Developing Total War Warhammer as Creative Assembly quest

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Yes, and so the options are more focused on the central regions. The only faction oriented to the south is the Dogs of War.
Would you be giving Dwarves karaks the whole length of the Worlds End Mountains rather than focusing them on the more core KA region?
What are greenskins looking like in this? A lot of difference isolated playable tribes or mostly badlands focused?
 
Would you be giving Dwarves karaks the whole length of the Worlds End Mountains rather than focusing them on the more core KA region?
What are greenskins looking like in this? A lot of difference isolated playable tribes or mostly badlands focused?
It is still too early to approach this, but it can be implemented in different ways. You can choose not to show dwarves at all, at least initially. There are enough other places in the gray mountains, for example, Blood Keep, Drakenfels Castle. Their settlements may appear along with one of the additions. Let me remind you that we are making a commercial product that is configured for a large number of DLCs. They can "appear" on the game map along with one of the updates. In the same way, individual orc tribes may already be on the game map, but their main place of settlement is the Badlands, it is outside the game space.
 
Would you be giving Dwarves karaks the whole length of the Worlds End Mountains rather than focusing them on the more core KA region?
What are greenskins looking like in this? A lot of difference isolated playable tribes or mostly badlands focused?
Picking dwarves and greenskins would let us extend south and north quite a bit, also we can have non player factions filling in the rest of the map and then update the rosters as DLC for full faction releases.
 
It is still too early to approach this, but it can be implemented in different ways. You can choose not to show dwarves at all, at least initially. There are enough other places in the gray mountains, for example, Blood Keep, Drakenfels Castle. Their settlements may appear along with one of the additions. Let me remind you that we are making a commercial product that is configured for a large number of DLCs. They can "appear" on the game map along with one of the updates. In the same way, individual orc tribes may already be on the game map, but their main place of settlement is the Badlands, it is outside the game space.
If we're allowed to write them in then yeah its kinda an important time to ask this.
Picking dwarves and greenskins would let us extend south and north quite a bit, also we can have non player factions filling in the rest of the map and then update the rosters as DLC for full faction releases.
The problem is that most players will not experience most of the map. Games will generally be over before a player on VC or the Empire or a badlands focused greenskin faction have managed to conquer their way to Norsca. Adding in extra map that no one can play in doesn't serve a purpose. E: Unless I suppose thats the point and our goal is to add the illusion of a lot of content but not have to develop a lot of it until we release DLCs
Additionally if the main factions are those 4 and they're all clustered in their start location, end to mid game challenges will be harder to build up as by the time the player has become the dominant local faction you would want the stronger AI players to also have conquered their neighbours. If they're all close together then players will knock out their enemies before the interesting late game techs get deployed and instead their end game foes will be weaker and less developed non playable factions. This is one of the reasons the original Shogun Total War is still considered to have a strong campaign.
E:
I can get behind Dwarves, but not Orks. I supported a smaller map size, so the Dev team can focus on the Old World.
This is the medium map size. And its all Old World. And Orks are old world.
And Orks are the end game threat they already need a lot of attention, making them playable is only a slightly more added focus.
I don't understand your critism.
 
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If we're allowed to write them in then yeah its kinda an important time to ask this.

Yes, of course, you can write-in them now in the list of options. You can add as one of the DLC. Or hypothetically even release a game entirely focused on the Border Princes, Dwarves and Orcs.

. E: Unless I suppose thats the point and our goal is to add the illusion of a lot of content but not have to develop a lot of it until we release DLCs

Your goal is rather to make a good game while providing a profit for your owner. The features of the genre make it necessary to make a large number of DLCs.
 
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[] - Old light. In addition to the game faction, you will include in the gameplay the territories of Tilia, Bretonnia and Estalia, three more human states. True, of these, only Bretonnia has its own book of rules. Well, if we don't consider the Fifth Edition Rule Book of War Dogs as such.
[] - The whole Old World. You will also include the territories of the mountains of the dwarves, as well as the lands of the orcs and goblins in the game space. In fact, they are just the most likely to be part of the playable factions at the start of the game.
This is the medium map size. And its all Old World. And Orks are old world.
And Orks are the end game threat they already need a lot of attention, making them playable is only a slightly more added focus.
I don't understand your critism.
No, it's not the whole of the Old World. That's a separate option, and my criticism was
extend south and north quite a bit,
trying to go for a map extension this early.
 
