Los chicos de Mythic nos envían multitud de nuevo material de su esperadísimo MMORPG para PC Warhammer online: The Age of Reckoning. Pulsando en " Leer más" (o sobre la imagen) podréis acceder a la descripción de dos nuevas zonas (Karak Ocho Picos y Nordland), veinte nuevos artworks y una entrevista (en inglés) a Steve Perkins, Director of Marketing de Mythic. No os lo perdáis. Os recordamos que el juego llegará a las tiendas a lo largo de 2007 y que, si no lo conocéis, podéis leer nuestras primeras impresiones del juego desde aquí.
 Presentacion general de zonas – Nordland
Más que nadie en el Imperio, los habitantes de Nordland conocen lo que significa vivir bajo la sombra del Caos. La Baronía de Nordland está situada a poca distancia en barco de los puertos de los hombres del Norte, a través del Mar de las Garras. Las repetidas incursiones llevadas a cabo por estos bárbaros salvajes no son nuevas para los habitantes de Nordland, ya que han resistidos los embistes de las hordas del Caos durante siglos. Las gentes de Nordland son duras y tan inflexibles como las escarpadas tierras en las que viven. Esto puede ser debido a lo que se rumorea, la mezcla de su línea de sangre con la de los bárbaros hombres del Norte. Quizás a causa de estos rumores, los personajes de Nordland se apartan de su camino para probar su lealtad al Imperio. Pero eso no quiere decir que los habitantes de Nordland sean considerados civilizados ante los ojos del Imperio. Por lo general, abrazan tradiciones y prácticas que, como mucho, podrían parecer pintorescas y, como poco, primitivas para la gente de buena familia de Altdorf. Los de Nordland valoran más las acciones que las palabras, y para un extraño pueden parecer toscos y fáciles de enfadar. Cuando hablan, no muestran gran consideración con las complejidades de la diplomacia y casi seguro que dirán lo peor en el momento más inadecuado en un intento por "dar una explicación". Desde los albores de la Era del Juicio, la Baronía de Nordland ha sido víctima de otra invasión por parte de los hombres del Norte. Una horda masiva de bárbaros del Caos han plagado las tierras de Nordland bajo el manto de Tchar'zanek, el Paladín de los Dioses Oscuros. La considerable amenaza de guerra de Tchar'zanek no puede ser ignorada por el Imperio. La armada provincial de Nordland, cuyas filas se encuentran diezmadas por la terrible plaga que asola el Imperio, no puede aguantar sin ayuda frente a una fuerza tan desmesurada. Karl Franz tendrá que intervenir. Desafortunadamente, la armada provincial tiene dificultades para reunir eficazmente a las tropas de la zona. La plaga está acabando con cualquier esperanza de recibir una respuesta rápida, dejando pocos hombres para defender las fronteras septentrionales del Imperio. Una compañía de milicianos está acampada en la aldea de Neues Emskrank. Bajo el mando del General Breuer, los milicianos hacen todo lo posible para proteger la línea de la costa contra las armadas asaltantes de drákares procedentes del norte. Como todos sus hombres luchan desesperadamente ante la poderosa fuerza invasora, el general envía jinetes a reunir a todos los aldeanos que puedan. No obstante, la plaga se ha cobrado su precio en la provincia, y pocos pueden encontrar el coraje necesario para luchar en lo que parece una batalla desesperanzadora. En lugar de eso, ríos de refugiados discurren hacia el sur con la esperanza de no cruzarse con las hordas invasoras de los hombres del Norte. La situación es crítica y el emperador sabe que sin ayuda, Nordland caerá pronto y el enemigo tendrá el camino libre para llegar hasta el mismo corazón del Imperio. Reunido en consejo con sus principales consejeros, Karl Franz crea la Orden del Grifo, una fuerza de élite militar que sólo responde ante el mismo emperador, con una autoridad superior a las de los Condes Elector y sus generales de provincias. Liberados de las trabas burocráticas, la orden llevará a cabo una acción rápida para unificar todas las medidas defensivas del norte. Poco después, los emisarios de la Orden del Grifo se dirigieron a Nordland con un inquebrantable mandato: entrenar y armar a todos aquellos que estuvieran dispuestos a defender el Imperio, y obligar a ir a la batalla a aquellos que quisieran huir, como fuera necesario. Uno de estos emisarios es Viktor Riese, al que se le ha encomendado la tarea de preparar a los aldeanos de Grimmenhagen, una pequeña aldea a poca distancia de Neues Emskrank, para que se unan a la batalla. Los granjeros y campesinos de Grimmenhagen son obligados a cambiar sus arados por espadas o arriesgarse a perder sus tierras, sus familias e incluso sus vidas. Grimmenhagen es el penúltimo frente en estas primeras batallas del Imperio contra de las fuerzas de Tchar’zanek. Es una lucha tanto exterior, contra las implacables hordas de bárbaros dispuestos a conquistarlos, como interior, donde las gentes del Imperio tendrán que hacer de tripas corazón para enfrentarse a ese enemigo mortal que es la terrible plaga. Quizás los habitantes de Nordland deberían rendirse a sus miedos, el Imperio podría estar condenado incluso antes de que la guerra comenzara.
