
Strike
to Stun: You were the game designer of Warhammer Fantasy Battle
6 and Mordheim. What are your feelings about these games? Are
you proud of them?
Tuomas Pirinen: Extremely.
There are few things in life as good as seeing your work turned
into a product, and seeing how people enjoy your work. This
is the reason why I chose games as my career.
StS: Can you tell us how you got
the job at GW?
TP: Sure. I wrote several
tactics articles for Warhammer races, and Jervis Johnson and
Robin Dews read them and invited me over. They liked my work
and my attitude, and offered me a job. The rest, as they say,
is history.
StS: You left GW last year. What
was the reason for your decission?
TP: There were several
reasons: Career, family and remuneration. The sad truth is at
that time I could make a lot more money working for computer
games industry. I don't like to think I am greedy, but you simply
cannot ignore things like that. It was very sad for me, but
I felt I had to do it.
Besides, working for computer games industry has
allowed me to pick up lots of new skills and meet plenty of
great creative people.
StS: What is your current occupation?
TP: I am a lead games
designer/project leader working for Elixir Studios.
StS: What exactly do you at Elixir
Studios?
TP: I write design
documents for games, co-ordinate the efforts of games designers
working under me, liaison with company directors and generally
direct the creative process of game making.
StS: Could you tell us more about
the projects you are currently working on?
TP: <BZZZZZTTTZZZZ>
<CRACKLE> <CENSORED>
StS: Lets go back to Warhammer.
We noticed that the Warhammer-world became a dark and sinister
place again during the time you were in charge of the WFB-stuff.
What was the reason for this?
TP: Simply because
that is my vision of the Warhammer world, as well as the vision
of Rick Priestley and other Warhammer developers.
StS: Are you still in contact with
the guys at GW?
TP: Constantly. We
hold games development meetings every few months, and drink
ourselves silly while talking about games.
StS: What are you thinking about
the recent products for WFB?
TP: They show a lot
of promise. A new, young team is in place, and I wish them all
the best. The next army books after Dark Elves will have no
input from me, so I am really looking forward to them.
StS: Although there is a new version
of WFB out now, it seems that the races and armies remained
the same (besides of a few minor modifications). Don't you think
its time to for new armies/races to be created?
TP: I think everyone,
including GW would love to see more armies, but this ties with
boring stuff like marketing and shelf-space.
The bottom line is this: there is only so much
shelf-space in games shops, and GW cannot simply add new armies
indefinitely.
StS: Not all people like GW's current
view of Bretonnia. Some people prefer the old WFB3 version in
which the land is a dark and corrupt palce. How do you think
about Bretonnia?
TP: For me personally,
Bretonnia will always be a glittering kingdom of knighthood
in the surface, but if you scrape at it underneath there is
bigotry, xenophobia, poverty, religious intolerance, corruption,
and chauvinism, not to mention Chaos worship, undead and murder.
As a professional games designer however, I think
Nigel Stillman did a right thing when he turned them into this
Arthurian legend. I held a quick poll in one of the larger games
conventions where I was a Guest of Honour. Vast majority of
the gamers preferred knights in shining armour. Before the changes,
no-one played Bretonnians.
StS: Many people would like to see
again a Fimir army for WFB. Do you know the reason why GW doesn't
like a rerelease of the Fimir?
TP: Simple! No one
ever bought the models, or played with them. It was an unsuccessful
product. Maybe one day GW will re-vamp it and turn it into something
gamers actually like.
StS: Are you still playing WFB or
Mordheim?
TP: I pick up a game
of Mordheim now and then, especially when I attend gaming conventions.
StS: Mordheim is one of the best
(if not the best) Games GW ever released. It has this Dark Fantasy
Flavour which WFB lacks. Many of the Skills were taken from
Warhammer Fantasy Roleplay.
How strong was the WFRP-influence when creating
the game?
TP: Very strong. Back
in Finland I ran a WHFRP campaign for five years, which influenced
me hugely. Also remember that I worked very closely with Rick
Priestley (director of product development at GW), creator of
WHFRP, and he has been a major influence in my professional
career.
StS: What did you envision Mordheim
to be and how successful do you think you were in your effort?
TP: If anything, it
turned out to be better than I imagined. Game has been very
successful, and gamers have really adopted it for their own.
I would have liked to have spent more time on the rules side
of things, doing a bit more generic skirmish rules to accommodate
stuff like fighting amongst trees, underground etc. But overall
I am well satisfied.
Especially the visually and in terms of atmosphere
the game really shines, thanks to the artists led by the mighty
John Blanche.
StS: What were you planning on doing
in the long term with the entity known as the Shadow Lord?
TP: Ah, the Shadowlord...