Your goal is rather to make a good game while providing a profit for your owner. The features of the genre make it necessary to make a large number of DLCs.
o_Oo_Oo_O
I feel like context of the wider conversation gets lost every time we talk.
I was talking about the goal of picking very clustered nations as the playable factions.
No, it's not the whole of the Old World. That's a separate option, and my criticism was

trying to go for a map extension this early.
No I mean its
And its all Old World
As in non of it is New World.
 
I'm thinking Azhag makes a good enemy. Dwarfs and Empire want him dead because he's a threat, vampires want Nagash's crown for obvious reasons and the Orcs can play as Grimgor wanting to krump im fer not bein ard enuff
 
o_Oo_Oo_O
I feel like context of the wider conversation gets lost every time we talk.
I was talking about the goal of picking very clustered nations as the playable factions.
I'm sorry, English is not my native language, and I'm losing context. I thought you meant the purpose of the quest itself in terms of the narrators.

As in non of it is New World.

The definition of the Old World in Warhammer is somewhat different from what we are used to. This is only a local version of Europe, without Africa and Asia. There is no dichotomy here.

warhammerfantasy.fandom.com

Old World

The Old World, called Elthin Arvan in the Eltharin language of the Elves[1a], is the northwestern region of the Known World's sprawling eastern continent. It is the region of that great landmass where most of the realms of Men are located and is usually defined as the area west of the Worlds...
 
The definition of the Old World in Warhammer is somewhat different from what we are used to. This is only a local version of Europe, without Africa and Asia. There is no dichotomy here.
No @RookDeSuit misunderstood me.
He said,
I supported a smaller map size, so the Dev team can focus on the Old World.
so I pointed out that all of the map was part of the old world, meaning there was nothing in the new world.
This is the medium map size. And its all Old World.
However he thought I meant that the map covered all of the old world
No, it's not the whole of the Old World. That's a separate option, and my criticism was
trying to go for a map extension this early.
 
I'm thinking Azhag makes a good enemy.
I can get behind that. We can sort of explore what does it mean for an Ork to have access to Wind of Magic. Or the metaphysical dangers it can cause when the Ork Wagh and the Immaterium are interacting in this way.

Could be a possible sequel to what's happening with the Vortex instead of Skaven Space Program( even if that was hilarious and awesome).
 
Will drop here, I can say that in current situation, Greenskins faction will most probably looks like Warrior of Chaos - nomad faction that cannot occupy settlements. But it's not bad itself.
 
[X] Plan Call a Doktor!
-[X] - Vampire Counts. These are representatives of the predominantly vampire family of von Carsteins, on whom the gameplay is similar and will be concentrated, since in addition to them only Blood Dragons are widely represented on the game map. In terms of game mechanics, each of their heroes can be a magician, thanks to which they have the potential to be one of the strongest in this part of the battle, they have powerful healing, as well as monsters of colossal power. But as a disadvantage, the rest of the army is slow, and they themselves do not have normal rifle troops.
-[X] - Dogs of war. We could well take them and present them in... very different versions. Historically, they are numerous units of mercenaries that various factions can use. But we could make it a little less classic, based on the ancient series of tactical strategies and the main character, Morgan Blackheart, with his wandering army.
-[X] - Empire of Sigmar. Yes, we could reduce the formal number of parties by changing the Empire of Sigmar much deeper and making it possible to play as virtually every province in the Empire. After all, all Electors except Wissenland are good fighters. But in the case of Wissenland, we can refer to the book about Tamurkhan.
-[X] - Azhag. The second option suggests using an unusual orc who is also a magician. However, his magical art is not the result of training and study of magic - which the orcs are simply incapable of - but the result of the possession of Nagash's crown, which is trying to send him south to revive his owner.
-[X] What We're Excluding:
--[X] - Joining squads. From us, this will require significant attention and time, however, we can quite implement the change of units by joining the hero to a unit of a similar type. On the one hand, this can make the hero more vulnerable due to the lesser mobility of units, but on the other hand, he will be much more protected among the fighters.
--[X] - Access to new weapons. As the level increases, heroes and lords get the opportunity to arm themselves with new weapons. Most start with only hand weapons, but then they get access to halberds and two-handed weapons, which give a bonus against the corresponding categories of opponents, as well as small arms.
 
