Warhammer Online Q&A, Part Two
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Q: Having been in this business for a while, what do you think are the key ingredients to making an MMO that people are going to want to play?
A: (There are different stages. There is the beginning, the middle and the end, and at each stage you have to give the player what they want. For us, the endgame is all important. That's the difference between Camelot and EverQuest, and Camelot and WoW. Mythic's endgame is the strongest endgame of any endgame out there. You look at our RvR (realm versus realm) system, it is the most interesting, it is the most exciting, it's the one that has held its ground for four or five years, even against a juggernaut like WoW.
(For us, with Warhammer, it is the endgame as well. We have to have a solution that's better than Camelot, better than WoW, better than anything else out there. And if we do that, then the players will stick. And that is why we are putting so much time into the RvR system. (In Warhammer) It will be for RvR what WoW was for PvE (player versus environment). Blizzard crushed the PvE experience; they nailed it 100%. We want to do that for RvR.)