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Development Diaries
RvR Weapons
by Sean Bosshardt, Designer

Sean Bosshardt has taken a moment away from all the number crunching to give the community some insight into the process behind introducing the new RvR earned weapons being introduced in Game Update 1.3.4. Read on for inside information from the Designer in charge of all things itemization!

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Game Performance
by Chad Robertson, Technical Director

Today, Chad Robertson, WAR's Technical Director, took a break from solving the world's greatest mysteries to tell us all about the efforts that have gone into improving game performance in WAR for the last year, and the recent triumphs they've made (now live in 1.3.2!). This is one of our most technical Dev Diaries to date (befitting of a Technical Director), but it's packed with great insight and details you won't want to miss out on. Read on!

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New User Journey
by James Casey, Associate Producer

Today James Casey, Associate Producer for the Features Team, is taking a little time away from working his magic (and killing small potted plants, much to Phillip Chan's dismay) to discuss the New User Journey being introduced in Game Update 1.3.2. Read on to learn all about the apprentice system, changes to Tier 1, improvements to the in-game tutorial system, and more!

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Crafting
by Phillip Chan, Crafting Designer

Today, Phillip Chan, otherwise known around the Mythic studio and on the official forums as "Pchan", WAR's Crafting Designer, gives us a sneak peek at what's in store for Butchering and how it will play an integral part in new potions that you'll definitely be interested in. Read on for all the juicy details!

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Crowd Control
by Nate Levy, Combat & Careers Team Lead

Today, Nate Levy, WAR's Combat and Careers Team Lead, gives us a detailed look at what he and his team have planned for those abilities we love to have, but hate to fall victim to: Crowd Control abilities. Read on to see what the C&C team has in store in the near future and beyond the 1.3.2 update!

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City Siege Redesign
by Stuart Zissu, RvR Strike Team Lead

Today, Stuart Zissu, WAR's RvR Strike Team Lead, delves into the recent capital city siege changes, and explains how the team revamped these end-game encounters from the very first evaluation of them, to the final solution that you see today as a part of Game Update 1.3.1. Read on, to see how the new capital city sieges were molded!

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Keep Redesign
by Russell Chamier

Today, Russell Chamier walks us through the upcoming keep redesign effort, from start to finish. Read on, as Russell delves into the deeply interwoven inner workings of this epic effort, and shows off some of the new Keep designs at the end!

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The Ins and Outs of WAR's QA Team
by Chris Bryant, QA Lead

Today, Chris Bryant, QA Lead and stalwart bug forums warrior, has taken some time away from squashing bugs to talk to us about what he does every day. Read on, as Chris takes us through all the inner workings of Mythic's QA department and discusses everything from the different QA teams to how new content is tested and, most importantly, how bugs are fixed!

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The Land of the Dead
by Gabe Amatangelo, Senior Designer, Dungeons & Encounters Lead

Today, Gabe Amatangelo, Senior Designer, Dungeons & Encounters Lead gives us a candid look at the inspirations behind, and creation of, the upcoming live expansion The Land of the Dead. Read on for a glimpse at what lies in store!

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A Day in the Life of a Senior Designer
by Brian Wheeler, Senior Designer

When I was asked to write a Dev Diary about the typical day in the life of a Senior Designer on an MMO, I thought about a crazy old wizard named Merlin and what his days were probably like...

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PATCHES!
by Bruce Maclean, Development Director

This week's Dev Diary has a funny story. You see, I (Missy) usually give our devs at least two weeks of lead time for their diaries, to make sure they're not rushed or stressed. A Dev Diary is an important window into the studio and how it works, and so it's my opinion that a dev should feel relaxed and at peace when he or she sits down to the task. I asked Bruce to consider writing this Dev Diary on October 28, and have been gently reminding him about it ever since. This week, though, I finally clubbed him over the head with our resident giant squig (yes, the one you've seen in Podcasts). Unfortunately, I apparently chose the absolute worst week to lay down the Missy Smackdown. This Dev Diary is a bit loopy--but that's Bruce in a nutshell! Without further ado, here's an inside look at the creative craziness that keeps the rest of Mythic sane!

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Player Statues
by James Casey, Content Design Lead

In this issue of the Dev Diary, James Casey takes us through the blood, sweat and tears of one of 1.1's most exciting new features: Player statues!

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The Realm War Site
by Scott Stricklin, Web Development Lead

Today, Scott Stricklin takes us through the new addition to the realm War site, and gives us a taste of what else is to come!

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The Reikland Factory
by Russell Chamier, Lead Artist

In this issue, Lead Artist Russell takes us through the process of creating artwork for our newest Scenario: The Reikland Factory.

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Woudn't it Be Cool...
by Mark Davis, Associate Producer

"You know what would be cool...?" For some reason these seemingly innocent words, when uttered from my mouth, cause hand-wringing or glares from our schedulers here at Mythic. Despite that, I can't help myself! I'm Mark Davis, and as one of the producers on the Warhammer project I get to use that phrase to your benefit! I'd like to share with you a few of my favorite "Wouldn't it be cool if" moments that I've had a hand in creating.

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Waaagh!
by Destin Bales, Live Producer

Through the coming months, our Dev Diary will give you an inside look at what's going on here in the studio. This time, join Live Producer Destin Bales as he explains what exactly Waaagh! means to all of us here at Mythic Entertainment.

