Warhammer Online: Age of Reckoning Q&A

Ten Ton Hammer has conducted an interview with EA Mythic senior designer Josh Drescher about their highly anticipated MMORPG, Warhammer Online: Age of Reckoning. A two-part question to follow:
Q: Can you talk about how development progress on the Chaos home city, the Inevitable City?

A: Unfortunately that's another one of those things we're not saying anything beyond the baseline sort-of background things. Chaos, it's so chaotic that a group of people that you can never imagine building anything builds a city. It's basically a mad gag. We really can't say anything beyond that; I know I'm giving you very satisfying answers!

Q: That's perfectly ok, we understand especially in light of the recent announcement that Warhammer Online would be delayed until first quarter 2008. Would you talk a little bit about why that decision was made?

A: Because Mark [Jacobs] wants us to make the absolute best game possible and EA agrees. It really was one of those things that 'wouldn't it be great to hit the ground running and start doing your absolute best from day one' - you learn things that work and things that don't work. There's just been a vetting process where we've learned that some things weren't good.

It would be a disservice to a full third of the game if we didn't go back and make sure to implement things that draws from the last things that we've learned. It was absolutely a directive that we were given Mark Jacobs and Jeff Hickman and Linus Robertson; they wanted us to go back to the Dwarf and Greenskin areas and make sure that they get all the love that they deserve. That people that play in those areas will absolutely have as great a time as the people that play the last two pairings are going to get. Honestly it sounds like a line, but that is the only reason there was a delay.