Presentacion general de zonas – Karak Ocho Picos
Karak Ocho Picos recibe su nombre, adecuadamente elegido, a raíz de los ocho picos montañosos que rodean esta antigua fortaleza enana. La ciudad fue construida en lo más profundo de una gran depresión, creando un anfiteatro natural. El exterior de Karak Ocho Picos es un imponente ejemplo de la ingeniería enana, ya que sus almenas se inspiran en la forma de los mismísimos picos de las montañas. Además, en el interior de la ciudad, sus imponentes muros ornamentados con hierro forjado no tienen nada que envidiar a las infranqueables defensas naturales del exterior. Karak Ocho Picos llegó a ser el bastión de las fuerzas enanas en las regiones meridionales de las Montañas del Fin del Mundo, y una parada importante para las rutas comerciales que partían desde Karak-Azul hacia las fortalezas enanas del norte. Razón por la que fue aún más devastadora la caída de la legendaria la ciudad. 'Ocho Picos', como la conocen los pieles verdes, es actualmente el asentamiento de los Jinetez de los Zolez Zangrientos. La ciudad apenas guarda parecido con la gran fortaleza enana que una vez fue. Pintadas hechas por los orcos mancillan sus muros, y montañas de desperdicios recorren las avenidas. Las estatuas intrincadamente talladas son mancilladas con horrendos tótems y estandartes rasgados, mientras que las delicadas filigranas de oro y gromril que alguna vez adornaron los altos muros han sido rayadas y arrancadas. En lo más profundo de la fortaleza, el Señor de la Guerra Grumlok espera a que las tribus de orcos y goblins de todos los rincones del Viejo Mundo viajen hasta la fortaleza caída para unirse al ¡Waaagh! Una vez que su ejército sea lo suficientemente grande y poderoso, Grumlok liderará a sus hordas por una senda de conquista, que llevará a los pieles verdes hasta las mismísimas puertas de Karaz-a-Karaz. Allí intentarán lo que ningún otro ¡Waaagh! piel verde ha conseguido antes, conquistar la capital de los enanos.
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ENTREVISTA:
Warhammer Online: Age of Reckoning – Interview
By Steve Perkins, Director of Marketing With help from Jeff Hickman, Senior Producer; Josh Drescher, Associate Producer; Destin Bales, Content Director; and Steve Marvin, Senior Designer
By Philipp Rogmann-Proietti / Gameswelt
We all know about the Realm vs. Realm-PvP which made DAoC so great. How is that idea being implemented in Warhammer Online? Can we expect an even better version of it?
Realm vs. Realm (RvR) has come a long way since it was first introduced in Dark Age of Camelot. We’ve had over five years of experience with the system, and we’ve learned both its strengths and its weaknesses. The RvR game play being implemented in WAR is truly a next generation implementation of the original system.
For starters, RvR is no longer an endgame experience, available only to those of sufficient level. In WAR, you’ll be able to experience RvR within a few short hours of beginning the game. Once you have the basics of game play down, and outfitted your character with a choice weapon or two, you’ll be able to engage enemy combatants to your hearts desire.
To make it easier to get into a battle quickly, RvR is no longer relegated to completely separate zones in the game world. In Camelot, you had to venture out to the Frontiers to engage in combat against others. In WAR, RvR areas known as Skirmish Zones are integrated into every map in the game. Just by entering these well marked zones, you’ll be flagged for RvR and able to engage players in opposing armies.
