Warhammer Online closing in December

Warhammer Online closing in December

Warhammer Online: Age of Reckoning is to close its doors in December, as Mythic's licence from Games Workshop comes to an end.

Mythic has confirmed plans to close down its Warhammer Online: Age of Reckoning massively multiplayer on-line role-playing game (MMORPG) at the end of the year.

Launched in 2008, the MMORPG takes the Warhammer fantasy role-playing setting from Games Workshop and couples it with the realm-versus-realm (RvR) combat system developed by Mythic for its earlier Dark Age of Camelot title. The game's main focus is on a campaign, for which players fight under the armies of Order or Destruction. Cyclic, the campaign is theoretically never-ending - although, sadly, consumer interest rapidly waned: a peak of 800,000 registered users in its launch year dropped to 300,000 just one year later - and has been dropping ever since.

Now, Mythic is shutting the game down for good, following a programme of reducing server numbers. The reason, the company claims, is that the licensing deal for the Warhammer brand with Games Workshop is coming to an end - although the flagging subscribers numbers will have likely helped the company reach its decision too.

'We here at Mythic have built an amazing relationship working with Games Workshop creating and running Warhammer Online: Age of Reckoning over the last eight years,' a company spokesperson explained in a blog post late last night. 'Unfortunately, as with all licensing deals they do eventually come to end and on December 18th, 2013 we will no longer be operating Warhammer Online. From all of us here at Mythic we thank you again for your dedication and support over the last five years.'

'Some of the most talented people in gaming made Warhammer possible. They worked insanely long hours, and they put their heart and soul into trying to make this beautiful IP a living and breathing universe,' added Carrie Gouskos, the game's producer, in a follow-up post. 'World class artists. Genius engineers. Designers and content implementers who would put in 100 hours a week and not complain. Hard-ass producers who you would follow into battle anywhere. Writers that truly transported you. QA that wouldn’t let us get away with a thing. And so many others. For those that are still with Mythic and those that have since moved on, we couldn’t have asked for a more driven team dedicated to bringing this amazing franchise to life.

'And finally, the players. If I were to list out all of the great experiences I’ve had with you, this would be a novel, so I want to say thank you from all of us to all of you for sticking with us so long. Even when you didn’t like the changes, even if you thought we made mistakes.

Mythic has taken the decision to begin the shutdown process now, ceasing sale of three-month time codes and disabling the three-month auto-renew process ahead of the official shut-down date of the 18th of December.


Discuss in the forums Reply
matee 19th September 2013, 10:55 Quote
I enjoyed Warhammer Online for a month or two, but there wasn't enough to keep me playing. Had some nice ideas but was a bit boring in the end. Still hoping EQ: Next will live up to the expectations.
DaBigDog 19th September 2013, 13:51 Quote
the launch crippled the game unlike WoW which didn't have enough servers, this game needs busy servers to make the PVP driven aspects of the game work, too many servers meant low populations on many servers and the game was just empty and that meant the PVP content didn't work. I eventually moved to a high cap server and it was soo much better, but by then most of the people I knew who played it had moved away.
Is GW cursed when it comes to computer games? There have been soo many bad/mediocre games it a crying shame, as ever I hold out hope and a couple of the current games in progress look promising... fingers crossed and good luck to the team at mythic !!
Niftyrat 19th September 2013, 18:36 Quote
It's the problem of playing in WOW style territory. A 40k game would have been better if you had control of armies etc.
Sloth 19th September 2013, 19:16 Quote
Originally Posted by matee
I enjoyed Warhammer Online for a month or two, but there wasn't enough to keep me playing. Had some nice ideas but was a bit boring in the end. Still hoping EQ: Next will live up to the expectations.
It really is a shame, there were some good features, some borrowed by other games and some that I wish were.

-Open world quest events. To my knowledge this is the first game to implement such a feature where players could enter an event and gain rewards based on their contribution. It's now seen in Guild Wars 2, Final Fantasy XIV, and possibly others.
-World PvP that rewarded players in a meaningful manner. All too commonly world PvP is left as a sort of afterthought, instead relying on PvE content to funnel players into similar areas and hope fights broke out. Zone PvP areas and castles provided incentive for players to go into the world and fight, even at max level unlike most other games.
-Player collision. This may not have been the first or only, but it's certainly not a common feature and added greatly to the PvP system. PvP areas made effective use of this in their design with meaningful chokepoints that could literally be blocked by players.
-Movement abilities were also pioneered largely by this game and are now a staple of EQ/WoW clones. For better or worse, almost every class had some sort of knockback.
-Faction specific classes. Classes were designed to have similar counterparts on the opposite faction, but weren't identical, which I thought to be a bold move that made the game a little more interesting.
-Unique class mechanics for each pairing, and unique dual resource system. Giving each class automatically regenerating "action points" as a basic resource made even casters feel energetic and exciting, while the unique secondary resource/mechanic made all of the classes feel more diverse.
-And my favorite innovation... Dual targetting! The single most awesome thing in the game, and possibly my favorite addition to any MMO I've played so far. Being able to target a friendly unit and an enemy unit at the same time is the best thing ever. Casting a heal? It knows to go to the friendly target. Using an offensive ability? It goes to the enemy. It opens so many doors for new types of abilities, to the point that Disciple of Khaine/Warrior Priest classes couldn't exist without it. To my knowledge, no other game has borrowed this and it makes me very sad.

So goodbye WAR! If only so many other issues didn't ruin what was a great game on paper.
ccxo 19th September 2013, 19:23 Quote
Originally Posted by Niftyrat
It's the problem of playing in WOW style territory. A 40k game would have been better if you had control of armies etc.

GW wont let a game like that happen as it would likely affect their tabletop minature sales which are the main source of income for the company.

Warhammer Online was a good game, its release suffered mainly due to GOA having a very poor launch- Mythic taking over was a improvement but the key to any new MMO was the launch and it failed.
monkiboi 19th September 2013, 20:20 Quote
XXAOSICXX 19th September 2013, 20:58 Quote
Originally Posted by monkiboi

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