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'''MechWarrior Online''' ('''MWO'''), rebranded '''MechWarrior Online Legends''' in 2023, is a [[BattleTech]]-themed online multiplayer simulation game by [[Piranha Games]] for [[w:Microsoft Windows|Microsoft Windows]]. MWO went into publicly accessible Open Beta on 29 October 2012 and was officially released on 17 September 2013.
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'''MechWarrior Online''' ('''MWO'''), rebranded '''MechWarrior Online Legends''' in 2023, is a [[BattleTech]]-themed online multiplayer simulation game by [[Piranha Games]] for [[w:Microsoft Windows|Microsoft Windows]]. MWO went into publicly accessible Open Beta on 29th of October 2012 and was officially released on September 17th, 2013.
  
 
The game was originally intended as a reboot of the [[MechWarrior (video games)|MechWarrior]] series of computer games and announced as "'''MechWarrior'''" (frequently referred to as "'''MechWarrior 5'''" by fans, as the series had four previous installments), with a single-player storyline. That concept fell through, and development moved to an online multiplayer game instead. The success of ''MechWarrior Online'' led to the single-player game being revisited nearly eight years later with the development and release of ''[[MechWarrior 5: Mercenaries]]'' largely built on the visuals developed for MWO.
 
The game was originally intended as a reboot of the [[MechWarrior (video games)|MechWarrior]] series of computer games and announced as "'''MechWarrior'''" (frequently referred to as "'''MechWarrior 5'''" by fans, as the series had four previous installments), with a single-player storyline. That concept fell through, and development moved to an online multiplayer game instead. The success of ''MechWarrior Online'' led to the single-player game being revisited nearly eight years later with the development and release of ''[[MechWarrior 5: Mercenaries]]'' largely built on the visuals developed for MWO.
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[[Jordan Weisman]], co-creator of BattleTech and cofounder of [[FASA]], is also the founder of the software firm [[Smith & Tinker]]. He negotiated the BattleTech/MechWarrior license back from [[Microsoft]], which had left the property sit idle for several years since abandoning the series after MechWarrior 4: Mercenaries in 2002 and canceling FASA Studios' potential MechWarrior 5. [[Russ Bullock]] from Piranha Games was a longtime fan of the series and wanted to start a joint collaboration with Weisman. [https://web.archive.org/web/20100405075544/https://pc.ign.com/articles/100/1002164p1.html He contacted Weisman to develop a prototype project that would become the new iteration in the ''MechWarrior'' series of video games]. Preproduction of the new ''MechWarrior'' game first began in October 2008, when the two studios started discussing the project on pen and paper. After coming up with a presentation for a prototype scenario, both studios began ramping up a prototype to pitch the new game to potential publishers in March 2009. The game was titled MechWarrior: 3015 and its premise was the following: "This new MechWarrior is set on the planet Deshler in the year 3015, and places players in the role of Adrian Khol, a wayward nobleman who prefers partying and shirking responsibility over his training and studies. However, when House Kurita launches a massive invasion to conquer Deshler, resulting in the death of his entire family, Khol discovers a purpose to fight for." PGI and Smith & Tinker developed a vertical slice developed in Unreal Engine 3 due to PGI's familiarity with the engine for their work on Transformers 2.
 
[[Jordan Weisman]], co-creator of BattleTech and cofounder of [[FASA]], is also the founder of the software firm [[Smith & Tinker]]. He negotiated the BattleTech/MechWarrior license back from [[Microsoft]], which had left the property sit idle for several years since abandoning the series after MechWarrior 4: Mercenaries in 2002 and canceling FASA Studios' potential MechWarrior 5. [[Russ Bullock]] from Piranha Games was a longtime fan of the series and wanted to start a joint collaboration with Weisman. [https://web.archive.org/web/20100405075544/https://pc.ign.com/articles/100/1002164p1.html He contacted Weisman to develop a prototype project that would become the new iteration in the ''MechWarrior'' series of video games]. Preproduction of the new ''MechWarrior'' game first began in October 2008, when the two studios started discussing the project on pen and paper. After coming up with a presentation for a prototype scenario, both studios began ramping up a prototype to pitch the new game to potential publishers in March 2009. The game was titled MechWarrior: 3015 and its premise was the following: "This new MechWarrior is set on the planet Deshler in the year 3015, and places players in the role of Adrian Khol, a wayward nobleman who prefers partying and shirking responsibility over his training and studies. However, when House Kurita launches a massive invasion to conquer Deshler, resulting in the death of his entire family, Khol discovers a purpose to fight for." PGI and Smith & Tinker developed a vertical slice developed in Unreal Engine 3 due to PGI's familiarity with the engine for their work on Transformers 2.
  