[X] Plan That's going in the Book

- [X] - Vampire Counts. These are representatives of the predominantly vampire family of von Carsteins, on whom the gameplay is similar and will be concentrated, since in addition to them only Blood Dragons are widely represented on the game map. In terms of game mechanics, each of their heroes can be a magician, thanks to which they have the potential to be one of the strongest in this part of the battle, they have powerful healing, as well as monsters of colossal power. But as a disadvantage, the rest of the army is slow, and they themselves do not have normal rifle troops.

- [X] - Greenskins. Despite the fact that they are an enemy faction, it is also possible to make them a playable side as well. For strategies, there is nothing unusual when it is possible to play for purely negative representatives as well. True, we will have a question with the position of which character will be narrated.

- [X] - Dwarves, because you can't have Orcs as the bad guys without dwarves. That's going in the book.

- [X] - Azhag. The second option suggests using an unusual orc who is also a magician. However, his magical art is not the result of training and study of magic - which the orcs are simply incapable of - but the result of the possession of Nagash's crown, which is trying to send him south to revive his owner.

- [X] - Access to new weapons. As the level increases, heroes and lords get the opportunity to arm themselves with new weapons. Most start with only hand weapons, but then they get access to halberds and two-handed weapons, which give a bonus against the corresponding categories of opponents, as well as small arms.

- [X] - Joining squads. From us, this will require significant attention and time, however, we can quite implement the change of units by joining the hero to a unit of a similar type. On the one hand, this can make the hero more vulnerable due to the lesser mobility of units, but on the other hand, he will be much more protected among the fighters.
 
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Vote closed
Scheduled vote count started by Karlov on May 24, 2022 at 9:07 AM, finished with 27 posts and 4 votes.

  • [X] Plan Call a Doktor!
    -[X] - Vampire Counts. These are representatives of the predominantly vampire family of von Carsteins, on whom the gameplay is similar and will be concentrated, since in addition to them only Blood Dragons are widely represented on the game map. In terms of game mechanics, each of their heroes can be a magician, thanks to which they have the potential to be one of the strongest in this part of the battle, they have powerful healing, as well as monsters of colossal power. But as a disadvantage, the rest of the army is slow, and they themselves do not have normal rifle troops.
    -[X] - Dogs of war. We could well take them and present them in... very different versions. Historically, they are numerous units of mercenaries that various factions can use. But we could make it a little less classic, based on the ancient series of tactical strategies and the main character, Morgan Blackheart, with his wandering army.
    -[X] - Empire of Sigmar. Yes, we could reduce the formal number of parties by changing the Empire of Sigmar much deeper and making it possible to play as virtually every province in the Empire. After all, all Electors except Wissenland are good fighters. But in the case of Wissenland, we can refer to the book about Tamurkhan.
    -[X] - Azhag. The second option suggests using an unusual orc who is also a magician. However, his magical art is not the result of training and study of magic - which the orcs are simply incapable of - but the result of the possession of Nagash's crown, which is trying to send him south to revive his owner.
    -[X] What We're Excluding:
    --[X] - Joining squads. From us, this will require significant attention and time, however, we can quite implement the change of units by joining the hero to a unit of a similar type. On the one hand, this can make the hero more vulnerable due to the lesser mobility of units, but on the other hand, he will be much more protected among the fighters.
    --[X] - Access to new weapons. As the level increases, heroes and lords get the opportunity to arm themselves with new weapons. Most start with only hand weapons, but then they get access to halberds and two-handed weapons, which give a bonus against the corresponding categories of opponents, as well as small arms.
    [X] Plan That's going in the Book
    -[X] - Vampire Counts. These are representatives of the predominantly vampire family of von Carsteins, on whom the gameplay is similar and will be concentrated, since in addition to them only Blood Dragons are widely represented on the game map. In terms of game mechanics, each of their heroes can be a magician, thanks to which they have the potential to be one of the strongest in this part of the battle, they have powerful healing, as well as monsters of colossal power. But as a disadvantage, the rest of the army is slow, and they themselves do not have normal rifle troops.
    - [X] - Greenskins. Despite the fact that they are an enemy faction, it is also possible to make them a playable side as well. For strategies, there is nothing unusual when it is possible to play for purely negative representatives as well. True, we will have a question with the position of which character will be narrated.
    - [X] - Dwarves, because you can't have Orcs as the bad guys without dwarves. That's going in the book.
    -[X] - Azhag. The second option suggests using an unusual orc who is also a magician. However, his magical art is not the result of training and study of magic - which the orcs are simply incapable of - but the result of the possession of Nagash's crown, which is trying to send him south to revive his owner.
    - [X] - Access to new weapons. As the level increases, heroes and lords get the opportunity to arm themselves with new weapons. Most start with only hand weapons, but then they get access to halberds and two-handed weapons, which give a bonus against the corresponding categories of opponents, as well as small arms.
    - [X] - Joining squads. From us, this will require significant attention and time, however, we can quite implement the change of units by joining the hero to a unit of a similar type. On the one hand, this can make the hero more vulnerable due to the lesser mobility of units, but on the other hand, he will be much more protected among the fighters.
 
