Are you a comic artist? Looking for work!?

April 26, 2008 – 4:31 pm

BOOM! Studios Logo + The Secret Lives of Mobs Logo = Take my bloody heart!

I think we should all convince Rory “Father Jack” Phillips of The Secret Lives of Mobs to apply for this and then sign a petition to have BOOM! Studios hire him! Sounds like his dream job to me! ;)

BOOM! Studios is looking for artists and colorists familiar with the expansive and exciting world of Warhammer 40,000 and Warhammer Fantasy. We are looking for those who have previously worked for Games Workshop as well as those who have passion for the game or just have a passion for intense science fiction and fantasy. Please send art samples and resumes whsubmit@boom-studios.com.

Seriously, go on and fill up his inbox with words of encouragement because I’d buy whatever it is he’s sellin’!

Reviewed - Warhammer: Condemned by Fire #1

April 26, 2008 – 3:48 pm

I had the fine privilege of being asked by Chip Mosher of BOOM! Studios to review Warhammer: Condemned by Fire #1 and provide my readers with a sneak-peak of the first 5 pages (below the review). If this book title doesn’t ring a bell, it’s the upcoming BOOM! release that contains a chance to win a beta spot in Warhammer Online: Age of Reckoning that I’ve mentioned several other times.

While I’m an avid comic book reader (X-Men, Spider-Man, Buffy, Angel, Y: The Last Man, Warhammer, the list goes on…), I’ve never written a review before, so please bear with me! My goal in this will be to give an overview of the plot (without spoiling it), review the art, and share my opinions on the storytelling. Let’s get on with the show!

WARHAMMER: CONDEMNED BY FIRE #1

Condemned by Fire (cover A)

Story by: Dan Abnett and Ian Edginton

Illustrated by: Rahsan Ekedal

Coloured by: Fellipe Martins

Lettered by: Ed Dukeshire

Edited by: Joe Abrahams

25pgs, FC, (1 of 5), SRP: $3.99

Ship date: First week of May

* Approximately 20% of codes submitted will be invited to participate in the WARHAMMER: AGE OF RECKONING Beta Test.

The promotional code must be activated by May 31, 2008 to be eligible for the Beta Test.

See the full terms and conditions here.


Plot Summary

We first meet Magnus Gault, Templar of the Holy Order of Sigmar (a.k.a. Witch Hunter) as he’s riding hard in pursuit of a yet unseen villain. The weather is foul and so is his mood. He soon comes to a crossroads where his prey’s tracks have been washed away by the hammering rain. Making his decision, he travels uphill to a nearby fortification where he meets two stalwart defenders of the gate.

They exchange introductions and he determines that is quarry did not come this way, which means he must backtrack post-haste. Before jumping back on his horse, he is warned by one of the stewards not to go down into the valley for something dire and evil has claimed it. Our protagonist is unfazed by this counsel as his personal desire for justice-done outweighs some spooky tale.

What our hero doesn’t know is that Chaos has its dark tendrils in this area, yearning to spread its pestilence into the souls of every living thing…

Artwork Impressions

We’re immediately met by a full-page image that perfectly captures the sense of motion and urgency. As the pages unfold, I found a nice balance of detail and simplicity in the penciling. The silhouette leading-off page 2 is quite nice as well. I also liked the shadow-work.

Overall, I found the colour a bit drab, but it was necessary to give the impression of a miserable environment. There were some nice contrasts as Magnus was standing outside the gate, chatting with those in the gatehouse. It did well to illustrate the warmth and brightness indoors compared to the soggy gloom outside. When he entered the valley, you definitely got the sense that he was surrounded by fog as everything was washed out and pale. A later punch of colour did well to capture the moment.

The lettering was done pretty well too, pronouncing some interesting sound effects. My only issue was that they might be a bit too cartoon-ey /superhero-ey. Out of place in Spider-Man? No. Out of place in the Old World of Warhammer? Maybe… By that, I mean the style of the lettering, not the actual sounds.

