Have you ever found yourself wondering what WAR and Star Trek have in common?
Not sure? Wondering why I would ask? Well, Josh Drescher and Paul Barnett
recently sat down with Warhammer Alliance at Games Day Baltimore for an
interview. Things got very interesting though when Frank “PhoenixRed” Sanchez
characterized the Land of the Dead as “the first truly new content in WAR” and
mentioned “missing careers”.
Here's the
interview and an explanation from Josh Drescher about the "missing careers":
Quote:
Frank: So let's talk about
Land of the Dead for a second. It's the first truly new content in WAR
because missing careers were supposed to be in release, but were -
Josh: I'm going to cut you off right now and address that misnomer or
misrepresentation. There were no missing careers. We removed things from
the game that we felt were detrimental to the game. When a filmmaker makes
a movie and he looks at the footage that he's recorded and he goes "you
know what, that shot just doesn't work" or "it made sense in the
screenplay, but when we put it in, it's too long, the flow's off, the
movie is too long, this character we don't actually need", people won't go
"you've stolen valuable content from my movie!" You know, JJ Abrams I'm
sure has a bunch of extra Spock footage that he didn't put in the movie
and nobody is banging on his door going "You made me pay ten dollars, I
know you've got 15 extra minutes of Spock and I want it now!"
Now, we obviously wanted from number angles, one of them being balance,
one of them being sort of aesthetic, to add things back in, but we were
never going to put things into the game that we thought weren't great for
the game. The Hammerer is a good example for that. We never got to a place
where we were happy with the Hammerer. We weren't going to just put the
Hammerer in because at one point we put a slide up that said "There will
be Hammerers in the game". It's the right thing to do. It's the only way
to conduct yourself professionally. You never try to drive in your design
according to commitments you have made in passing in marketing
presentation.
So the game launched the way we wanted it to be according to the things we
had developed. The things that we have expanded since that time, 4 careers
that we've added to the game, they are additions. They're not things that
we removed or were taken away or missing from the game. They are additions
to the game that fit with a much larger understanding of where we want to
go and it will always be that way. Any content that we add or don't add to
the game, it will always be because it's the right choice in our mind for
the kind of product we're trying to build. You may now ask the second
question.
Frank: *laughs* You've been reading our forums. |
Paul goes on to talk about how the problem really is that fans want
information and we're holding them to ideas that were "loose" or "sketchy." He
even mentions that at one point they considered a career system with 256
careers, but no one is asking where all those missing careers went. You can see
the full interview
here.
When I hear Josh and Paul justifying the cuts again it makes my skin crawl, much
like it did when Mythic first announced the cuts. Frankly, it's spin and
marketing doublespeak. But why does it matter how Mythic views the cuts? What
happened, happened. The four careers were cut from release and now Mythic has
made good on their promise to get them back into the game. Why do I care whether
or not Josh considers them "missing careers" or "new content"?
I’ve been going over the issue trying to figure this out and it comes back to
the value of the design and the importance of the Archetypes. Mythic created an
elegant design to deal with a lot of issues with making an MMO based upon
Warhammer. The Warhammer IP has dozens of Armies with hundreds if not thousands
of potential Careers. It is very easy to imagine well over 200 Careers based
upon the Warhammer IP, but it would have been a balance and labor nightmare for
Mythic. Trying to capture all the Armies and Units from Warhammer for the MMO
would have been an impossible task. Games Workshop themselves only tackle a few
Army revisions every year. They simply couldn't do it all at once. It's too much
work. Mythic needed a strong design to translate Warhammer into WAR.
Mythic looked at the Warhammer IP and wisely chose to focus. They created a
design that called for two broad factions: Order and Destruction. Then they
looked through the dozens of Warhammer Armies and decided to focus on the three
oppositions they felt were most central to the world of Warhammer, settling upon
the Empire vs Chaos, Dwarfs vs Greenskins and High Elves vs Dark Elves. Now,
with the focus on just six Armies, they had to decide how to best transfer the
many different types of units in Warhammer into Careers for WAR. The design they
came up with was to define four essential Archetypes: Melee Tank, Melee DPS,
Ranged DPS, and Support. From all the options available in each Army List,
Mythic would create four Careers based upon these essential Archetypes.
But this means that having 24 Careers wasn't some accident. It wasn't just a
random number plucked out of the air. 24 Careers were the result of deliberate
design decisions made by Mythic. That number is a direct result of basing the
game around the four critical Archetypes and needing for each of the six
available Armies to have access to those Archetypes. Had Mythic changed the
number of Races available, the design would require the number of Careers to
change. Had they changed the fundamental Archetypes and removed or added an
Archetype, again the design would require a new number of Careers.