In the Skirmish Zones, players will be able to participate in three types of RvR combat, each offering a unique player experience. Skirmishes are the random battles that take place when two opponents (or groups of opponents) run into each other. Battlefields are specific locations in the Skirmish Zone where players are fighting for control of landmark, such as a shrine, gun placement, or resource. Gaining control of these landmarks usually bestows some benefit upon your army. These battles are pure free-for-all where you could find yourself single-handedly facing twenty opponents, or find yourself in an evenly matched fight. Finally, Scenarios are instanced battles against two groups of equal strength. These battles are balanced according to a point system and will augment groups with NPC combatants (the Dogs of War) if they are needed to equalize the fighting forces. The use of NPC’s also means no more queues waiting for a side to fill its ranks. Scenarios offer different game play, ranging from Deathmatch to Capture the Flag to Assault.
In the higher level zones, an army’s performance in Skirmish, Battlefield, and Scenario combat will be used to determine control of the map. Tally up the most RvR victories and you can take control of your enemy’s zones, eventually pushing the enemy back to the gates of their city. This is the RvR Campaign that culminates in the sacking, looting, and pillaging of the enemy capital city.
In addition to these advancements to the RvR system, Warhammer Online allows players to level their character entirely through RvR play. They can earn experience, gain access to items (some that are only available through RvR) and gather valuable coin. Players may not experience all that WAR has to offer if they bypass the PvE content, but they will find endless hours of PvP joy in the game’s Realm vs. Realm system.
When we met at E3 you told me about the goal that everyone will have an influence on the PvP on the server. How is a little low level going to help conquer the other faction’s main city? What steps will lead to the successful taking over of the city?
The core philosophy behind Realm vs. Realm (RvR) is that you are never fighting alone, but as part of a larger group (in the case of WAR, you are part of a huge army) and all of your actions benefit your Realm. As a low level character participating in RvR, you will be battling enemy players of your level in Skirmishes, Battlefields, and Scenarios. Your victories benefit the Realm by granting small rewards to all allied players in the zone. They also contribute in a small way to the larger campaign being waged by higher level players.
As you progress through the game, the ultimate goal in RvR will be the sacking of an enemy city. However, in order to reach the city your army will need to control all of the high level zones, including the enemy zone leading to their capital. This is achieved by being victorious in Skirmish, Battlefield, and Scenario combat within a given zone. Once a city siege is initiated, the attacker will need to breach the city gates and sack the city, each a large Scenario the entire army can participate in. Take the city and it’s yours to loot and pillage; if you are repelled, your army will need to regroup and start the process all over again.
The Warhammer universe is very strict in terms of rule work dictated by Games Workshop. How do you cater for the player’s need and still keep up the original feeling of the universe?
Games Workshop has created a wonderfully rich setting for their games, but they realize that this world cannot dictate the rules of each game set there. There are certain universal principles that need to be maintained (Orc are green, Dark Elves are evil, the world is dark and gritty but still has a sense of humor, etc.) and a consistent aesthetic that applies to all Warhammer products, but beyond that Games Workshops allows each game to establish its own systems and rules.
Games Workshop realizes that a set of rules and dictates for the miniatures or the pen and paper RPG won’t always work within the bounds of an MMO. Thus, they have given us the freedom we need to adapt the Warhammer universe to create the best possible online game. However, by staying true to the underlying principles of the property (Orc are green, Dark Elves are evil, the world is dark and gritty but still has a sense of humor, etc.), our game will look and feel like Warhammer come to life.
Will there be ways of humans and dark elves to communicate? Or any other races of different factions?
Player will be able to communicate with member of their army and those of their allies. Dwarfs, High Elves, and the Empire will be able to communicate; Greenskins, Dark Elves, and Chaos will be able to communicate. However, their will be no communication across alliances. In an RvR game, the temptation to use cross-alliance communication for “nefarious” purposes would be too great.
There has already been a Warhammer MMO which will never come out. Seeing how MMORPG's are Mythic’s specialty, what do you think you can do that you won’t suffer Climax’ fate?
For us, there is no question as to whether or not this product will come out. Mythic has over eleven years of experience making online games, with more than five of them spent working on Dark Age of Camelot. MMO’s are in our blood. We have a team of seasoned veterans and we understand the complexities of making a virtual world. We’ve learned what to do and what not to do (many times the hard way!), and we are able to apply all of those experiences to the development of WAR.
