Warhammer Online: Age of Reckoning to be Shut Down on December 18th

Through a brief post on the official website, the Warhammer Online team at Mythic Entertainment announces that the game will be shut down on December 18th due to the expiration of the licensing deals with Games Workshop.
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 http://www.warhammeronline.com/. From all of us here at Mythic we thank you again for your dedication and support over the last five years.

Additionally, there's a post from producer Carrie Gouskos on her experience working on the title which is well worth a read for people that have enjoyed this MMO:
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 Tink for Pink which was truly the measure of a community coming together to do something right.

Thanks, GamesIndustry.