Flip a coin?

Edit: Oh, or roll a 2d4, no repeats. Both plans agree on most everything, but the first factions. As both plans have Vampire Counts, this one gets a pass. The other 4 are assigned random numbers before you roll for them. Once two different factions are confirmed from Developmental hell Limbo than we move on to the next step.
 
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I apologize for the inactivity, I'll go and take care of the post.

What can I say in general. Your dice results are quite good. I wanted to give you one good piece of advice in the next post, but I will have to do without it, since re-rolls do not affect nat 1.
Karlov threw 1 50-faced dice. Reason: Doctor vs Book Total: 11
11 11
Karlov threw 2 50-faced dice. Reason: Azhag as Main Enemy, GW 2d50-5 Total: 34
12 12 22 22
Karlov threw 2 50-faced dice. Reason: Reducing characters, SEGA +15 Total: 76
41 41 35 35
Karlov threw 2 50-faced dice. Reason: Reducing characters, GW +5 Total: 28
3 3 25 25
Karlov threw 2 50-faced dice. Reason: Set of fractions, SEGA 2d50+10 Total: 66
30 30 36 36
Karlov threw 2 50-faced dice. Reason: Set of fractions, GW 2d50+10 Total: 27
24 24 3 3
Karlov threw 2 50-faced dice. Reason: GW and SEGA negot about Dogs Total: 47
40 40 7 7
Karlov threw 2 50-faced dice. Reason: Useful advices Total: 32
1 1 31 31
Karlov threw 4 50-faced dice. Reason: Rerolls from Moneys Total: 102
5 5 39 39 35 35 23 23
 
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Turn - 2
[X] Plan Call a Doktor!
-[X] - Vampire Counts. These are representatives of the predominantly vampire family of von Carsteins, on whom the gameplay is similar and will be concentrated, since in addition to them only Blood Dragons are widely represented on the game map. In terms of game mechanics, each of their heroes can be a magician, thanks to which they have the potential to be one of the strongest in this part of the battle, they have powerful healing, as well as monsters of colossal power. But as a disadvantage, the rest of the army is slow, and they themselves do not have normal rifle troops.
-[X] - Dogs of war. We could well take them and present them in... very different versions. Historically, they are numerous units of mercenaries that various factions can use. But we could make it a little less classic, based on the ancient series of tactical strategies and the main character, Morgan Blackheart, with his wandering army.
-[X] - Empire of Sigmar. Yes, we could reduce the formal number of parties by changing the Empire of Sigmar much deeper and making it possible to play as virtually every province in the Empire. After all, all Electors except Wissenland are good fighters. But in the case of Wissenland, we can refer to the book about Tamurkhan.
-[X] - Azhag. The second option suggests using an unusual orc who is also a magician. However, his magical art is not the result of training and study of magic - which the orcs are simply incapable of - but the result of the possession of Nagash's crown, which is trying to send him south to revive his owner.
-[X] What We're Excluding:
--[X] - Joining squads. From us, this will require significant attention and time, however, we can quite implement the change of units by joining the hero to a unit of a similar type. On the one hand, this can make the hero more vulnerable due to the lesser mobility of units, but on the other hand, he will be much more protected among the fighters.
--[X] - Access to new weapons. As the level increases, heroes and lords get the opportunity to arm themselves with new weapons. Most start with only hand weapons, but then they get access to halberds and two-handed weapons, which give a bonus against the corresponding categories of opponents, as well as small arms.


