MMO’s; Massively Multiplayer, Massive Amounts of Work

This weekend, apart from moving a little more stuff from New Jersey to my new place in Pennsylvania, I spent a lot of my free time playing the preview build/open beta for Warhammer Online: Age of Reckoning.

Warhammer Online is a massively multi-player role-playing game based on Games Workshop’s Warhammer franchise. The game is developed by EA Mythic, previously known as Mythic Entertainment, whose MMO Dark Age of Camelot was one of the premier Player vs. Player MMOs for the last decade.

When I play Warhammer, and really any new PC game to come out, I marvel at how developers work to make a game such as that run on so many different PC configurations. The developers of a game like this not only need to make sure all the graphics, animations, and particle effects run at a good framerate on a wide array of machines with different specs, they also need to make sure that situations can run simultaneously on dozens of machines over the internet, and sync up. The amount of testing required in such a project is in itself massive, and as an animator I can really appreciate the huge variety of different art assets and animations in an MMO.