We are not trying to completely reinvent the wheel with Warhammer Online. Our game design contains many new innovations, but it is realistic in scope. We are using familiar and proven technology that the team has worked with before. We have the backing of EA and its vast resources to ensure we get what we need to finish the product. Finally, we have an experienced team that has done this before. That is why we are confident WAR won’t share the fate of its predecessor and that of so many other MMO’s before it.
How did you get the idea to take what Climax had left and that you will be able to make the project successful?
Actually, Games Workshop came to Mythic with the idea of creating an MMO based on the Warhammer IP. They had just been through the ordeal of shutting their previous venture down, but were still keen on doing an MMO. They had known our GM, Mark Jacobs, for quite some time (he had in fact briefly consulted with GW on the infrastructure needed to run an MMO) and approached him about the project. When Mark agreed, they actually offered him all of the assets and work from the Climax game. However, that game was going in such a radically different direction (compared to where Mark wanted to go with the Mythic MMO) that he declined. The rest, as they say, is history.
Online role-playing games are very popular and your own DAoC has done a great deal to make that happen. What differentiates Warhammer Online from the contestants?
Associate Producer, Josh Drescher, recently discussed with Slashdot the features that make WAR unique amongst the mass of fantasy MMO’s either coming to market or already on the market. He did such a great job capturing the essence of our game that it is worth repeating here:
“Fundamentally, Warhammer Online is about real, meaningful conflict. When we say “war is everywhere,” we mean it. From the earliest portions of the game straight on through to the high-end invasion campaigns, players will have the chance to take part in robust, meaningful PvP. The options that exist on the market at the moment really treat PvP like a dangerously “extreme” element of the MMO experience and go to great lengths to make it appeal only to a limited percentage of players. Part of this is out of necessity – poorly conceived PvP can be devastatingly off-putting to new players who set one foot out into the world and get murdered on the spot by griefers. So we see some games that restrict PvP to specialized servers or to high level characters in remote areas or that force players to queue up for an hour to go and play through “safe” content that exists outside of the persistent world entirely. It’s no surprise that most MMO players eschew PvP for the traditionally more well-implemented PvE experience.
So, at its core, Warhammer Online seeks to address THAT problem. Our solution is what we call Realm vs. Realm content. Unlike our noble competitors, we really want to give players a reason to go out and experience the excitement of battling real, live players without restricting them to countless replays of the same “seize the windmill” content. When you create your character, you aren’t just starting a solo journey in the Warhammer world. You’re joining an ARMY. And that army is engaged in an epic conflict that can (and likely WILL) bring the war directly to your front door. That grand, enormous capital city you’re running around in today could be a ruined tomb tomorrow if you and your fellows do not defend it tooth and nail. To do so, you’ll be given the chance to push deeper and deeper into enemy territory until you finally reach THEIR capital, at which point you’ll lay siege to it, [loot, pillage, and attempt to capture the king!]
Now, you may be wondering how we’re going to turn the average PvE-loving “kill ten squirrels and collect some magic daisies” player into a wild-eyed, combat-lusting RvR fanatic. Our game is laid out in such a way that players will have the chance to jump right into the fray if they so desire, but it also offers (through specific lines of quests) a chance for more cautious players to slowly get accustomed to the added danger and excitement of facing off against something other than NPC’s. Some early quests will simply ask you to enter an RvR-flagged region of the world to hunt for a specific NPC or accomplish some task. Later, you’ll be asked to enter an actual contested battlefield area and contribute to your army’s efforts. Eventually, you’ll be asked to go out and hunt down an actual player. By that point, we’re confident that players will be enjoying themselves so much that they’ll be 100% ready to go out and take part in the larger-scale RvR content in Warhammer Online.”
Characters in Warhammer Online will grow and do that visually as well. How do you achieve such variety that you can actually tell the differences?
Each race in WAR has a distinctive visual cue that showcases just how powerful a character is. As a Dwarfs rises in level, his beard will grow in length. As an Orc becomes more powerful, he will physically grow in size. These are not subtle incremental alterations that are tough to discern but represent changes to major racial features. They are linked to major level milestones (moving from Tier 1 to Tier 2, etc.) and are visually hard to miss. A Dwarf’s beard will drop from his chest to his waist, sporting additional braids (allowing for additional beard jewelry). An Orc will shoot up 6 inches, now towering above lower level Greenskins. One look at a character and you’ll know just how powerful they are.
What people will enjoy Warhammer the most: The casual gamers or the so-called hardcore crowd and why?
