| What
can you tell us about the game's visual style? Some of the imagery
seems fairly graphic. Are any of the artists with experience
with the tabletop games working on the project?
Robin:
There is a visual style that pervades everything Games Workshop
does. If you look at our rulebooks and supplements you'll
see that there is a kind of gritty realism to the images we
produce that is born out of the inspiration of the artists
I mentioned a few moments ago. You can often see a synergy
between the visual style of many computer games and that of
contemporary comic books and graphic novels. To me they appear
to be drawing from a common visual lexicon, and it's not a
bad way to go as there is a dynamic to comic book art that
translates well to the slightly cartoony look of most computer
game graphics.
However, as you might expect, it's not where we wanted to
be. The instruction to the art team was to render the Warhammer
world in as 'real' a fashion as their technology would allow
- complete with mud, blood, filth and decay!
To help with this, Dave Gallagher, one of the Studio's senior
artists, spent three months working with the art team at the
start of the year and he continues to come along to the regular
art review meetings to help shape the look and feel of the
game. Dave's involvement has sometimes led to some hilarious
discussions such as the time we tried to decide just who it
was that climbed into the Skaven Rat Ogre's cage each morning
to put on his loin cloth in order to preserve the Ogre's modesty.
Needless to say, our Rat Ogre's now have artfully crafted
'hair down there' rather than the typical loincloths.
Seriously
our current copy line for the game is 'Dark
Horror and Adventure in the Warhammer World!' That pretty
much sums up where we are headed. We want our players to be
stunned, overwhelmed and perhaps a little scared by the environment
they find themselves in as I hope they'll see over the coming
months.
"Our
current copy line for the game is 'Dark Horror and Adventure
in the Warhammer World!' That pretty much sums up where we
are headed. We want our players to be stunned, overwhelmed
and perhaps a little scared by the environment they find themselves
in."
-Robin Dews-
What kind of scope is the world of Warhammer Online? How large
is it, what kinds of different areas and terrain types can
be explored? Are there indoor and outdoor areas? Are there
cities?
Robin: We've covered much of this already but here goes
The area of the Reikland we're focused on extends for around
400 square km. The design team is currently mapping this area
at a scale of around 2.5km per square centimeter and so they've
got massive sheets of graph paper covering every horizontal
surface in their office.
We were a bit worried at first that we wouldn't be able to
get the diversity of environments that our players would demand
within such a homogenous area but that's proven not to be
the case at all. The northern area around Marienburg is surrounded
by low-lying swamps and dank marshlands, the peaks and valleys
of the Grey Mountains, rather than simply being a barrier
to player movement are adventuring areas in their own right
complete with upland glaciers and snowfields as well as hidden
tombs and dungeons. The vast expanse of the Reikwald forest
dominates the center of the map (think Mirkwood or Fangorn!),
and further south, the land around Nuln and the River Sol
give way to rolling grasslands and steppes. We think the players
will have a lot to go at without us having to invent 'northern
snow lands' or whatever.
We also envisioned the cities in Warhammer Online to be just
that - cities - and they are adventuring areas in their own
right, too. In most of the other games we've looked at, the
towns and cities appear to be merely trading posts where the
players go to buy, sell or bank stuff before once again heading
out to the wilderness to butcher a few more defenseless creatures.
We
wanted to flip this around and make the cities large and complex
enough for the players to spend weeks or even months exploring
them - urban jungles indeed. The towns and cities are also
the focus of our skill and career system. Here you can get
a job - Rat Catcher, Beggar, Sewer Jack, etc. and build a
little fame, wealth and re-known before you risk your neck
in the wider world.
It's the spaces between them, where law and order no longer
exist, and where Orcs, Beastmen, Mutants, Outlaws and Cultists
pray on the weak, that you really don't want to venture into
alone.
Many of the locations will be familiar to fans of the battle
game or Warhammer Fantasy Role-play (WHFRP) as well as readers
of our novels and comics. For example, we intend to create
both Blood Keep and Castle Drachenfels in-game, complete with
their subterranean dungeons and catacombs. They will both
be located in the Grey Mountains, but I'd advise players to
up their survival skills a little before venturing out that
way.
What sorts of races and cultures exist
in this area?
Robin: I seem to be answering the questions before they are
asked! The big back-story behind the Warhammer world is that
ever since the warp gates at the poles of the world collapsed,
Chaos energy in ethereal form as the winds of magic and in
condensed form as Warpstone has been pervading the world.
The constant exposure to the warping effects of Chaos has
led to a world that teeters on the brink of collapse. It's
a mediaeval world where civilization survives (just) but is
assailed on all sides by mutants, deviants and cultists who
wish to accelerate what they see as the inevitable triumph
of Chaos. Witch Hunters and Religious zealots stalk the land
- rooting out and torturing deviants but also terrorizing
and persecuting the very populations they purport to defend.
It's not a nice place!
Expect to encounter tribes of Warhammer Orcs, Goblins, Beastmen
and a whole range of creatures large and small - Trolls, Rat
Ogres, Wyverns, etc. You should also expect these creatures
to behave in as intelligent a way as we can make them. We
don't intend to have our Orcs simply wandering around the
landscape waiting for a passing adventurer to hack them down,
or standing idly by while one of their mates gets butchered.