Story Impressions

The story kept my interest, but it seemed very self-contained to the single issue because everything was resolved by the second-last page. There’s a somewhat vague lead-in to the next issue introduced in the final few panels but it felt a bit tacked on to be honest. Then again, I don’t know what’s to come in future issues, so maybe they needed to use the first simply as a means of introducing us to the main character’s personality rather than an over-arching plot line that will play out over the four remaining books. I don’t want to spoil the ending for you, so I need to be just as vague! Oh, the irony!

As a single story though, it was pretty good. I always imagined Witch Hunters to be as vile, pious, and unforgiving as religious grand inquisitors but Magnus Gault was a bit more personable than that, which is probably good since most people feel revulsion towards crazy zealots. He’s got the edge of “bad ass,” in him like a combination of Indiana Jones and Wolverine. We don’t get much of a back story on him or his original quarry, but it’s tough to squeeze all that into 22 pages. I’m hoping for a bit more character development in the future.

Overall Rating

As a debut issue, I’ll give Warhammer: Condemned by Fire a 7.5/10 because the art and colouring were cool and the story was pretty decent but left me wanting a bit more. If issue #2 starts going into more back story and introduces us to a really good story arc, then I’ll be excited.

It’s probably easier to rate an entire miniseries rather than a single component because they’re all supposed to work together instead of standing on their own.

I still suggest going out and buying this book, especially if want to win a spot in beta. With the multiple covers, you could even buy several, increasing your chances at finding a winner. Just buy them one at a time! ;)

Lord Orcus of Orcusville was the only other person lucky enough to get his hands on an advanced copy of WCBF (the other being me) and he wrote down his own impressions of the comic! Have a peek!


Five-Page Sneak Peek

Page 1Page 2Page 3Page 4Page 5

The “Coming Soon” button uncovered?

April 26, 2008 – 1:42 pm

If you’ve been wondering about the “Coming Soon” navigation button over at Warhammer Online, you should take a look at this interesting theory by Dave of Warhammer Gamers. He did some investigating that validates my original guess!

coming soon

I always thought Warhammer Online.com would include a “Realms” page similar to what they have for DAOC’s Camelot Herald. This page would allow you to navigate deeply into the various servers, RvR ladder rankings, and individual characters. My hope is that they make the Realms page a hybrid of the Tome of Knowledge, Camelot Herald, and WoW’s Armory. Basically, your one-stop-shop for everything you could possibly want to know about each character in the game.

Try to fathom how much information that would be… Damn, I hope EA has some mighty large, powerful, and high-bandwidth servers! :P

WAR fans can breathe a sigh of relief…

April 25, 2008 – 1:31 pm

Because with game design like this, AoC won’t draw as many players away from WAR as I previously thought.

  • You must raid for the best PvE gear (a la WoW)
  • XP-loss on PvP death… Must kill 2-3 people to regain the loss of 1 death
  • Only the best PvPers will be able to get the top PvP loot
  • Raid gear will be more accessible than high-level PvP gear

Admittedly, I don’t know all the specifics here because I don’t follow AoC one bit, but the raid grind in Age of Conan seems eerily reminiscent of World of Warcraft. The only way they can salvage this, IMO, is to make the raids more accessible than WoW (no keying/faction grinding/etc.), make them less time consuming, and increase the drop rates. I don’t know how many AoC fans are interested in running a DKP system for yet another MMORPG or putting dungeons “on farm” just so they can deck out their guild…

The XP-loss on death is something I can handle but it comes down to your ability to escape or disengage. If I don’t want to be part of a fight vs. some overpowered guild or insanely decked out opponent, there should be ways for me to escape or avoid the fight all together. I’m not talking about PvP flags… I’m talking about crowd control and sprint.

