Lessons From WAR’s Launch

The development team for Warhammer Online: Age of Reckoning deserves a big congratulations. They managed to get the game to a very good state in time for launch, fixing major bugs like unattackable mobs and addressing detrimental combat annoyances like abilities not being ready yet. But, no launch is perfect, and so far I can see a few things we can learn for future MMO launches.

Announce your launch servers as early as you can.
Allow guilds, friends, and coworkers to plan out the server they will call home as soon as possible. Announce all of your servers that will be available at launch as soon as you can (a week of notice seems optimal to me) so your community can start with a solid foundation. There’s nothing more frustrating when you start a new MMO than finding out one or more groups of your friends started on another server and having to reroll.

Have a backup plan to help get friends together.
For example, give players free character transfers during their first 30 days. This way, even if you do unintentionally roll a character on a different server from friends, you can all get together. Plus, you don’t have to reroll and feel like you’ve wasted effort on your characters. And, make players aware of this backup plan before they start playing.

Give players a grace period before entering their keys.
If a player has a preorder code, let them play for a reasonable period of time after launch before entering their retail key. I would give them a grace period of a full week, so if launch is on a Thursday, don’t make them enter their keys until the Thursday of the next week. Players don’t deserve to be punished for choosing a slow shipping method or for their retailers being slow — let them play the game!

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