Wolves will travel in packs and we expect our hunters to suddenly
find themselves the hunted.
What races will be playable? Will players
be able to have Bretonnian characters as well as Reiklanders?
Will all elves be generic, or could one be a Swordmaster of
Hoeth?
Matt:
This is actually a pretty big question covering everything
from races to careers to skills but I'll try and keep my answer
nice and short.
Initially players will be able to choose to be Humans, High
Elves, Dwarves, Halfings or Ogres. As time goes on we'll be
looking to expand this choice to include the racial variants
such as Bretonnian's or Wood Elves.
There is no such thing as a "generic" race in Warhammer
Online. Once the player has chosen a race and determined his
statistics it's entirely up to them which career path they
wish to follow. Some will become famous warriors, some will
follow the path of magic and many others will do something
entirely different. Obviously there are some restrictions
- the Dwarves are never going to let an Elf learn how to become
a Runesmith but generally most career choices are open to
most characters.
That said, there are some career choices that will have a
direct effect on what you can do later on down the line. For
example, becoming a Witch means it's unlikely that the Witch-Hunters
will welcome you with open arms. Well they might do
but you should probably start running if that happens! However,
most of those careers restrictions can be overcome with some
hard work. To go back to that previous example, it's entirely
possible for you to repent and attempt to improve your standing
with the Witch-Hunters through a serious of tough quests.
However this really will not be a trivial thing so when you
embark on a career like the Witches you should be sure that
the path you have chosen is the right one for you. Don't worry
though, not all careers are like that. Joining the Rat Catchers
is unlikely to upset too many people.
What kind of character generation system
is in place for Warhammer Online? Are there specific classes,
or is it a skill-based system?
Matt:
I've briefly touched on this already but let me be more specific.
Once a player has selected his race he, or she, will have
a set of statistics covering things like strength and willpower.
The starting values for those stats will be based on the race
that was chosen and each race will have a different set of
values reflecting their racial strengths and weaknesses. What
that really means is that Ogres are inherently stronger than
Humans, Elves are smarter and faster, Dwarves are more resilient.
Basically, everything you'd expect from the Warhammer races.
Once the race has been chosen you will then be able to adjust
the statistics however you like, within certain limits or
course. You do this by spending extra points and allocating
them to the statistic you want to improve. For example, if
you want to make your Ogre that little bit smarter than average
then you spend your "spare" points on intelligence.
Once that stage is complete the player will choose a starting
location for their new character and then enter the world.
At this stage your character will only know a few of the basic
skills, such as running and swimming. In order to learn more
advanced skills you will need to join a career and in order
to do that you need to explore your surroundings and find
one of the many career masters and persuade him to let you
join. Obviously some careers are easier to join than others.
It's going to be fairly easy to join the Rat Catchers but
joining the Assassins is going to be impossible until you've
learnt and improved some stealth skills and improved your
standing with that group.
Why were the evil races kept as non-player
character (NPC) only? What sort of reactions to this decision
have you received? What role will the followers of Chaos play?
The Skaven?
Robin: As I've said elsewhere, this was really a very difficult
decision. We knew that many Warhammer fans would love to be
able to play an Orc or Skaven Grey Seer as their character,
but once we'd made the switch to a player vs. environment
game it was inevitable. The only way we could have made this
work would have been to have some kind of team PvP system
of the kind they have in World War 2 Online or Dark Ages.
Within the context of the Warhammer World, it simply would
not have been credible to have an Orc turn up in Altdorf,
buy supplies, or go off adventuring with a party of Humans,
Elves and Dwarfs!
We've already talked a lot about where we'd like the game
to go next and one of our favorite ideas is to have the Vampire
Counts as a playable race. After all they are simply one of
the noble families of the Empire who at some point in their
history decided to drink blood and avoid sunlight.
It would be great if the only way you could become a vampire
would be to get a 'blood kiss' from another player and you
were then restricted to moving around during the hours of
darkness. I digress a little
as that's an idea for the
next version of the game, but you can see where our heads
are at.
One of our design principles has been that player's don't
have to be 'good'. We have a very subtle system of tracking
the relationship between the players and all other NPC entities
in the game, a value we call 'standing'. If you really want
to go out there and study at the Amethyst College, learn the
Lore of Death and then split with the programme and become
a Necromancer then good luck to you! But
be aware that
the Witch Hunters both PC and NPC will be on your trail and
that you'll find that life, in anywhere but the most out of
the way locations, will become very hard for you (But never
mind
you can always raise a few dead bodies to be your
mates.)
Finally
we are actually currently modeling the Skaven
as in-game entities but intend to reserve them for GM's and
game designers' use. This backs up the secretive and clandestine
nature of the Skaven and the way in which they operate in
the Warhammer world. It also means that if the players ever
encounter a Skaven in the game world - in the sewers under
Altdorf or the swamps around Marienburg - they'll know that
this is no simple AI drone, but a real intelligence looking
back at them and ready to react.
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