****

Money: 4
SEGA Approval: 8
Games Workshop Approval: 6

****

Games Workshop were a bit skeptical of our idea when we described it to them in more detail. Or rather, let's say, after some explanations, they agreed that this is a completely reasonable option, but they did not hide the question that could not all this be made a little easier?

For example, including the Vampire County as a playable faction was logical enough to give players a completely different approach in terms of gameplay. A faction more focused on magic and monsters, rather than the infantry ranks that the Empire of Sigmar had. It was a logical enough choice.

But why did we decide to take the War Dogs? These are not only units of mercenaries, under these terms the troops of Tilia and Estalia can also be hidden. And here a logical question arises from the creators of the board game - why not take Brettonia? Unlike mercenaries, Brettonia already has its own full-fledged lore and its own full-fledged army book. From their point of view, adapting all this was not so impossible, but ... not very logical and time-consuming. Finally, why haven't we taken orcs or dwarves as playable factions?

We presented our vision of the game to them from a slightly different perspective.

Dwarves from this position are nothing more than a story role, as they themselves have no interest in expansion. The purpose of the dwarves is to provide the players with information about the approaching danger, to serve as a source of tension, and at the same time give the players the opportunity to prepare for defense. They are simply not interested in expanding into the territory of the Old World, and therefore it makes no sense for us to include them in the gameplay now.

Now let's look at the orcs. Azhag the Butcher presents us with several opportunities for the development of the game world at once, unlike all other factions. Firstly, for the reason that he is not only an orc. He also wears the crown of Nagash and is therefore somewhat associated with necromancy and necromancer factions.

The third component of the game world is the Empire. In our vision, it represents the center of the gameplay, as it has the most playable factions. They interact with each other, all of them are united by a single noble intention - to unite the state in the face of the threat of an orc invasion. However, which of them should be at the head of this association? This is the question they have to answer.

The fourth and fifth components of the game world are vampires and mercenaries. They perform the role of the periphery of the game world in this process. By themselves, they are not allies of the Empire, representing rather its opponents. However, at the same time, they are also incapable of defeating the Empire and its allies. For this reason, they must act in the opposite direction - slowly but surely undermine the strength of the Empire of Sigmar as conflicts between the Electors escalate.

By the way, if we talk about the factions that we will choose for ourselves ... A feature of the original board game is the fact that unique characters such as Karl Franz or Mannfred von Carstein play a big role there. In the same way, they should be the main characters in our gameplay, and each of them will represent their own faction on the world map.

In the case of the Empire, we have the most options that we can implement. An empire not only has simple characters such as its emperor or Grand Theogonist, it also has a large number of local leaders, such as rulers of individual provinces. And we need to choose which factions will be created for the gameplay. However, just as Imeria itself should appear in the game, its unequivocal leader should also appear - Karl Franz, Prince of Reikland and Emperor, ruling from Altdorf.