They arranged with IGN to publish the trailer and a feature article interviewing Weisman and Bullock about the project and the premise. The published trailer with supposed in-game footage was released on 9 July 2009, depicting a House Davion Warhammer fighting an invading House Kurita in the form of a Jenner and an Atlas on Deshler in 3015. The words "in-game footage", clearly seen in the trailer, has caused confusion among fans. At the time it was created, the intent was to attract a publisher. So PGI used the UE3 game engine to demonstrate what a new MechWarrior game might look like. UE3 was stated as the logical engine of choice since PGI had familiarity with UE3 from their previous projects.
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They arranged with IGN to publish the trailer and a feature article interviewing Weisman and Bullock about the project and the premise. The published trailer with supposed in-game footage was released on 9 July, 2009, depicting a House Davion Warhammer fighting an invading House Kurita in the form of a Jenner and an Atlas on Deshler in 3015. The words "in-game footage", clearly seen in the trailer, has caused confusion among fans. At the time it was created, the intent was to attract a publisher. So PGI used the UE3 game engine to demonstrate what a new MechWarrior game might look like. UE3 was stated as the logical engine of choice since PGI had familiarity with UE3 from their previous projects.
  
 
While pitching this vertical slice to publishers, PGI and Smith & Tinker were not successful in getting funding. The IP contractual obligations with Microsoft stated that the game could only be released on Xbox and PC, so that automatically excluded the Playstation userbase and therefore limited the potential return of investment for third-party publishers. These conditions were worsened by the fact that the financial crisis in 2008 and 2009 had hit the games industry and forced publishers to slim down while third-party developers were facing hardships with finding funding. This meant that there weren't really any publishers willing to fund Smith & Tinker's and PGI's single-player MechWarrior: 3015 concept. As Weisman, Ekman, and Bullock wrote in [https://mwomercs.com/news/2011/10/2-dev-blog-0 the first dev blog post for MechWarrior: Online]:
 
While pitching this vertical slice to publishers, PGI and Smith & Tinker were not successful in getting funding. The IP contractual obligations with Microsoft stated that the game could only be released on Xbox and PC, so that automatically excluded the Playstation userbase and therefore limited the potential return of investment for third-party publishers. These conditions were worsened by the fact that the financial crisis in 2008 and 2009 had hit the games industry and forced publishers to slim down while third-party developers were facing hardships with finding funding. This meant that there weren't really any publishers willing to fund Smith & Tinker's and PGI's single-player MechWarrior: 3015 concept. As Weisman, Ekman, and Bullock wrote in [https://mwomercs.com/news/2011/10/2-dev-blog-0 the first dev blog post for MechWarrior: Online]:
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After not being able to land a publishing deal due to licensing requirements with Microsoft and an unstable economy, Smith & Tinker and PGI went their separate ways, but now PGI had the ear of Microsoft to license the MechWarrior IP from them through their contact with Smith & Tinker. Since PGI already had experience with multiplayer games and because it was relatively cheaper to develop within the deathmatch multiplayer genre, they downscaled the MechWarrior project into a multiplayer-only game. They also chose to change engine into CryEngine 3 and hired BattleTech artist Alex Iglesias to redesign the 'Mechs, thereby making the previous MechWarrior: 3015 trailer's in-game footage no longer applicable. The lower cost of a multiplayer-only game it possible to attract venture capital from Infinite Game Publishing to help PGI hire more people and put resources into a late Alpha/beta version of what would be known as MechWarrior: Online.
 
