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Warhammer Online Q&A
by Robin Dews and Matt Sansam
How did Warhammer Online originate?
Robin: The idea behind Warhammer Online started out as a
random conversation between Karl Jeffery - the CEO of Climax
- and Jon Gillard - Games Workshop's Business Development
Manager - at E3 a couple of years back. From the initial "We
should do something together, you know
" came the
idea that we could create some kind of persistent online game
based on the Warhammer world.
This
idea kind of trundled along in the background while we got
on with more pressing stuff, but then in late 2000 we looked
again and decided that it would be fun to create an online
game that would offer its players an experience of life in
the Warhammer world.
We realised at the outset that operating such a game would
involve a detailed array of design, development, management
and business skills and so Warhammer Online Ltd was set up
as a joint venture company to bring together the best skills
of Climax and Games Workshop in a single entity.
Prior to setting up the company, I'd been White Dwarf editor
for four years and then GW Studio Manager from 1995. Those
experiences meant that I had good knowledge of both serving
a community and tight product development and so when I was
offered the job I jumped at it.
My partner in crime is Rick Priestley - Games Workshop's
Director of Product Development. Rick co-wrote the original
editions of Warhammer Fantasy Battle (1982), Warhammer Fantasy
Roleplay (1985) and Warhammer 40,000 (1987) and has spent
the intervening years refining and developing the background,
texture and content of these gaming environments.
In Rick's words: "Warhammer was always a cheerful mélange
of the serious and absurd. Our inspiration came from the obvious
candidates of Tolkien, Robert E Howard (et al), and Michael
Moorcock - solid fantasy fare for the time. Less obviously
perhaps, Shakespeare, Milton and William Blake - truly no
source is sacred! If the ingredients seem overly credible
then the secret must be in the blending - the radio show I'm
Sorry I'll Read That Again, TV's Monty Python - and the Python
films - the Carry On movies, and (as if I should forget) Clint
Eastwood's spaghetti westerns were also inspirations."
And so with Rick and myself on board from Games Workshop,
Matt Sansam from Climax as Executive Producer and Paul Carruthers,
head of the newly-formed Climax - Nottingham Studio, all in
place, the project was up and running by June 2001.
Was it always an MMORPG or did it start life as an RTS?
Robin: Well, sort of both, sort of neither. We started out
thinking we could do a massively multiplayer online battles
game (MMOBG) and actually came up with a design that would
work pretty well. However, as I've said elsewhere, online
gaming communities are precisely that. They are real communities
with rules, laws, codes of behaviour, etc., and we quickly
realised that the problems we would encounter in delivering
a persistent world battle game would be all about social engineering
and not software engineering.
The
trick lies in how you create an experience that is challenging,
edgy and fun for the players, whilst at the same time giving
your new gamers a degree of protection from your hard-core,
tooled-up long-termers. And all of this matters a great deal
in a battles game, where the main arena for player-player
interaction is conflict.
Although we came up with a game design that worked, it involved
bending the background in ways we were not quite comfortable
with, and so we began to focus our attention more and more
on a player vs. environment game that would encourage our
players to behave in a more coherent (co-operative) way in
order to stay alive. This shift in approach from an online
battles game to an online adventure game would also enable
us to really explore some aspects of the background that we'd
only just touched on before in print and on the tabletop
What sort of influence does the experience you have with the
successful tabletop games bring to Warhammer Online's development?
Robin: Goodness - how long have you got?
Jervis Johnson one of GW's leading designers once wrote a
very erudite essay on the history of wargaming and the essential
differences between the twin schools of 'simulated history'
and 'games with toy soldiers'. Games Workshop has never made
any bones about the fact that we are grown-ups who love to
fight battles with model soldiers and long may it be so! The
fact that we do fantasy rather than WW2 or English Civil War
etc. (even though we play these) makes it a bit easier, but
at the end of the day it's a game of toy soldiers.
As
a result, we understand perfectly well that a game of Warhammer
is as much a social activity as a gaming activity. How can
it be anything else, when you get together with a group of
mates on a Friday night or a Saturday morning and spend the
time rolling dice, arguing about rules, cheering, jeering
and generally having a good time in a party-like atmosphere.
Although the game is clearly the focus of all this activity
(and a crucial one), the time spent before the game - painting
models, creating scenery etc. (and afterwards boasting in
the pub) is equally important. It's this social aspect to
the gameplay that first intrigued us and drew us towards the
online space. Although as gamers, we all love computer and
console games, they are in essence simply Rubik's Cubes of
elaborate complexity. They are products that you buy, use
up and then move on.
That disposable product-based approach is simply alien to
Games Workshop. We build living breathing hobbies owned by
the players and not by the company. There are thousands and
thousands of them around the world who collect, paint and
game with Citadel miniatures. Games Workshop simply provides
some of the tools they use to support this activity and we're
fortunate enough to be able to make our living doing something
we love. Warhammer Online has grown out of this love of 'social
gaming'. It's a game we want the player to genuinely own.