I can also buy into the best PvPers getting access to the best loot… as long as there isn’t a huge disparity! I’d much rather these pieces of equipment be slightly more powerful and a lot more flashy and recognizable. They should be status symbols more than anything… He shouldn’t be able to chop your head off in a single swipe as you peck away at his uber breastplate.

Raid gear more accessible than PvP gear? Seems oddly out of touch with their vision as a PvP game. PvE should definitely play a role in the endgame, but to have it overshadow PvP is a bit strange IMO, especially if people are too scared to engage for fear of instant death due to better gear and XP loss…

So, it seems I can accept 2/4 of these announcements under certain conditions. The trouble for AoC is, I think more people will side with Keen on these issues and it seems pretty lame to be announcing this stuff after you’ve gone ahead and sold a bunch of pre-orders. This is the first I’ve heard of it (then again, I don’t really follow AoC, do I?).

Standoff, yon zerg! (part one)

April 25, 2008 – 12:04 pm

Join the zerg - it\'s easy!Two potentially harmful gaming practices have been discussed this past week: Keen ponders the impacts of zergs in Age of Conan, while The Heartless Gamer is annoyed by reports of ranged standoffs in Warhammer Online. Ultimately, neither of these “features” are hard-coded into the game by developers, rather, they are tactics employed by players. That said, they aren’t very desirable, so what can be done to mitigate them in the upcoming Warhammer Online: Age of Reckoning? In this post, I’ll examine the Zerg (part one). Next week, I’ll examine the Standoff (part two).

Zerging (part one)

Zerg is simply another name for a mob. Zergs are made up of many players coordinating their efforts towards a single goal or set of goals. A mindful zerg can accomplish quite a bit if led properly, but even mindless zergs with little direction can make an impact on their environment due to sheer size. Zergs are generally defined in proportion to your group size. If you’re in a group of 10 trying to compete against a group of 20+, you’ll most likely label your opposition “a zerg.”

Here’s a great comic explaining the “Fundamentals of Zergology.”

While some people prefer to steamroll their opponents rather than compete on even terms, zerging usually happens for other reasons. Using what we know about WAR and a bit of creative thinking, here are some of the things I think can be done to lessen the perceived need for zergs (by zerglings—the ones who zerg). And bear in mind, zerging in PvE isn’t really frowned upon; it’s the RvR zergs that most people have issues with because they feel it’s unfair.