Choose three options OR one last one:
[] - Patriarch. One of the options for a playable lord for us is the archmage of the Empire of Sigmar, the best mage of metal and a person who is extremely dubious in his moral qualities in the form of Balthazar Gelt. In addition to being a classic fragile mage, it is not associated with any particular location, and therefore we can place it, for example, in Estalia.
[] - Supreme Theogonist. Volkmar the Grim is the leader of the cult of Sigmar in the empire named after the ancient hero. And this is a classic priest hero who has moderate magical abilities in the form of prayers, and moderate combat potential. A good location for him would be, for example, Troll Country.
[] - Reiksmarshal. Kurt Helborg is the head of the Reiksguard, but he is interesting for us not only for this fact, but also because he is the best swordsman in the Empire, and is an ideal character to eliminate enemy characters and monsters. He may, for example, be part of an expedition of the Empire of Sigmar to Brettonia.
[] - Grand Duke of Middenland. Boris, Duke of Middenland was a rival of Karl Franz for the status of Emperor, but he can also be an interesting character for us due to his leadership potential. However, he is closely connected with his province and therefore will be located there.
[] - Ar-Ulrik. An interesting potential for us may be the completely canonical expedition of the forces of the Empire of Sigmar to Norsca and who managed to create a powerful fortress on the southern part of this peninsula. It will be an unusual location away from allies, a large number of enemies, but along with this, and opportunities for active expansion.
[] - Von Draken. Elspeth von Draken is one of the most powerful mages of the Empire, as well as the unofficial protector of Nuln. This is an unusual choice for the character we're playing, as we may not want to give players the option to get a dragon-mounted mage right away. However, due to the recent release of a book about Tamurkhan, this character will clearly be popular.
[] - Electors. Instead of all of the above characters, we could just use the Electors of the provinces of the Empire, while leaving these characters for the future. Of course, the downside to this is the fact that most of the characters are just fighters. To diversify this, however, we can use von Drake as the defender of Wissenland.

The second faction that will get its own playable characters at the start of the game is vampires. And here we actually have an extremely large number of available characters due to the large number of vampire factions. And of course we must not forget that we have not only vampires as available characters, but also necromancers. but should we use them here, given the presence of a separate 6th edition army dedicated to necromancers? We can always focus only on vampires.

Choose two options:
[] - Manfred von Carstein. Mannfred von Carstein is the easiest option for us, given that he is the canon leader of the vampires that are located in Sylvania.
[] - Vlad von Carstein. The second of the von Carstein family is even older than Manfred, as he is one of the seven original vampires that have survived to this day. He can take the place of Vlad in Sylvania, or go to other regions of the map if this place is occupied.
[] - Red Duke. Once a formidable Duke of Aquitaine, he became afflicted by the taint of vampirism and attempted to seize power in Bretonnia. But instead, he was killed from the beginning, and now he is hiding in the forest of Artois, hoping to rebuild the kingdom of blood in the place of Bretonnia.
[] - Wallah Harkon. One of the five companions of Abhorash and also the founder of the Blood Dragons. His natural location would be Blood Keep, while he himself would make an almost perfect dueling hero.
[] - Heinrich Kemmler. Our last character is not a vampire, but a necromancer, which in the same way can be located almost anywhere on the world map. For example, in Estalia or Tilia, where it can pose a threat to the inhabitants of these lands.

The third faction to get their own characters is the Warhounds, and they're just going to be a bit more difficult given the lack of characters to lead them. However, even so, we have options.

Choose two options:
[] - Borgio. This is Prince Miragliano and one of the once trying to unite the scattered city-states of Tilia - a real tank in terms of gameplay, although he is tied to his city as a starting point.
[] - Leopold the Black. This former condottiere and later prince in the Border Principalities is one of the most famous characters who can lead an army of mercenaries. Where can he start? A difficult question, given that its territories are not covered by the map. However, it may be, for example, in Conte Castelo. Vaults or in Averland - any place where you can run from the orcs.
[] - Lucrezia Belladonna. The third character that we can put in charge of Tilia is Lucretia Beladonna, and she will act as a magician. The classic archetypal black widow character who marries over and over again to increase her own power, making her the de facto ruler of Pavona.
[] - Morgan Blackheart. The last of the characters available for us has absolutely nothing to do with Tilia, and in fact he belongs more in Bretonnia or the Empire, since this is a character in a computer game from the 90s about how an army of mercenaries defeated the knights of the Black Grail.
 
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