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The Writing of WAR
By Matt Daniels, Lead Writer

For the Writing Team, that phrase isn't just a destination, but also a point of departure that leads us to many questions. Why is war everywhere? How did it get there? What objectives are the armies of Order and Destruction fighting over? What effect will those battles have on the larger war? Providing the answers is the job of WAR's writers and Content Designers, and the first place we go to get them is the game's backstory.

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The Pre-Production Process
By Destin Bales, Content Director

Ten thousand pages. That's my best guess at the amount of finalized documentation that our content team will produce before the launch of WAR. We should start an office pool, or a printing press. Ten thousand pages for a game based on an existing property rich with detail. I can only imagine the number of pages we'd be writing if we were coming up with a world of our own!

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Creativity and Numbers
By Steve Marvin, Lead System Designer

In any game, but especially in a large MMO, the numbers can get crazy if you don't keep them on a tight leash. It's a delicate balancing act between making character abilities exciting and cool (which to most players means they look great, feel unique and do lots of damage or other useful effects) and keeping everything scaled appropriately in relation to everything else. To accomplish this, everything must be built around a framework of numbers.

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You Beta Get a Move On! An Animation Development Diary at the Halfway Mark
By Jeremy Dale, Lead Animator

For WAR, I want characters to really feel like they know how to use their weapons. The one thing I don't want is for everyone to idle, fidget, flinch, and run around with a weapon in their hand in the same manner they would do when unarmed. People just run differently holding an axe than they do with a sword. It's an attention to detail issue.

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Full Production - More Exciting Than a Sack of Halflings
By Josh Drescher, Senior Designer

Fact: "Alpha" is one of those key points in a game's development that is specifically designed to torture the fans. It lets them know that the game (which is awesome and life-affirming and worth canceling all of your plans, dreams and birthday parties for) is playable... yet out of reach.

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Everything I Need to Know About Design I Learned in Kindergarten
By Josh Drescher, Senior Designer

If you're like me, you've been playing games for as long as you can remember... You've played terrible games and wondered how on earth they got made. And you've played decent, imperfect games and thought of a million little ways that YOU could've done things better.

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The Tome of Knowledge
By Carrie Gouskos, Assistant Producer

I say this with every ounce of humility, it has little to do with the fact that I'm working on it. I say this because, not a conversation about the Tome goes by where I don't end up leaving, pad of paper and pen in hand, rushing back to my desk to take notes about new Tome ideas. Every presentation I've ever given has begun with me suggesting some of the ways in which we use the Tome, and the recipients giving me fifty of their own ideas. My mother tells me what she'd like to see in the Tome. The press tells us what to put in the Tome. People at conventions tell us what should go in the Tome. And above all, every person working on Warhammer Online has an impact on what goes into the Tome.

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In The Beginning There Were Only Newbies...
By Gabe Amatangelo, Designer

So I click to attack? Who should I click? This one is blinking red. Does that mean I should attack it? How do I use this piece of artillery? Am I supposed to click that too? Won't I swing my sword at it if I click it? I don't want to swing my sword at a piece of artillery. It might break, right? Are the short, stout people on my side?

These are some of the questions that a player new to MMOs might have the first time they play Warhammer Online. As developers who are also avid gamers it can sometimes be quite the challenge to take a step back from your own experiences and put yourself in the shoes of someone logging into an MMO for the first time. However, it is a necessary exercise when approaching the design of the starting player experience.

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The Trophy System
By Justin Webb, Senior Designer

With 25 years of experience to draw on, the Warhammer IP is a rich, luscious world full of a wide variety of diverse content. Each race is visually distinct -- from the lewd and crude Orcs to the proud, lofty High Elves. Even the careers within each race are uniquely different – no one would ever mistake a spanner-totin' Engineer for an in-your-face Ironbreaker. So, one of the great design challenges in WAR is to provide players with as much opportunity to customize the look of their characters as possible, while also protecting the silhouette of each race and career. It's really important in WAR to be able to identify a player's career with a simple glance – orangey robes, big staff, and hair on fire, that's a Bright Wizard!

Most MMO players understand how armor works visually – when you wear it, it changes the appearance of your avatar. Everyone loves that moment when you try on some new armor loot for the first time and see how different it makes your character look. That's cool, but we wanted to take this kind of customization to the next level!

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The Renown System
By Brian Wheeler, Adam Gershowitz and Justin Webb

Renown is the system which measures Realm vs. Realm (RvR) participation by a player. It functions as an experience system for RvR and players can "level up" to earn Renown ranks that show their proficiency at fighting the opposing Realm. Renown gain is also capped based on a character's level so a player can't be Renown rank 50 and player rank 5.

The Renown system dictates the rewards made available to a player (items, abilities, titles, or otherwise). Renown is gained through many actions in WAR - killing other players, taking or defending battlefield objectives or keeps, participating in scenarios, and zone control.

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If Chaos Built a City-What would it look like?
By: Greg Grimsby, Art Director

What would a city built by Chaos look like? That's a pretty tough question, just to set the record straight. Building a city is tough enough as it is. It's one of those game development back-breakers where there is so much work involved and expectations are so high that even creating a more traditional fantasy city causes much gnashing of teeth and lost sleep. Take Altdorf, for example. First off, it rocks! We have a gallows in the town square, a wizard's tower that belches fire, and a tavern themed after a Mastiff's buttock. It's all great, Warhammer IP goodness hand-crafted with love and a lot of polygons.

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