Warhammer Online: Age of Reckoning Interview
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Q: Warhammer fantasy 7th edition somewhat recently launched and a plethora of new information along with a distinct style was given to a lot of the design and artwork for Warhammer. How do you think this is translating to your electronic products along with WAR specifically?
A: Well, this is probably the single most important aspect of my job, so I hope it’s going well! One things that’s become clear to me is that every Warhammer fan has a slightly different opinion as to what is or isn’t ‘really’ Warhammer. You really can’t please everyone all the time. Once you understand and accept that I find it lifts a great weight off your shoulders, and frees you up to get on with making the game. Without any artificial pressure to ‘get it right’, I think you’re able to make much better creative decisions. Obviously, certain people’s opinions do matter moe than others, so if Alan Merrett (GW’s IP Manager) or Rick Priestley (GW’s Design Director) looks over my shoulder and says something doesn’t quite look right, you can bet it’s going to get changed!
I’ve said it before, but I’ll say it again in case people still don’t believe me. Games Workshop literally sees and approves everything related to the Warhammer World before it goes into a game like WAR. I read every line of text, every quest, see every piece of concept art, every in-game model, every special effect and animation. Most of the key elements get seen by a small group of key creatives and executives at GW as well before approval is granted.