  • Instanced RvR
    • I’d much prefer a fair and balanced open-world RvR environment, however, the most absolute way to prohibit zerging is to introduce instanced RvR with hard caps placed on participant numbers. Examples include a 10vs10 capture the flag scenario or breaking up city siege into multiple instances of 75vs75. You can’t instance open-world RvR because it will ruin the sense of immersion, so keep/objective battles will still allow for zerging, hence my next two points…
  • More RvR Objectives
    • The more RvR objectives you have such as keeps or control points, the more it will make sense for people to form smaller attack forces. A zerg of 100 people may overtake a single objective quicker, but 10 groups of 10 players could simultaneously attack multiple objectives for a quicker overall capture. This will only work if it doesn’t require 100 people to actually take an objective, hence the need to pair this concept up with easier-to-obtain RvR objectives…
  • Easier RvR Objectives
    • Using the imaginary numbers from my previous concept, it doesn’t really make tactical sense for 100 people to attack an RvR objective that could be taken by 10 people. I’m not saying all objectives should be obtainable by groups of 10, it’s just a number I’m using to illustrate my point. Look at it from a defender’s point of view. Is it easier to defend a single objective or many objectives simultaneously? Obviously, the answer is a single objective because you can consolidate your forces (counter-zerg) rather than coordintate multiple groups. If you make the objectives easier to capture by groups sizes that aren’t classified as “zerg-like,” then you’ve given smaller groups incentive to go out and capture them, especially if rewards can be gained by objective capture. Sharing a pool or renown amongst less people is more beneficial to the individual, hence my next point…
  • High RP-share
    • Realm points (a la DAOC), renown, or whatever they end up up calling it is the primary motivator for many in RvR. You want renown like you want experience points because both allow you to advance your character towards newer and more powerful abilities. Introducing a high dispersion mechanism or sharing penalty of renown is going to make people greedy and less likely to zerg. If I can kill someone solo and get 1000 renown, it’s more rewarding and will probably take less time than if I were to zerg it up, killing 10 people for 100 renown each. The more influence you have in a fight should determine how much of the pie you receive when all the pieces are shared amongst contributors. It works similarly in Public Quests and should work this way in RvR.
  • Zerg Encumbrance
    • Here’s an older MUD concept I’m bringing back from the dead because I haven’t seen or heard about it in any MMORPGs. Zerg encumbrance. Movement penalty. Back in the days of MUDs, you could form large groups of players, but you would also experience a movement penalty. For instance, a group of 4 could go East, East, East at a normal rate. Groups of 5-6 would experience a minor lag (encumbrance) as they moved from room to room. The larger your group size, the longer the lag. This prevented large groups of people from spamming down single targets. It’s not too fun passing a room with 10 people in it only to have that group chase after you just as fast as you can run, all the while spamming “hit $target!” Pick a fair number, introduce a speed debuff curve for larger groups of players, and I guarantee you people will be annoyed enough to quit zerging. This concept also makes sense from a realistic standpoint since larger armies move slower than smaller ones.
  • Powerful AoE Effects
    • AoE effects like crowd control and direct damage are most effective against larger clusters of enemies, and much less so against smaller ones. Do not cap the number of enemies an AoE can affect and it will be made even more effective against a zerg. That doesn’t mean you need to increase the radius, just that it will affect everyone within the radius instead of some arbitrary, imposed cap. Also, giving classes more AoE abilities will allow for more anti-zerg tactics. Melee characters can get a swing arc, caster hybrids or archers can get 30-degree cone AoE attacks, casters can get circular AoEs (point-blank and ranged), and healers can get group heals and AoE debuffs.
  • Lower Battlegroup Caps
    • The battlegroup concept is simply a super-group of groups. I.e., Multiple groups can form a battlegroup in an effort to increase communication and give members a better visual idea of what’s happening to all the other groups (all battlegroup member summaries of health, power, endurance, etc. can be shown on the screen so you know who’s in trouble). The best way to limit a zerg is to limit their ability for coordination. You can do this by placing a cap on how many players can join a battlegroup. Limiting battlegroups to 4 groups (24 players) is going to impact the success of a zerg containing 10 groups (60 players). Also, assuming you include the High RP-share concept, sharing a kill amongst battlegroup members should yield a better result for members than sharing a kill with someone outside the battlegroup. This might help alleviate multiple battlegroups running around together, stealing each other’s kills. It’s basic human psychology: most people don’t like to share, especially in a game driven by personal rewards like an MMORPG. This is why there’s so much global poverty and basic human rights atrocities that get looked over. We’re primarily concerned with “our own” and outside of that, we’re generally apathetic.

I went on a bit of a tangent near the end of the last one, but it does illustrate my point. Zerging isn’t an in-game mechanism, it’s a human behaviour. Therefore, it needs to be attacked at the level of human psychology and conciousness. You need to reward people for not zerging and penalize them when they do. Strategically, EA Mythic needs to determine what a fair group size is and what’s considered a zerg; and they can’t get caught up by catering to those who like to run around solo or in groups of 2-3 because to them, almost everything is a zerg. There might be some instances where a zerg is OK, but I can’t think of many…

If your entire game is based around massive quantities of people fighting it out against massive quantities of others, hey, that’s peachy. But it still comes down to the individual player who gets annihilated in mere seconds when he unfortunately attracts a zerg’s temporary focus.

Can you think of any other incentives for people to roam in smaller groups? How about ways to punish people for employing the angry mob approach to RvR? Do you think zerging should be discouraged in WAR or left to sort itself out?

