| How
does leveling and character advancement work? Will the game
use a mission-system?
Matt: As I mentioned before Warhammer is essentially a skills
based system, however we do still have levels for the player
to advance. These levels are not a measure of power for the
character but are in fact a measure of how famous they are
within the Warhammer World.
Hunting down snakes in the woods, while helping the character
to improve his/her skills, won't actually earn them any glory
or improve their level. However hunting down the nearby tribe
of Orcs that has been troubling the local farmers probably
will. Killing the zombie dragon that has been rampaging across
the countryside, eating the peasants, will definitely help
make you famous. Assuming you survive
What is combat like? How will characters
fight, and how is death going to be handled?
Robin:
Like many elements of the gameplay in Warhammer Online, the
principles that underpin our combat system derive from the
character of the world itself. One of the absolute characteristics
of combat (in any world - real or virtual) is that the outcome
is largely unpredictable. It's this unpredictability that
makes it such an exciting feature. We wanted to get away from
the 'safe bet' combat systems that allow you to 'con' a creature
to evaluate its strength and then get a text message to tell
you whether you are likely to win or not! The real world simply
doesn't work like that.
We're looking for a much more 'organic' approach where your
in-game knowledge and experience begins to inform your ability
to evaluate the outcome of a combat. The AI team is working
on routines to ensure that our 'monsters' will not stand idly
by while their mates get chopped up by passing adventurers
and who will run and get back-up if they think they are in
trouble.
General weapon skills - sword, club, knife, etc. will be
available to all players. On top of that they will be able
to learn more specific skills within the careers system. A
period spent with the Altdorf City Guard will allow you to
learn pole-arm or pistol shooting, but if you want to master
muskets you'll have to train with the Hochland Long-Rifles,
etc.
On top of these advanced skills, we also have a system of
'combat techniques' that players can learn and call upon in
specific circumstances.
Taken together, these elements combine to make a combat system
that will be edgy, risky, and dangerous. We wanted something
more than the players simply hitting the 'auto attack' button
and then sitting back with a cup of tea and, if it all works
out as planned, then we'll get it.
The fact that we are working primarily with a skill-based
system, rather than stat-based, means that we also can't simply
level-up our players or monsters by piling on a few more hit
points. The key to survival in the Warhammer world lies in
training, developing and honing your combat skills - and what
could be more fun than that?
Long debates about this one
but player death will be
handled through incapacitation and movable revival points.
Some of the details of experience lost through death, equipment
loss, etc. are still to be worked out, but we're unlikely
to do anything radical here. Player characters need to be
treated with the greatest respect, just like your real-life
friends.
In some of the screenshots, we noticed
there appeared to be retainer characters. What is this all
about? Will characters be able to acquire henchmen?
Matt: Players will be able to buy and own a variety of animals,
such as cats and dogs, as well as being able to buy and own
horses. These "pets" can be used in a variety of
ways, from guard dogs that help protect the character from
attack, to riding horses to help the players cover long distances
in a shorter period of time.
In addition, certain NPC characters will join the player
for some missions and help him achieve a specific goal.
Will players be able to fight in teams,
or war bands? Can players form up armies?
Matt: That's entirely up to the players themselves. There
are many areas that a player can wander around and explore
but once they head out into the wilderness it's a good idea
to team up with some other players for mutual protection.
Will tabletop rules that are unique to
wargaming be applicable in Warhammer Online? Such as morale
checks? Will certain races and peoples bear hatred towards
others?
Robin:
Tabletop and Online are such completely different gaming platforms,
that it's highly unlikely that any rules will make a direct
translation from one to the other. However, Warhammer Battle,
Warhammer Online, Warhammer Role-play, Black Library fiction
and comics, etc. all draw their inspiration from a Warhammer
background that is common to all of them.
So of course, Dwarfs and Elves don't get on! (Humans aren't
so keen on either of them. And Dwarf NPCs are unlikely to
have any truck at all with an Elf player character unless
he has gone a long way to improving his standing with the
Dwarfs through his own efforts and actions. How the players
interpret all this though is really up to them.
Were the new 6th edition tabletop rules
taken into consideration for the game?
Robin:
The simple answer is no. As I've said, we're in a very different
place to a tabletop game, where the players are fighting a
battle using dice, tape measures and model soldiers on a landscape
that varies with whatever buildings landscape features and
equipment they have in their collections. The rules you need
to describe the myriad of situations that can occur on the
tabletop are quite different to the structure you need to
facilitate an online world game.
The big similarity between the two arenas - tabletop and
online - is that in both sets of circumstances you are attempting
you provide your players with a framework within which they
can explore your world - a sandbox not a sandcastle! Wrap
the game too tight and there is no creativity for the players,
leave it too loose and you are wide open to exploits and abuse
- it's a subtle and difficult tightrope to walk. If I can
guarantee one thing to you today, it's that we will get this
balance wrong in places and once we go live we'll have to
go in and patch. This is as certain as day following night!
Will players of the tabletop wargames be
familiar with the concepts in Warhammer Online? Would players
of Everquest or similar games recognise it better? Does it
draw from Warhammer Fantasy Roleplay?
Robin: Warhammer Battles, Mordheim, Warhammer Role-play,
Black Library Fiction, the Warhammer Monthly comic, Citadel
Miniatures, Forgeworld resin kits, etc. all draw their inspiration
from the same source. Games Workshop has been developing the
Warhammer World for more than 20 years now so that, with the
possible exception of Tolkein's Middle Earth, it is one of
the best documented fantasy settings in the world. Fans of
all of the above will find familiar reference points in the
landscape and background of the game.
However, it's essentially an online RPG and, as such, will
be recognisable by fans of EQ, DAOC or other persistent world
online games. We also hope that players of these games will
give us a try. Even if you've never seen or heard of Warhammer,
if you've a taste for dark, gothic horror, you might like
us.
In certain areas, the game does unashamedly pull from Warhammer
Fantasy Role-Play (WHFRP). We're quite proud of this. At the
time it was first published in the mid-80s, WHFRP was extremely
radical in that it dispensed with the standard class/race
matrix that characterized D&D and that has remained the
staple of fantasy games ever since, and replaced it with a
skills and careers system that enabled the players to genuinely
forge their own destinies in a very biographical way. The
fact that WHFRP is still in print under license all these
years later is, I think, a tribute to the then originality
of this approach.
It's this WHFRP based skills and careers system that we've
very liberally plundered and applied to our game in order
to give our players a very personal and biographical character
development system.
At the end of the day, games are like stories. After a session
of Warhammer Online we'd like to think that our players meet
down the pub (in the real world not online - although they
can of course go for an in-game ale at the Dwarf's Armpit
in Altdorf!) and tell each other their online tales. When
that happens I know that we'll have made a good game.
|