By definition, I’d argue that the majority of MMO players are “hardcore” games. These are people willing to pay a monthly fee to play a game and commit quite possibly hundreds of hours of their lives to explore a virtual world filled with thousands of other players. They are investing time and money in a hobby experience that is likely to play a big part in their day-to-day lives. There is nothing casual about that.
However, we do realize that amongst these gamers, there are those that like to solo and those that play as part of a group. WAR is being designed with both of these players in mind. Much of the PvE content will be solo-able and you don’t need to form a group before participating in Battlefields, Scenarios, or the Campaign. That is the beauty of RvR, because by definition you are already part of a large group. Enter a Battlefield and you are immediately allied with other players in your army against a common enemy. Jump into a Scenario and you’ll be automatically grouped via our lobby system for a balanced fight. Join your entire Realm as part of the Campaign and take part in the sacking an enemy city. If you are already part of a formal group, you’ll stay with them throughout RvR. However, a solo will player will not be disadvantaged in any way.
We also realize that players have different amounts of time they are able to allot to the game on a daily basis. For those players with only an hour or so to play, they will be able to jump in and have a rewarding experience regardless of their preferred play style. They will be able to undertake a PvE mission, contribute to a Public Quest, or engage in meaningful RvR combat with others before having to log out. For players with more time to devote to the game, they will find a deep and compelling experience via PvE or RvR.
Accessibility is what we are really going for. This doesn’t mean we are dumbing down the game to appeal to a wider audience; we are doing nothing of the sort. Instead, we are building a game that can be enjoyed by different kinds of players looking for different experiences. We believe that is true foundation for success.
Is it possible to go full into PvP and level through this without ever questing in the normal way it is common in other MMO's?
Yes, WAR is being designed so that a player will be able to level up by participating only in RvR if that is their choice. They’ll be able to engage in RvR combat shortly after starting the game, earn experience, and acquire valuable loot and gold from their kills. They will travel the same maps as other players, moving from Skirmish Zone to Skirmish Zone, participating in Battlefields, Scenarios, and the City Sieges. They’ll miss out on a lot of great PvE content, but they will be able to explore the world in its entirety and enjoy a full MMO experience.
Every army in Warhammer has a very distinctive look. How will you implement that into the game, I mean, do you have weapons with the same stats but different looks if two armies do the same quest?
This is actually a pretty big question because it is one area where so many MMO’s fall flat on their faces. There is nothing worse than killing a monster or completing a quest only to be rewarded with something you can’t use because of class or race restrictions. In WAR, loot and rewards will be both race and career specific. No other game does this to my knowledge. If a Dwarf Hammerer and an Empire Bright Wizard complete the same quest or kill the same boss, their rewards will be radically different. The Hammerer may get a new hammer or armor, while the Bright Wizard may get a new staff or robes. They won’t be differently skinned items with the same stats, but truly unique items that benefit their associated race and career.
How far have you guys planned out the future of Warhammer Online? Will there be expansions a lot or free upgrades and content?
While the team is currently focused on content for launch, we plan on WAR being a successful game with a lifespan of five or more years. This means a number of expansions and a wealth of additional content are being planned, but we are not ready to discuss specifics at this time.
Will there be dynamic weather change and days and night cycles? And if so, what about the different races who can see less or more during different periods. Will that be implemented too?
There will be a day / night cycle within the game, but not dynamic weather. It’s really not that much fun to play in a complete downpour. For the sake of balance, racial abilities governed by time of day are not being implemented in the game.
By Alex Simmons, Editor / IGN UK
How closely have you worked with Games Workshop to ensure the Warhammer universe in the online game is as close to the world they created?
We are working very closely with Games Workshop on this game and we have an amazing relationship with them. Given the wonderfully fanatic nature of the Warhammer fan, we know we have to nail every detail in the game or suffer the consequences. Who better to arm us with the knowledge we need than the guys that created the world. We’d be remiss if we didn’t tap their brains on a regular basis for ideas.
Games Workshop sees everything we do and they are constantly bringing us new ideas for the game. They realize they have as much at stake in WAR as we do and want it to be wildly successful as well. If some of the true fans question any of the choices we have made or the direction we have taken when translating Warhammer doctrine for an MMO, they should rest assured that we have not done so without the full blessing and support of Games Workshop.
Do you think Warhammer Online can be enjoyed by traditional Warhammer fans as well as veteran MMORPG's players and what features have you included in the game to make it as accessible as possible?