The interviewer interviewed!

April 25, 2008 – 7:53 am

Syp has been interviewing many members of the WAR fansite community lately, so RadarX of Ten Ton Hammer decided to return the favour. Read on for some interesting perspectives.

PS. I have added a “Community News” category to this site, which will contain stories similar to this one. When I write about things happening on various WAR fansites, you’ll find it labeled “Community News.” I will still maintain the “Industry News” and “Game News” sections as well.

Fashionably Late

April 24, 2008 – 11:37 am

Here are a few things that I’m fashionably late on posting about:

  • Naming guide for Chaos
    • Chaos War Host gives you some tips on choosing a proper name for your Zealot, Magus, Chosen, and Marauder!
  • Guild Beta invites are going out
    • Better late than never, right!? Considering MJ said he wouldn’t be inviting guilds until he was fairly satisfied with beta’s polish, I guess things must be going pretty well…
  • Warhamma: The Podcast is taking a break
    • Nooooooooooo! Well, I know first hand that running a fan site can be a time-consuming process and RL definitely needs your attention (from time to time), so we’ll keep your seat warm, Ted!
  • Waaagh!’s weekly news wrap-up
    • Such a good summary of the previous week’s top stories…
  • MMO Geek launches a new WAR portal
    • Welcome to the party! I can see next year’s Greeny Award nominee list growing by leaps and bounds!

Playing the “WHAT IF” Game…

April 23, 2008 – 5:10 pm

Syp asks some interesting WHAT IF questions, so I decided to write down my own answers over here. You can play along too! (Update #1 - Looks like Dave of Warhammer Gamers is playing!)

…What if WAR hadn’t been delayed, but would’ve been released in early June to go head-to-head against Age of Conan?

Due to their admitted lack of polish, I think WAR would have and will ultimately fail with a poor launch. From a mechanical perspective, both games have similarities, so I think a concurrent launch may have actually weakened both titles. AoC will likely benefit from releasing before WAR because it gives players enough time to immerse themselves. Players may find that AoC does indeed satisfy their PvP cravings and may not find it necessary to try out WAR. Also, Funcom will see a boost in sales due to a bunch of WAR fans who just can’t wait until WAR is released to satiate their MMORPG appetites. I personally know several devout WAR fans who didn’t even care about AoC before the delay announcement, but are now planning on picking up a copy while shouting “By Crom!” Even if these players don’t stick around long, the box sales and few months of subscriptions will boost early income.

…What if WAR is delayed into 2009, despite reassurances from Mythic that it doesn’t look like that would ever happen?

I still think launching at the same time or after WotLK is a bad idea for reasons explained in previous posts. My general feeling is that while most fans are understanding of the multiple delays WAR’s release has seen, you can’t keep stringing people along and expect them to continue biting at the carrot you’re dangling. Luckily, I don’t think we’ll see another delay because they should have more than enough time to iron remaining issues and polish up the content to a brilliant sheen.

…What if Order becomes the “underdog” faction instead of Destruction, a la Horde in World of Warcraft?

They’ve gone ahead and made Destruction so cool that this is one of my greatest fears for when they release. Jeff Hickman has said in a number of public interviews that they have mechanisms to control populations on the server, so I really hope they stick to their guns. If I recall correctly, he stated that they will not allow new characters of Faction A to be made on a server that has a certain ratio of greater population to Faction B. He also said that they will include incentives for people to make characters on servers with a lower faction population, a la, DAOC.

…What if Age of Conan gets fair-to-middling reviews, and antsy gamers twiddle their thumbs all summer waiting for the next big thing?

I think if AoC gets even fair-to-middling reviews, many antsy gamers won’t be able to hold themselves back from purchasing it because, by nature, most gamers are ADHD-prone. If people do twiddle their thumbs all summer waiting for WAR, it will need to be a pretty darn good game or people will be scathing in their hatred because they waited so long to play it. Not that EA Mythic will deserve it all, but most people are ruled by emotion and that’s just the way it will go.