After not being able to land a publishing deal due to licensing requirements with Microsoft and an unstable economy, Smith & Tinker and PGI went their separate ways, but now PGI had the ear of Microsoft to license the MechWarrior IP from them through their contact with Smith & Tinker. Since PGI already had experience with multiplayer games and because it was relatively cheaper to develop within the deathmatch multiplayer genre, they downscaled the MechWarrior project into a multiplayer-only game. They also chose to change engine into CryEngine 3 and hired BattleTech artist Alex Iglesias to redesign the 'Mechs, thereby making the previous MechWarrior: 3015 trailer's in-game footage no longer applicable. The lower cost of a multiplayer-only game it possible to attract venture capital from Infinite Game Publishing to help PGI hire more people and put resources into a late Alpha/beta version of what would be known as MechWarrior: Online.
  
In October 2011 a Twitter campaign was launched as the start of the advertising campaign. Little tidbits of info, dev blogs, concept art, and weekly screenshots were released about the title. At the Game Developer's Conference (GDC) in March 2012, PGI unveiled [https://www.youtube.com/watch?v=3kr03N8c9s4 a new trailer] for MechWarrior: Online in its early closed beta state. On 22 May 2012, Piranha Games announced the start of closed beta testing for MechWarrior Online. Later in 2012, PGI announced the Founder's Program that allowed players to purchase early access to the closed beta and get 1 to 4 'Mechs depending on which tier they chose to buy. The Founders Program was successful and generated [https://www.engadget.com/2012-10-17-mechwarrior-online-made-5-million-off-founders-program.html $5 million dollars].
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In October 2011 a Twitter campaign was launched as the start of the advertising campaign. Little tidbits of info, dev blogs, concept art, and weekly screenshots were released about the title. At the Game Developer's Conference (GDC) in March 2012, PGI unveiled [https://www.youtube.com/watch?v=3kr03N8c9s4 a new trailer] for MechWarrior: Online in its early closed beta state. On May 22, 2012, Piranha Games announced the start of closed beta testing for MechWarrior Online. Later in 2012, PGI announced the Founder's Program that allowed players to purchase early access to the closed beta and get 1 to 4 'Mechs depending on which tier they chose to buy. The Founders Program was successful and generated [https://www.engadget.com/2012-10-17-mechwarrior-online-made-5-million-off-founders-program.html $5 million dollars].
  
 
In the first three years, the game used its own launch client that is still used to this day. It was not until September 2015 that the game also launched on Steam, which saw a Peak Concurrent Players at 4,111.
 
In the first three years, the game used its own launch client that is still used to this day. It was not until September 2015 that the game also launched on Steam, which saw a Peak Concurrent Players at 4,111.
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===The Resistance Collections===
 
===The Resistance Collections===
Themed as an Inner Sphere response to the Clan Invasion, in mid-October 2014 PGI offered a pack featuring four Inner Sphere 'Mechs: the ''Panther'', ''Enforcer'', ''Grasshopper'', and ''Zeus'' for preorder. Similar to the previous Phoenix and Clan preorders the pack included a variety of bonuses such as premium time, badges, titles, and faction content depending on the tier purchased. The faction content consisted of patterns, colors, warhorns, cockpit standing and hanging items for each of the six Inner Sphere factions. Delivery of the Resistance 'Mechs was staggered, with the ''Panther'' and ''Enforcer'' released 17 February 2015 while the ''Grasshopper'' and ''Zeus'' were released on 15 March 2015.
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Themed as an Inner Sphere response to the Clan Invasion, in mid-October 2014 PGI offered a pack featuring four Inner Sphere 'Mechs: the ''Panther'', ''Enforcer'', ''Grasshopper'', and ''Zeus'' for preorder. Similar to the previous Phoenix and Clan preorders the pack included a variety of bonuses such as premium time, badges, titles, and faction content depending on the tier purchased. The faction content consisted of patterns, colors, warhorns, cockpit standing and hanging items for each of the six Inner Sphere factions. Delivery of the Resistance 'Mechs was staggered, with the ''Panther'' and ''Enforcer'' released February 17th 2015 while the ''Grasshopper'' and ''Zeus'' were released on March 15th 2015.
  