There are probably more similarities between MMO players and Warhammer fans than there are between MMO gamers and conventional PC and console gamers. Both an MMO and Warhammer are true hobby experiences requiring a significant investment of time, money, and attention. You are giving over a part of your life (mainly your valuable free-time) to this experience and it helps define you as a person. Thus, I believe a Warhammer player will find it an easy transition to get into an MMO, and it will be even easier for them to get involved with a Warhammer MMO. When they see how their fantasy world has been brought to life with such care and attention to detail, they will truly be hooked.
You ask about accessibility and that is truly what we are really going for with WAR. We recognize there are many different types of MMO players and they play these games in much different ways. We have chosen to embrace that and many of our design decisions have been made with this in mind. This doesn’t mean we are dumbing down the game to appeal to a wider audience; we are doing nothing of the sort. Instead, we are building a game that can be enjoyed by different kinds of players looking for different experiences. We believe that is true foundation for success.
We realize that amongst the growing base of MMO gamers, there are those that like to solo and those that play as part of a group. WAR is being designed with both of these players in mind. Much of the PvE content will be solo-able and you don’t need to form a group before participating in Battlefields, Scenarios, or the Campaign. That is the beauty of RvR, because by definition you are already part of a large group. Enter a Battlefield and you are immediately allied with other players in your army against a common enemy. Jump into a Scenario and you’ll be automatically grouped via our lobby system for a balanced fight. Join your entire Realm as part of the Campaign and take part in the sacking an enemy city. If you are already part of a formal group, you’ll stay with them throughout RvR. However, a solo will player will not be disadvantaged in any way.
We also realize that players have different amounts of time they are able to allot to the game on a daily basis. For those players with only an hour or so to play, they will be able to jump in and have a rewarding experience regardless of their preferred play style. They will be able to undertake a PvE mission, contribute to a Public Quest, or engage in meaningful RvR combat with others before having to log out. For players with more time to devote to the game, they will find a deep and compelling experience via PvE or RvR.
How does Warhammer online differ from other MMORPGS, like World of Warcraft for example?
Associate Producer, Josh Drescher, recently discussed with Slashdot the features that make WAR unique amongst the mass of fantasy MMO’s either coming to market or already on the market. He did such a great job capturing the essence of our game that it is worth repeating here:
“Fundamentally, Warhammer Online is about real, meaningful conflict. When we say “war is everywhere,” we mean it. From the earliest portions of the game straight on through to the high-end invasion campaigns, players will have the chance to take part in robust, meaningful PvP. The options that exist on the market at the moment really treat PvP like a dangerously “extreme” element of the MMO experience and go to great lengths to make it appeal only to a limited percentage of players. Part of this is out of necessity – poorly conceived PvP can be devastatingly off-putting to new players who set one foot out into the world and get murdered on the spot by griefers. So we see some games that restrict PvP to specialized servers or to high level characters in remote areas or that force players to queue up for an hour to go and play through “safe” content that exists outside of the persistent world entirely. It’s no surprise that most MMO players eschew PvP for the traditionally more well-implemented PvE experience.
So, at its core, Warhammer Online seeks to address THAT problem. Our solution is what we call Realm vs. Realm content. Unlike our noble competitors, we really want to give players a reason to go out and experience the excitement of battling real, live players without restricting them to countless replays of the same “seize the windmill” content. When you create your character, you aren’t just starting a solo journey in the Warhammer world. You’re joining an ARMY. And that army is engaged in an epic conflict that can (and likely WILL) bring the war directly to your front door. That grand, enormous capital city you’re running around in today could be a ruined tomb tomorrow if you and your fellows do not defend it tooth and nail. To do so, you’ll be given the chance to push deeper and deeper into enemy territory until you finally reach THEIR capital, at which point you’ll lay siege to it, [loot, pillage, and attempt to capture the king!]
Now, you may be wondering how we’re going to turn the average PvE-loving “kill ten squirrels and collect some magic daisies” player into a wild-eyed, combat-lusting RvR fanatic. Our game is laid out in such a way that players will have the chance to jump right into the fray if they so desire, but it also offers (through specific lines of quests) a chance for more cautious players to slowly get accustomed to the added danger and excitement of facing off against something other than NPC’s. Some early quests will simply ask you to enter an RvR-flagged region of the world to hunt for a specific NPC or accomplish some task. Later, you’ll be asked to enter an actual contested battlefield area and contribute to your army’s efforts. Eventually, you’ll be asked to go out and hunt down an actual player. By that point, we’re confident that players will be enjoying themselves so much that they’ll be 100% ready to go out and take part in the larger-scale RvR content in Warhammer Online.”