"That disposable product-based approach is simply alien
to Games Workshop. We build living breathing hobbies owned
by the players and not by the company. Warhammer Online has
grown out of this love of 'social gaming'. It's a game we
want to player the to genuinely own." -Robin Dews-
What can you tell us about the setting for Warhammer Online
- the area and the time period, for example? Is it generic
fantasy, like Tolkien/Everquest, or the dark, gothic fantasy
of the Warhammer world?
Robin: The pre-production design and development of Warhammer
Online has really been an extended conversation (argubate!)
between the GW staff - "Goblin's really do look like
this you know!" and the Climax staff - "but we can
only support XXX polygons in the game", with sometimes
complete incomprehension on both sides!
I think that it's also true to say that having gone through
this process we've now got a team that has a fantastic insight
into the potential and possibilities of an online game set
in the Warhammer world. Strange as it might sound, before
we started out on this project none of the GW staff had ever
played a persistent world online game such as EQ or DAOC.
We've since made up for it but, at the outset, I think it
was a real asset as we were not bound by the conventional
'wisdoms' of what will and will not work.
We then started out by taking a look at the whole of the
Warhammer world as a potential arena for the game. Through
a series of iterations, we then refined it down to the area
of the Reikland that has become the focus for this game. For
readers who are not familiar with Warhammer, the world is
a kind of distorted version of the 'real world', currently
centered on Western Europe, but also including areas of Canada
and North America (Dark Elves), South America (Lustria - home
of the Lizardmen), Central Europe (Chaos Dwarfs) and North
Africa (Undead). Holding that picture in mind, imagine the
Reikland as on the border of France and Germany and you won't
be far wrong!
As you might understand, this is a vast area and far too
big to realise in a computer game. All current games make
an abstraction of time and/or space in order to deliver the
illusion of a real world. Everquest currently does this be
creating a series of small regular shaped parks linked by
corridors. It's a good solution that works well for them,
but with a 'real' whole world to play with we had to get a
little more focused.
Hence our game-world stretches from Marienburg in the NW
along the edge of the River Reik down past the City of Nuln
in the SE. It takes in the current Imperial Capital of Altdorf
at the center of the map and extends out to the Grey Mountains
that border the area along the SW (If you're not a Warhammer
fan, sorry about the detail.)
What all this gives us is a big area, bounded by a river
to the NE (think a super-Rhine - a mile wide and impassable)
mountains to the SW (upland adventuring areas - yes, but ultimately
impassable), marsh and sea to the NW and a tributary of the
River Sol just to the south of Nuln.
The
time period will be contemporary with the current Warhammer
timeline. This is the same one we use in our Black Library
fiction and comics as well as for the tabletop battle game.
It means that Karl Franz is the Emperor on the Throne in Altdorf
and the hordes of Chaos are currently at bay. The only time
we've made use of a different time period for a game was when
we did Mordheim - the Warhammer Skirmish game. We then had
to obliterate a city with a giant warpstone meteorite and
so we set it 500 years in the past just to keep the present
a bit cleaner.
Most fantasy games draw their inspiration and setting from
Tolkein (obviously) but also from the same sources that he
used as the inspiration for Middle Earth - Anglo-Saxon and
Norse mythology and poetry, etc. In practice, this means that
they largely have what I'd call a 'Dark age' feel and of course
Dark Ages of Camelot makes no bones about their inspiration.
Warhammer has always been rather different and it's why it
has very distinctive character and feel in this landscape
of rather 'generic' fantasy games. We call Warhammer a 'renaissance'
rather than a 'dark age' world.
On a superficial level, this means that it has guns, swords
and magic as its technological base rather than the traditional
'sword and sorcery' fantasy settings. The European Renaissance
was an incredible burst of creative and intellectual energy
that completely outstripped the ability of the society to
support it. Thus while most of the populace were living in
disease and squalor, Leonardo was creating ideas for flying
machines, computers and tanks and the Inquisition were ready
to burn Galileo for suggesting that the Earth revolved around
the sun! We kind of like this period as it allows us great
scope to play games of 'what if?'
It's this combination of fantastical technologies, with magic
as a heretical and perilous sorcery and the merciless poverty
of everyday life, that gives the Warhammer world much of its
character - and makes it such a cool place to set games in.
John Blanche, Games Workshop's Art Director and general image
guru, has said that "there is nothing in fantasy that
you can't see in history" and he's completely right.
If you take a look at the images of Hieronimus Bosche, Durer,
Albrecht Altdorfer and Dore, you'll see first hand the source
images for the Warhammer world - oh and don't forget Terry
Gilliam's Jaberwocky and Monty Python and the Holy Grail.
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