My problem is that Mythic wants to have it both ways. They want credit for the
design of the game but don't want to take responsibility for blowing the
implementation at release. Josh uses making a film as a metaphor for the process
of designing WAR. In Josh's metaphor, the careers were cut from WAR to preserve
the integrity of the "film". He wants us to believe that cutting the careers
preserved the essential goodness of the game. It's like trimming a few minutes
of Spock's footage to make a tighter and more compelling film.
The film metaphor has a lot of value, but I absolutely disagree with the
parallels Josh draws. Looking at JJ Abrahm's Star Trek, I am certain that
along the way decisions were made in bringing Star Trek back to the
screen about which characters were necessary and which plot elements were
necessary. Klingons get talked about in the dialog but never appear. Spock gets
used, but none of the rest of the original cast. The process of designing the
film requires thousands of decisions to be made about budget, cast, location,
plot, effects, etc.
But once the decisions start getting locked down and the plot put in place, once
the "design" of the film gets hammered out, certain things become necessary. Had
Abrahm's been approaching release and looked at the film they had shot and
suddenly decided Spock wasn't good enough, or that the Romulans weren't
"working", it would have set the film back months. They would have been forced
to reshoot, rescript, redesign. It would have cost the studio millions and
millions of dollars and months and months of time. The design process is long an
involved. Almost all the major design decisions for a film are settled before a
single frame of film is shot.
In my mind, the Archetype system in WAR is part of the core design of the game.
It's the foundational material of WAR's "screenplay". It's the stuff that should
be hammered out long before a single frame is captured in film. Sure at one
point Mythic may have talked about over 200 different Careers making it into
WAR, but then they sat down for serious scripting, casting and budgeting and
figured out 200+ Careers would be a mess and never work. So they came up with a
tight screenplay that called for 24 Careers.
I think the design for WAR was rock solid. I think the planned interaction
between the Armies and Archetypes was a clever solution to the problems
presented. However, Mythic simply started running out of time. They couldn't get
all the content planned for the game finished by the date they had apparently
decided upon with EA. There was nothing wrong with the design. They needed more
time to get the final four careers right. This may have meant changing from the
Hammerer to the Slayer, but the core design of four Archetypes for each of the
six Armies was in no way flawed.
Here is where Mythic and most good films took a different approach though.
Rather than taking the time they needed and getting the four Careers right,
Mythic made changes to the core design of WAR. They made deep cuts by removing
four Careers, but then tried to act like they never really played an essential
role in the production. Mythic pushed out WAR knowing that it wasn't "working"
as they had designed it to function. Knowing that they didn't get around to 4/24
of the intended Careers and that four of the Armies were missing essential
Archetypes. They created the game around the interaction of these Archetypes and
when they removed access to these Archetypes it hurt how the game was
experienced and played.
Can you imagine JJ Abrahms cutting the Spock entirely from Star Trek and
then promising that we would see him in the DVD version of the film? No, because
the film as designed doesn't work without Spock. He was placed into a central
position of importance and the film wouldn't work without major, major reshoots
if Spock wasn't working.
The Archetype system is at the core of how WAR is designed. But the spin and
marketing doublespeak make me wonder if Mythic actually gets it. I cringe every
time I read the statements they made at the time they announced the cuts or when
Josh talks about how they didn't cut content and how it's the same of trimming a
few minutes of footage from a film in editing. Josh is right that decisions must
be made, shots chosen, dialog trimmed, sometimes even a character or subplot cut
from a film. But when film starts cutting into the core structure, ideas, and
major characters, it's a sign that the film is in trouble. Editing is not
removing four Careers that the design called for anymore than Editing would have
allowed for JJ Abrahms to remove Spock or the Romulans entirely from his Star
Trek.
The Archetype system is at the very core of WAR. It shouldn't have been
sacrificed to save time and resources at release and it should play a central
role in how the game progresses and develops. Mythic needs to get back to the
design that they created and stop making excuses for failing to properly
implement it. As we see Patch 1.3 being tested on the PTS, I still see Mythic
not fully grasping their own Archetype system and making sure they balance the
game around the four roles they themselves defined. That's why it still gets to
me when I hear Josh and Paul defending the cuts as good for the game. I worry
that they actually believe that. I worry that the don't really get how important
their intended design is to making WAR a great game.
WAR was fundamentally harmed in the early months of release by abandoning their
design. People that played as a member of the Greenskin, Dwarf, Dark Elf or
Empire Armies had a worse experience than they should of had if the design has
been properly implemented. Kudos to Mythic for following through and getting
this content into the game, but don't try to tell us that it wasn't designed
into the game. Don't try and tell us that delaying these four Careers didn't
have a detrimental impact upon WAR. It was your design and you should be proud
of it. But not following your design caused WAR to be a lesser game on release
than it should have been.