Heck, I’d be a bit annoyed for buying into all their hype only to find a game that doesn’t meet the high standards Paul Barnett and Co. said it would.

…What if Blizzard is holding back a huge surprise — or two! — from their list of Wrath of the Lich King features?

While it’s nice to speculate on things like this, there’s really not much EA Mythic can do about it when releasing a competitive product. Blizzard will do what they do best, and for most WAR fans, it just isn’t good enough anymore. I can’t see them adding any new features that would earn my subscription back and I’m sure that holds true for many people. Even if they decided to reinvent their endgame to incorporate meaningful PvP, it’s just too little too late imho, and I’d rather have a fresh start.

…What if WAR’s 24 classes contain massive imbalances on launch day?

Big trouble for obvious reasons. Many people will reminisce back to the days of DAOC when this was a common occurrence and shout out loudly that EA Mythic hasn’t changed. Will this happen though? I don’t think so…

…What if Joystiq creates a WAR Insider?

Bummer for all the “little guys” who started up fansites so early in WAR’s development. Overall though, I think the WAR fan community has formed some pretty strong relationships and the general impression I get is that we’re all supportive of one another. There’s something to be said about getting all your news from a single source (one-stop shopping), but it’s also nice to be able to hear other peoples’ take on things. If it happens, I will continue to go on and it might actually make my job a bit easier.

…What if Mythic includes those cool Paul Barnett sunglasses in the CE?

Then I’ll be Stylin’ and Profilin’!

…What if I’d never stop wearing them?

If your eyes aren’t actively detecting light, it could be conceivable that your eye structure evolves towards that of a deep sea fish or cave newt… rendering you blind! Make sure you read the warning label that states, “Attention: Extended use can decrease the production of cellular eye protein! Wearer beware!”

…What if WAR launches, it’s a good game, but it never gets more than 200,000 long-term subscribers?

Oooh, I love playing with fake numbers! Let’s assume they sell at least 200k boxes at a $20 profit margin for each… that’s $4M profit on box sales. Let’s assume they can sustain those 200k subs at $15/month for two years before the number starts to decrease… That’s a net of $36M per year (minus maintenance expenses like staff wages, server costs, etc.). Assuming their budget is $60M for WAR’s total development and a few $M more for advertisement, 200,000 subscriptions is only a moderate success or possibly a break-even for them over two years. Beyond that, it’s probably a nice bit of profit. EA Mythic states that DAOC is still making them money and the subscription numbers have to be pretty small right now (probably around 50K).

…What if none of my guildies from WoW come over to WAR, and I have to find a new guild all over again?

As a “community leader,” (others have said it, not me!), it shouldn’t be too hard for me to find a guild if no-one I know from WoW comes over. Actually, based on my WoW experiences, it wouldn’t matter if none of my guildies came over to WAR because I didn’t really hang out with them back then. According to Keen’s podcasts, he doesn’t plan on having a large group of friends joining him in AoC or WAR, so I’d probably form something up with him! I wrote some of my deeper impressions of guilds in MMORPGs here…

…What if Keen changes his blog banner-o-the-week to Hello Kitty Online? Because, seriously, that would be sweet.

I would hack his blog and paste LOLcat images all over the place. I’m sure Graev would appreciate it!

Almost Famous?

April 22, 2008 – 5:17 pm

Syp over at Waaagh! interviewed me a couple weeks back and just posted it on his blog. If you’d like a little insight into my dark and mysterious mind, have a read!

Waaagh! A Warhammer Online Blog

Old WAR / New WAR

April 21, 2008 – 11:14 pm

Waaagh! wrote a nice piece on the old WAR that was and could have been. Hop on over to read about Climax’s original vision for the first iteration of a Warhammer Online MMORPG and compare it to what you know about EA Mythic’s newer version. Most of the old concepts ended up in the trash, however, some may make it into release…