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When is Games workshop gonna make a video game with awesome graphics like the RTS game that just came out but where you actually play the REAL table top game with the REAL rules? You would be able to play online at anytime of the day against the whole world.
Are they afraid that no one will buy all their models and paints and accesories anymore? I think it will actually make the game much more popular if people that have never played before are now playing the REAL game online with cool animations.
True. If it was linked to the Net it would probably turn that way, like Magic: The Gathering online. It's scary how commercial things like this can get. And why should you want to, when you can spend time playing the real game with models that you've lovely converted and painted? No simulated graphics or gameplay engine can match that.Originally posted by MiketehFox@Feb 14 2005, 18:34
The thing is, to counter the loss of real models sales, they might make you buy units for the game![snapback]329352[/snapback]
Basically I don't see this ever happening, i.e. a major computer game publisher / developer ever trying to produce a computer game faithful to the tabletop rules.
There is a precedent for my take on this: Taldren made the original "Starfleet Command", which was a very close approximation of the Star Trek tabletop starship combat game "Star Fleet Battles." The very nature of this game was its own undoing.
The problem with doing a game of this type is simply that you're attempting to appeal to two radically opposite demographics, and as a result you'll end up satisfying not enough of either for the project to be worth the effort.
On the one hand, you'll have the gamers who are intimately familiar with the rules, fluff, play mechanics, and *feel* of the table-top game. These are the people from our ranks who are the biggest fans of the WH40K table-top game and know how it's all *supposed* to work.
And on the other hand you'll have everyone else - the casual gamers; the hardcore computer strategy game players; the graphics, 167 frames-per-second, and "bells & whistles"-factor obsessed gamers who have grown up primarily on the instant gratification of console games.
For a game like this to succeed, you'd have to make a game for the first group that *plays* just like the tabletop game - every rule, every race & character, every nuance. Otherwise the instinctual reaction of people like ourselves who know the table-top game will be to rip it apart in forums just like this one, to point out every deviation from the game we know inside and out. Furtherwise, even if the game was truly a faithful reproduction of the table-top game, what is the motivation for this group to play it - when they can play the game for which they've already invested a fair share of the freetime and money into from the outset? Even were this not an issue, and most WH40K players bought a copy, it would not alone be enough to make the title a profitable venture.
Then you have the second group, the people that don't know WH40K like we do. I've long believed that computer gamers and console gamers vary in the following principle - not that one is "better" than the other, mind you, just different. Again, this a oversimplification of the difference, but you'll see my point.
- Show a predominantly computer-oriented gamer a big manual, and they are likely to think: "Cool, this game must have a lot to it - lots of things to learn and discover. Big manuals = lots of content."
- Show a predominantly console-oriented gamer a big manual, and they are likely to think: "I'm supposed to read *that*?? Boor-ing.. . I just want to blow stuff up, like right now. Big manuals = too many rules. Good games don't have big manuals, they have big strategy guides."
In today's market, even on the computer, it is very difficult to make a standout turn-based strategy game that is profitable. Wargames that are turn-based have a tendancy to appeal to a very particular niche of the market, much like combat flight simulations. Example: for years, flight-sim enthusiasts have despaired the lack of sophisticated, realistic military sim games, but in the end it's simply a fact that though such games exist and are produced now and then, the mass-market isn't going to take to time and doesn't have the interest to learn how to play them.
In developing Starfleet Command, Taldren took on the challenge of trying to create a product that was more or less faithful to a very complex table-top game while making it still interesting and engaging to those not familiar with the original. This is not a easy thing. And the Taldren forums will *full* of complaints for months. For every one positive comment, there were two others: one saying it's not enough like the original because it left out this rule or that, and another saying it's too frustratingly complicated."
The choice is to "dumb it down" enough to make it sell to the mass-market, and thus anger the original fans, or make it completely faithful to the original, thus limiting it's appeal to a select few. Furthermore, with the second option, many of the table-top players would simply rather play the original, and Games Workshop is going to be far more interested in green-lighting a game more likely to introduce the table-top game to the masses, but certainly *not replace it*.
