006.

<span class="mw-page-title-main">Online game</span> Video game played over the Internet

An online game is a video game that is either partially or primarily played through the Internet or any other computer network available. Online games are ubiquitous on modern gaming platforms, including PCs, consoles and mobile devices, and span many genres, including first-person shooters, strategy games, and massively multiplayer online role-playing games (MMORPG). In 2019, revenue in the online games segment reached $16.9 billion, with $4.2 billion generated by China and $3.5 billion in the United States. Since the 2010s, a common trend among online games has been to operate them as games as a service, using monetization schemes such as loot boxes and battle passes as purchasable items atop freely-offered games. Unlike purchased retail games, online games have the problem of not being permanently playable, as they require special servers in order to function.

<span class="mw-page-title-main">Mythic Entertainment</span> Defunct video game developer

Mythic Entertainment was an American video game developer based in Fairfax, Virginia that was most widely recognized for developing the 2001 massively multiplayer online role-playing game Dark Age of Camelot. Mythic was a prolific creator of multiplayer online games following its establishment in the mid-1990s.

<i>Vanguard: Saga of Heroes</i> 2007 video game

Vanguard: Saga of Heroes was a high fantasy-themed massively multiplayer online role-playing game (MMORPG) developed by Sigil Games Online and published by Sony Online Entertainment (SOE). The game was released on January 30, 2007 and initially sold around 242,000 copies, while the number of active subscriptions was estimated to be around 130,000, to drop in the next months to about 40,000. On May 15, 2007, it was announced in a press release that Sony Online Entertainment had acquired key assets from Sigil Games Online, including all rights to Vanguard.

Mark Jacobs is an American game designer, programmer, author and businessman, and the former GM/VP/CEO of Mythic Entertainment, Inc and after Mythic Entertainment was sold to Electronic Arts in 2006 he served as its GM/VP/CEO at EA. Best known as a lead designer of Dark Age of Camelot (2001) and Camelot Unchained (unreleased), he also created two early MUDs, Aradath and Dragon's Gate, serving as both the designer and programmer in addition to his duties as President/CEO. He founded A.U.S.I. in 1983 and worked on a number of computer games for systems such as the Apple II. Jacobs left EA in 2009 after the company decided to merge BioWare with Mythic Entertainment.

<i>Dungeons & Dragons Online</i> 2006 video game

Dungeons & Dragons Online is a massively multiplayer online role-playing game (MMORPG) developed by Turbine for Microsoft Windows and OS X. The game was originally marketed as Dungeons & Dragons Online: Stormreach. Upon switching to a hybrid free-to-play model it was renamed Dungeons & Dragons Online: Eberron Unlimited. The game was rebranded Dungeons & Dragons Online, with the introduction of Forgotten Realms-related content. Turbine developed Dungeons & Dragons Online as an online adaptation of Dungeons & Dragons (D&D), originally based loosely on the D&D 3.5 rule set. The game is set on the unexplored continent of Xen'drik within the Eberron campaign setting, and in the Kingdom of Cormyr within the Forgotten Realms campaign setting.

Dragon's Gate was an interactive, real time, text-based multi user online fantasy role-playing game, sometimes referred to as a MUD. It was one of the longest running pay-for-play online games in the world, it opened to the public in the spring of 1990 on GEnie. In 1996 the game was moved to AOL. Later the game was moved to Mythic Realms, and finally to independent server, where it ran until the summer of 2007.

<span class="mw-page-title-main">Paul Barnett (video game designer)</span> British video game designer

Paul Barnett is an English game designer who is a Global Product Director at Wargaming, working on their game World of Tanks. Before that he worked at Electronic Arts' Office of the Chief Creative Officer and was the General Manager of Mythic Entertainment, a subsidiary of EA. Barnett had a lead role in developing EA's Warhammer Online MMO in Europe.

The history of massively multiplayer online games spans over thirty years and hundreds of massively multiplayer online games (MMOG) titles. The origin and influence on MMO games stems from MUDs, Dungeons & Dragons (D&D) and earlier social games.

Jeff Hickman is a video game designer, producer and customer support specialist.

Realm versus Realm (RvR) is a type of player versus player (PvP) gameplay in massively multiplayer online role-playing games (MMORPGs) where the player base is divided over multiple preset realms that fight each other over game assets. This differs from normal Player versus Player combat in that Realm versus Realm usually involves a combat-based game, as opposed to one where sporadic Player versus Player combat occurs. In this context, "realm" generally means a geographic territory or political affiliation.

Kunlun Group or their alternative name KoramGame, is a Hong Kong software developer and publisher.