I'd like to return to that idea someday. I will not reveal details,
but I did write his game rules for my own use, and if you look
at the full-page picture of the Sister of Sigmar in Mordheim
Rulebook, you'll notice a chained demonic form behind them.
Coincidence? No it is not. And I am not saying anything more.
StS: This seems to be an important
question for many Mordheim players: why is the number of models
in a Witch Hunter warband limited to twelve?
TP: The character of
the Witch Hunter warband is a compact, very well armed and equipped
group of religious knights. It is the character of warband,
and their special rules and equipment reflect this.
I actually would have liked to tinker with their
rules just a little bit more(to allow them summon a few more
zealots before a fight and allow them to ignore rout tests caused
by dogs/rabble), but I was very wary of trying to make any warnband
stronger than others. I felt that Witch Hunters with no drawbacks
would have been too good compared to Mercenaries.
StS: In the last two years there
were many additional rules and scenarios released (new Warbands,
Lustria setting, Khemri setting). What do you think about this
stuff?
TP: This is exactly
what I wanted to see. Mordheim is a haven for gamers to create
their own background, rules, scenarios and develop their ideas.
It was written with creative, enthusiastic, adult gamers in
mind.
StS: Some people think that at the
moment GW neglects WFB in favour of the
forthcoming Lord of the Rings-game. Do you think that they are
right?
TP: GW is a company,
and thousands of people rely on them for livelihood. While they
are gamers, they must also look at the bottom line. Lord of
the Rings is one of the strongest licenses in the world, and
after acquiring it, it would be mad not to promote it. Having
said that, I know GW will never abandon Warhammer and 40K. You
do not kill a goose laying golden eggs!
This is a thing that I constantly wonder when
successful games companies are criticized for being successful.
What good is a bankrupt games company to anyone? I much prefer
a company that can handle both business and games -I am a hard-core
gamer through and through, and I want the games industry to
flourish.
StS:
Do you think that LotR will bring new live into the fantasy
scene? Will games like Warhammer benefit from a new fantasy
boom?
TP: Yes, though the
companies must be wary of 'boom and bust'. Popularity created
by fads fades quickly, and you can be left with lots of staff
you hired to accomodate that. However, I do feel it in my bones
that it is finally time for Fantasy to become really mainstream.
As it is my favourite genre, I am really looking forward to
it -including a chance to work on lots
of fantasy games!
StS: You were a member of the WFRP-mailing
list and you contributed much to the WFRP community. Do you
still play WFRP and what do you think about the future about
this
game?
TP: I want to start
new WHFRP campaign once I have a bit more free time. The future
is same as ever -Hard-core roleplayers will always appreciate
WHFRP due it's excellent background and deep gameplay.
StS: You used to write fan material
for WFRP, will we ever see any new material from you?
TP: Difficult to say.
Some WHFRP players are unfortunately biased against me simply
because I worked for GW which they see as this monstrous entity
trying conquer the world.
If they only knew that GW is far too disorganized
to attempt to strangle rest of the games industry -let alone
the fact that GW is full of gamers who want nothing as much
as see games. Lots of games. Lots and lots of games.
StS: There were rumours that you
are planning to write on a skirmish game. Is this true?
TP: For a long time
I've had an idea for a spoof 50's Sci-Fi skirmish game with
killer robots, heroic Earth captains with rayguns, bug-eyed
martians, big-busted Venus Mantraps and mad scientists with
incompetent henchmen. I really want to have some fun with writing
wacky rules that still play extremely well. But as I also have
to make a living, so these rules must
wait for a while before I have a suitable time in my life when
I am not working so intensively.
StS: How do you see the future of
the Warhammer Games?
TP: Very bright. GW
is expanding towards interactive games (Warhammer on-line, deal
with THQ etc.), while Warhammer itself grows from strength to
strength in popularity.
The greatest strength GW has is their creative
staff at the Design Studio. As long as all those wonderfully
talented people like Jes Goodwin, Jervis Johnson, Perry Twins,
Andy Chambers, John Blanche and Rick Priestley work for GW,
they can always put out high-quality gaming product, which will
sell well.
STS: Computer RPGs and strategy
games are currently rather popular. Do they harm traditional
pen-and-paper role-playing and wargaming?
TP: Well, games are
a competitive industry. If you put out good enough product,
it will sell. Warhammer certainly has suffered no ill effects
for the influx of computer games.
I think we should not worry about new types of
games but embrace them. I know that pen-and-paper games will
survive, since they offer more freedom than any other type of
game. Besides, I need the traditional gaming industry to groom
future games designers! Many skills I acquired through role-playing
and wargaming (story creation, rules writing, understanding
of probabilities and games dynamics) were invaluable to me when
I started making games
professionally.