Uh, yeah....what Ardias said.
Really, a direct translation would never work. Lets just be thankful for Dawn of War and hope we get many, many sequels and add-ons to it.
That, or another real-time strategy like it; a multi-planet campaign that has a looser story, more freedom, and every 40k race would most certainly rock. What has been said about the Starfleet Command game is true. I bought it, hoping for a great representation of starship combat, and it was drivel --- too slow, turn-based and unrealistic to pull me in. It could only appeal to those who like the table-top game, and why wouldn't they just stick with the actual, physical table-top game?
Computer games try to immerse you in the reality of what they are presenting...a table-top game is very unrealistic, in terms of its combat. Putting these two things together cancels out the good points of both.
Also, a competent first person shooter set in the 40k universe (think Firewarrior with all the kinks ironed out) with good squad tactics would also be very welcome.
Wasn't there going to be 'Warhammer Online' at some point. I've read about it in an ancient issue of white dwarf I'm borrowing, and wondering if anything ever came of it.
As for making realistic computer games based on tabletop rules, I have to say, what's the point when you can just play tabletop? Dawn of War was pretty much spot on as far as I was concerned, because, rather than sticking totally to the format, it was complimentary to the tabletop game. It's taken the atmosphere we know and love, and reduced it into a simpler medium which can be played and enjoyed by anyone.
They were indeed making a Warhammer Online MMO, but it was cancelled.
(Thank goodness. MMOs suck)
Burn the land and boil the sea. You can't take the sky from me.
Member of the Canadian Clan, eh.
Mech Tau Cadre: 2000 points, needs paint and magnets.
Paladins of Avalon (SW):-1500 points, needs paint.
Originally posted by Broadside_Pilot@Feb 14 2005, 18:13
They were indeed making a Warhammer Online MMO, but it was cancelled.
(Thank goodness. MMOs suck)[snapback]329735[/snapback]
it was restarted, but GWs not working on it anymore.
DoW ROCKS and they need an expansion w/ IG nids Necrons an Tau
they need one for WFB too. a BFG one would be cool.
back to the topic. what houston said.
it would SUCK bacause all of the FUN is GONE-- no converting, painting, etc etc. gameplay is second to personalizing your models and such.
if one ever came out, i would buy a copy just to burn.
A man's at odds to know his mind, for his mind is aught he has to know it with.
Hey guys. . . if you like Dawn of War. . .
"For the greater good. . ."
Dawn of War - Tau mod - Devilfish screenshot
Dawn of War - Tau Mod homepage
And here is a DoW Tyranids mod under development. (Take a look at the units and models they've got so far.). The mod team say it's about 35% complete, and they provide as good an explanation for this as any I can think of:Hopefully these mods don't fall the way of so many other ambitious projects of this nature, i.e. fades into obscurity and are never finished. :hmm:Why is it taking so long?
The Tyranids are the most ambitious of all the races in the 41st millennium, as Dawn of War is a RTS involving the building up of bases, defences etc. To our knowledge there is little or no fluff involving Tyranid buildings, so we have to design them all from scratch. Also, since there are no buildings, there is no obvious builder unit, so a heated debate between Mycetic Spores and Rippers for builder units is underway.
I do think Dawn of War really complements WH40K quite well - it's a beautiful, fast-paced, well-implemented real time strategy game that stands out fairly well in a very saturated market. It does a great job of capturing the mood of the 40K universe - for example its intro movie alone accomplishes this in spades and ranks among the best I've seen, easily akin to Blizzard's cgi confections IMHO. I believe Dawn of War succeeds as a great hook to get people who might not be familiar with the tabletop game wondering about where all this intriguing stuff comes from.
And, Dawn of War is apparently successful enough to merit an official add-on: "Dawn of War - Winter Assault ", just announced this week. The expansion will add the Imperial Guard as a playable race.
Some people still like they ability to game with people that you can see. GW wouldn't loose all of their gamers. And besides they would probably make more money through the monthly fees for the game. Newbies that have never played before will get into ot and the fanbase will grow even larger.
If a tree falls in the woods and there's no one 'round to hear it is it still my fault.