On 29 April 2015, PGI announced the ''Resistance II'' Collection, including four new Inner Sphere 'Mechs: the ''Wolfhound'', ''Crab'', ''Black Knight'' and ''Mauler'' for preorder. Offering similar faction content as the first Resistance collection, Resistance II also adopted the concept of a fourth variant only available for free within the Early Adopter period. The second Resistance Collection also had two additional Early Adopter preorder inducements for players who also purchased the top-tier Resistance I Wraith and Resistance II Mauler packs, the first "Irresistible Deals" retroactively offered additional fourth variants of the four Resistance I 'Mechs while the second was called the "Blood Pact" which offered an exclusive title, badge, cockpit item and pattern unlocks for the all eight Resistance 'Mechs. All 'Mechs, badges, and cockpit items were delivered by October 6, 2015.
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On the 29th April 2015, PGI announced the ''Resistance II'' Collection, including four new Inner Sphere 'Mechs: the ''Wolfhound'', ''Crab'', ''Black Knight'' and ''Mauler'' for preorder. Offering similar faction content as the first Resistance collection, Resistance II also adopted the concept of a fourth variant only available for free within the Early Adopter period. The second Resistance Collection also had two additional Early Adopter preorder inducements for players who also purchased the top-tier Resistance I Wraith and Resistance II Mauler packs, the first "Irresistible Deals" retroactively offered additional fourth variants of the four Resistance I 'Mechs while the second was called the "Blood Pact" which offered an exclusive title, badge, cockpit item and pattern unlocks for the all eight Resistance 'Mechs. All 'Mechs, badges, and cockpit items were delivered by October 6, 2015.
  
 
===Single 'Mech Packs===
 
===Single 'Mech Packs===
Offering a single 'Mech chassis rather than the four of previous collections, the first single 'Mech pack was the ''UrbanMech'', developed and sold individually out concern such niche design would not be as popular as the MWO fanbase indicated or even viable on the battlefield. PGI started to switch permanently to single packs with the so-called "Classics": PGI's versions of the ''Macross'' Unseen coinciding with the announcement of Catalyst Game Lab's development of new IP-friendly "Classic" redesigns. All succeeding releases, Clan or Inner Sphere, have been such single chassis packs. While a number of combined "packs" have been announced since the move to this model such as Civil War, Civil War: Escalation and the Evolution packs and they include enticements to purchase the complete sets, they are not integrated so still possible to merely select one chassis if so desired.
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Offering a single 'Mech chassis rather than the four of previous collections, the first single 'Mech pack was the ''UrbanMech'', developed and sold individually out concern such niche design would not be as popular as the MWO fanbase indicated or even viable on the battlefield. PGI started to switch to permanently to single packs with the so-called "Classics", PGI's versions of the ''Macross'' Unseen coinciding with the announcement of Catalyst Game Lab's development of new IP-friendly "Classic" redesigns. All succeeding releases, Clan or Inner Sphere, have been such single chassis packs. While a number of combined "packs" have been announced since the move to this model such as Civil War, Civil War: Escalation and the Evolution packs and they include enticements to purchase the complete sets, they are not integrated so still possible to merely select one chassis if so desired.
  
 
Unlike the four 'Mech packs, the single packs are available in lower cost Standard and more expensive Collector variations, with the Special variation of the primary variant only available in the Collector tier. Starting with the initial ''Marauder'' pack, the single chassis packs also included the ability to purchase the Hero 'Mech for that chassis at a discount, and since the Kodiak pack the option of buying additional Reinforcement variants has also been provided. Similar to Project Phoenix's Saber add-on, the Reinforcement and Hero add-ons are only available for purchase if the buyer has purchased at least the respective Standard tier for that chassis.
 
Unlike the four 'Mech packs, the single packs are available in lower cost Standard and more expensive Collector variations, with the Special variation of the primary variant only available in the Collector tier. Starting with the initial ''Marauder'' pack, the single chassis packs also included the ability to purchase the Hero 'Mech for that chassis at a discount, and since the Kodiak pack the option of buying additional Reinforcement variants has also been provided. Similar to Project Phoenix's Saber add-on, the Reinforcement and Hero add-ons are only available for purchase if the buyer has purchased at least the respective Standard tier for that chassis.

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