Will all of the races that appear in the Warhammer Games Workshop games (elves, humans, dwarfs, orcs, goblins, skaven, undead, etc) all appear in the game and have you created any other new races specifically for the game? Will they all be playable?
The game will launch with six playable armies divided between Order and Destruction. The Armies of Order include the Dwarfs, the High Elves, and the Empire (the greatest nation of men in the Warhammer world). The Armies of Destruction include the Greenskins (Orcs and Goblins), the Dark Elves, and the human followers of Chaos.
Additional armies from the Warhammer world (such as Skaven, Ogres, Undead, etc.) will be found in the game as NPC's.
Are you planning to introduce downloadable content such as additional missions, weapons and characters after the game officially ships?
At this time we are focused on the content required for a full-featured launch of the game and are not prepared to discuss plans beyond that.
With next-generation consoles rivalling high-end PCs for both power and online capabilities, have you considered PlayStation 3 and Xbox 360 versions of Warhammer Online?
With a year before ship, there is still much work to be done on the PC product and that is the current focus of the team at this time.
By Sylvain Tastet and Brice Leroy / JeuxVideoPC.com
Will there be a same diversity of game play and skills for each race?
Each army in the game is being designed to provide a unique play experience, and you’ll find that careers in one army differ in significant ways from their “counterparts” in other armies. For example, the Greenskins are an extremely aggressive army and are at their best when taking the fight to others. The skills associated with each career reflect their belligerent nature. The Orc Choppa needs constant combat to fuel his berserker rage and is thus always looking for a fight. The Goblin Shaman draws power from the fighting around him so he benefits from getting in their and mixing it up a bit.
In contrast, the Dwarfs are at their best when they can bring the enemy to them. They as best served by working together to form a solid defense until the time is right to strike a devastatingly powerful blow. The Engineer can snipe from afar, luring the enemy within range of his powerful explosives. The Runepriest can bolster the effectiveness of a group with his runes, allowing the lightly armoured Hammerer to wade into battle, swinging mightily.
Would players be allowed to make alliances if they belong to both Chaos and Order?
Players will belong to either the alliances of Order (Dwarfs, High Elves, and the Empire) or Destruction (Greenskins, Dark Elves, and Chaos). They may freely interact and group with players of the same alliance, but not with the opposition.
How far have you respected the rules of the paper version RPG? Will there be a dedicated server for roleplayers?
WAR is based on the Warhammer universe, and is not a direct translation of either the RPG or miniatures rule sets. We’ve taken the best parts of the IP and are adapting them for an MMO. This means translating the core concepts of Warhammer – the heroic epic struggles, the perpetual conflict, the dark humor, and sense of fun – into a game that thousands can enjoy simultaneously. When you get into WAR, you’ll recognize a lot of elements from the pen and paper RPG and from the miniatures, but you’ll experience and enjoy them in a completely new way.
Do you plan to adapt some famous paper campaigns especially for Online players?
We do not have plans at this time to directly modify campaigns from the pen and paper RPG for our game. While we will certainly reference important events and characters from the history of Warhammer, all of our content will be original material created specifically for the game.
Will the Warhammer Online’s campaign be build around PvP events or PvE ones, and when the max level will be reached what will be the challenge for skilled players?
The entirety of WAR is being built as a mix of RvR and PvE, with the two being closely integrated throughout the world. While the primary focus of the game is RvR and the never-ending struggle between Order and Destruction, there is definitely high end PvE content to be found by those who desire it. For high level players, there will be quests to undertake, large-group boss encounters to defeat and massive dungeons to explore. This PvE content will certainly test the wits and skills of any player or group of players.
What really set WAR apart from other MMO’s is the RvR campaign and this is where we expect the majority of high level players to spend their time. Specifically, we see the City Sieges as something that will engage and hold players for years to come. They will be able to capture enemy zones through participation in Battlefield and Scenario combat, and then drive their opponents back to their city gates. Add to that the thrill of actually sacking, looting, and pillaging the city itself, not to mention the ability to capture an enemy king and return him to your city. We believe this all adds up to an amazing amount of long term fun! |