References

  1. 1 2 Mythic Entertainment (2008). Mythic announces Day of Reckoning Archived 9 August 2008 at the Wayback Machine . Mythic Entertainment. Retrieved on 2008-08-06.
  2. 1 2 Electronic Arts (2009). Apple Fans Prepare for War with Mac Version of Warhammer Online: Age of Reckoning Archived 2 August 2009 at the Wayback Machine . Electronic Arts. Retrieved on 2009-07-31.
  3. 1 2 Mythic Entertainment (2007). Game Overview Archived 7 July 2006 at the Wayback Machine . Mythic Entertainment. Retrieved on 2007-02-01.
  4. @WAR_RoR (19 September 2014). "Get ready for war on Monday!" (Tweet) via Twitter.
  5. "Which online games would you resurrect?". PC Gamer. 28 July 2019. Archived from the original on 21 December 2019. Retrieved 10 January 2020.
  6. "Return of Reckoning Brings Warhammer Online to Life". 12 July 2018. Archived from the original on 7 August 2019. Retrieved 12 March 2020.
  7. GuildCafe (2007). Warhammer's Richard Duffek Talks about PvP and RvR Archived 9 May 2007 at the Wayback Machine . Retrieved on 2007-05-07.
  8. Mythic Entertainment(2008). The Trophy System Archived 3 February 2008 at the Wayback Machine . Mythic Entertainment. Retrieved on 2008-02-05.
  9. Mythic Entertainment (2008). Server List and Rulesets Archived 6 February 2009 at the Wayback Machine . Mythic Entertainment. Retrieved on 2009-02-24.
  10. GameSpot (2004). Warhammer Online Killed in Action Archived 3 November 2012 at the Wayback Machine . GameSpot. Retrieved on 2007-02-01.
  11. Mythic Entertainment (2005). Mythic Entertainment Secures World Wide Rights to Create MMORPG Based on Games Workshop's Warhammer Fantasy World Archived 16 March 2006 at the Wayback Machine . Mythic Entertainment. Retrieved on 2007-02-01.
  12. Mythic Entertainment (2007). Mythic Entertainment Video Podcasts Archived 28 December 2007 at the Wayback Machine . Mythic Entertainment. Retrieved on 2007-12-27.
  13. Mythic Entertainment(2007). Paul's Video Blog Archived 3 February 2007 at the Wayback Machine . Mythic Entertainment. Retrieved on 2007-02-01.
  14. Mythic Entertainment (2007). Development Diaries Archived 3 February 2007 at the Wayback Machine . Mythic Entertainment. Retrieved on 2007-02-01.
  15. "Electronic Arts Q4 2009 Earnings Conference Call Script" (PDF) (Press release). Electronic Arts. 5 May 2009. Retrieved 5 May 2009.
  16. "Warhammer Online ends year with 300k subs". VideoGamer.com. 6 May 2009. Archived from the original on 9 March 2021. Retrieved 18 April 2019.
  17. "EA Reports Fourth Quarter and Fiscal Year 2009 Results" (Press release). Electronic Arts. 5 May 2009. Retrieved 5 May 2009.
  18. ""Warhammer Online is 77% less online"". Fidgit.com. Archived from the original on 27 December 2009. Retrieved 18 April 2019.
  19. Thorsen, Tor (7 February 2009). "Axe drops at Warhammer dev as subs sink to 300K". Gamespot.com. Archived from the original on 2 January 2019. Retrieved 18 April 2019.
  20. "Mythic Entertainment | Warhammer Herald". herald.warhammeronline.com. Archived from the original on 10 March 2009. Retrieved 13 January 2022.
  21. "Mythic Entertainment | Warhammer Herald". herald.warhammeronline.com. Archived from the original on 7 February 2011. Retrieved 13 January 2022.
  22. "Warhammer Online Sunset". EA. Archived from the original on 28 March 2008. Retrieved 18 December 2013.
  23. "Warhammer Online to cease operations". Eurogamer.nety. 18 September 2013. Archived from the original on 21 September 2013. Retrieved 18 September 2013.
  24. "Warhammer Online Shutting Down, Free-To-Play Switch Cancelled". Cinemablend.com. 18 September 2013. Archived from the original on 13 October 2013. Retrieved 12 June 2014.
  25. 1 2 "Warhammer Online: Age of Reckoning for PC". GameRankings . CBS Interactive. Archived from the original on 30 April 2019. Retrieved 14 February 2019.
  26. 1 2 "Warhammer Online: Age of Reckoning for PC Reviews". Metacritic . CBS Interactive. Archived from the original on 23 January 2019. Retrieved 14 February 2019.
  27. 1up.com (2008). Warhammer Online: Age of Reckoning Review. Retrieved on 2008-10-04.
  28. Eurogamer.com (2008). Warhammer Online: Age of Reckoning Review. Retrieved on 2008-10-04.
  29. 1 2 GameSpot.com (2008). Warhammer Online: Age of Reckoning Review Archived 2 December 2008 at the Wayback Machine . Retrieved on 2008-10-04.
  30. 1 2 GameSpy.com (2008). Warhammer Online: Age of Reckoning Review Archived 26 October 2015 at the Wayback Machine . Retrieved on 2008-10-04.
  31. computerandvideogames.com (2008). Warhammer Online: Age of Reckoning Review Archived 25 April 2011 at the Wayback Machine . Retrieved on 2008-10-04.
  32. Asher, Mark (2008). "Warhhamer Online: Age of Reckoning". PC Gamer (182): 64–66. ISSN   1080-4471.
  33. "(2008)". AskMen.com. 10 October 2008. Archived from the original on 13 April 2009. Retrieved 12 June 2014.
  34. Mythic Entertainment (2008). Awards Archived 19 July 2008 at the Wayback Machine . Mythic Entertainment. Retrieved on 2007-02-01.
  35. "2009 Awards Category Details Massively Multiplayer Game of the Year". Academy of Interactive Arts & Sciences . Retrieved 18 November 2023.