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[News] Warhammer Online c'est terminé

Warhammer Mythic

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#1 Coxie

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Posté 20 September 2013 - 08:20

Warhammer Online disparaitra des écrans de jeu le 18 décembre 2014 après 5 années de bons et loyaux services. L'explication officielle nous informe que ceci est du à la fin du contrat de licence entre Games Workshop et Mythic mais il est clair que le jeu était moribond depuis déjà quelques temps.
Les nouveaux abonnements ou renouvellement ne sont donc désormais plus disponibles.
Les explications sont à lire ci-dessous ainsi qu'un message de Carrie Gouskos qui revient de façon tout à fait personnelle sur ces années d'explotation du jeu.


Greetings Warhammer Online Subscribers,

We here at Mythic have built an amazing relationship working with Games Workshop creating and running Warhammer Online: Age of Reckoning over the last 8 years. 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. As such we will no longer be selling 3 month game time codes or have the ability to auto renew your accounts for 3 months as of September 18th, 2013. If you would like to read some additional thoughts from one of WAR’s Producer please check out From all of us here at Mythic we thank you again for your dedication and support over the last five years.

If you have any questions please feel free contact us via email at


Warhammer Team


Reflections on my experiences with Warhammer Online: Age of Reckoning
Carrie Gouskos, Producer

I was first introduced to Warhammer Online, when it was added last minute to’s E3 2006 stage show. As one of the hosts of the show, my responsibility was to research the game and the franchise, gather questions from the audience, and give a thoughtful informative interview with whomever had been sent over from the development team.

I never could have anticipated what happened next. Jeff Hickman (Executive Producer) and Paul Barnett (Creative Director) gave one of the most memorable interviews in my career – and suddenly I was thrown into their universe. The online chat channel soliciting questions from the viewing public was spammed with directives like “No more questions, just let them keep talking” – which is not surprising if you’re at all familiar with Jeff Hickman’s indefatigable charisma and Paul Barnett’s passionate humor. The tone, candor, and refreshing quality of how they spoke about this game that they so clearly cared about made you just want to be a part of it. What was more surprising, however, was what followed – a large group of developers, perhaps delirious after three days of non-stop game demos, partly exhilarated by the positive response to the game, showed up at the GameSpot booth and invited me to their studio E3 party. I declined, because they scared me a little bit, but in retrospect it’s not hard to imagine how I ended up – three months later as a designer working at Mythic on Warhammer.

I made an offhanded comment the other day to someone on the Warhammer team that I spent six of the last seven years of my life working on Warhammer. There were breaks in there, but most of them still related to Warhammer in some way. Some aspects of these efforts never saw the light of day. For example, we completed, passed review, and ultimately opted not to release an iPhone companion application that would allow players to monitor the realm war and their guild status – three whole years before the studio decided to take mobile by its horns. We also spent over a year on a version aimed at the Asian markets that would convert the entire game free-to-play. The Vampire themed Blood Hunt expansion would have been a marvel. And in under a year we produced a spin-off product Wrath of Heroes, a MOBA-style game that used mostly Warhammer assets – which despite being a tremendous learning experience, never made it out of Beta. There are many memories like this, ones that I feel comfortable sharing now – including the fact that we do have two of the four remaining fully built cities (Karaz-A-Karak and Karak Eight Peaks which are truly truly beautiful but would take months and months of optimization before they could match the changes we made to the game along the way). And one of the greatest lessons I ever learned as the young unpolished Tome of Knowledge designer “Never put anything in the game that isn’t done yet and hint that it’s coming soon – see: The Cards system”. There were some beautiful ideas that were left on the cutting room floor. And they represent only a fraction of how much heart went into the game.

Most everything else made it, and Warhammer despite its flaws was a valiant effort into the MMO space. I don’t think any of its critics would ever call it boring. It struck out boldly, and some of the game’s novel features are now considered industry standard for MMOs. The credit goes to far too many to list it out here, and it’s almost irrelevant. The point is that 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. 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. The community made this game possible. And a special shout out to Pink for Tink – which was truly the measure of a community coming together to do something right.
Games Workshop has cultivated a world class IP. We were lucky enough to play in their universe for nearly a decade, with five great long years live. However, like all things – our contract has come to an end. Both Games Workshop and Mythic agreed to part ways, despite how hard it is emotionally on us to let the game go. It has been a tremendous honor to work with Games Workshop and even though we may be parting ways, our relationship with them remains strong. And now, hopefully, because this may be the last thing I ever write about Warhammer, I’ll be allowed to acknowledge the existence of Chaos Dwarves. Or maybe not.

We look forward to seeing you on the battlefield… at least until the war is over… and once again, we thank you humbly for five amazing years.

#2 Zatvopop

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Posté 20 September 2013 - 13:42

Même si ça devait finir par arriver, c'est quand même bien dommage de voir ce qu'a donné ce jeu avec le potentiel de fun qu'il avait. 'fin bon, j'aurais quand même passé quelques années sympa grâce à lui, rien que pour ça, je regrette pas :)

#3 Karmélia

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Posté 20 September 2013 - 15:24

Ça m'étonne qu'il ne fassent pas comme tous les autres et qu'ils ne tentent pas de le relancer en F2P.

Ça a quand même permis a de nombreux jeux d'éviter la fermeture et dans la plupart des cas de devenir rentables.

#4 Coxie

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Posté 20 September 2013 - 15:55

le soucis ici Karmélia c'est qu'il n'y a pas qu'un problème de rentabilité du jeu, il y a aussi une concession de licence qui arrive à son terme et la licence elle, elle n'est pas gratuite pour un studio comme Mythic qui n'est plus que l'ombre que de lui même depuis bien longtemps déjà et que s'est recentré sur les jeux mobiles.
Si Warhammer à survécu jusqu'à maintenant c'est parce que le contrat de licence courrait encore mais en arrivant à son terme il marque l'arrêt pour Mythic d'une présence sur le marché du jeu PC.

#5 Zatvopop

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Posté 20 September 2013 - 15:57

Les droits d'exploitation de la licence Warhammer arrivant à échéance, il aurait fallu renégocier avec GamesWorkshop pour continuer à s'en servir, sans doute que le calcul a été vite fait devant le risque de fiasco du passage en F2P.

édit : grillé par Coxie.
Ne pas oublier aussi que pour passer en F2P, il faut aussi faire un peu de developpemùent à coté, avec par exemple une boutique un petit peu plus fournie pour assurer un minimum de rentabilité. Puis faut assurer la maintenance, mettre à jour le contenu... et est-ce que le jeu a suffisamment été remanié pour supporter à nouveau une plus grande quantité de joueurs...

#6 Karmélia

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Posté 20 September 2013 - 17:34

Oui mais pour GW, entre renouveler une licence en faisant moins de profit, et ne pas la renouveler et faire 0 profit; le choix le plus payant me semble pourtant facile à voir.

Ou alors Mythic n'ont même pas essayé de renégocier le renouvellement parce que ça ne les intéressait plus?

#7 Coxie

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Posté 20 September 2013 - 17:59

Comme je le disais au dessus, Mythic ne se concentre plus que sur les jeux mobiles

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