The Q&A was well populated and fairly interesting. Some points of  note:
- In regards to new races they asked "raise your hand if you feel  your army is laggin behind in attention?" and used the fair number of hands to  illustrate the more pressing need to update the current crop of Codexes  first.
- Adam did go on to mention Necrons and Dark Angels as two in need  of help, but it didn't sound particularly to indicate any info on forthcoming  releases.
- Phil commented he would change the Court of the Archon and  Dias of Destruction if he could in Codex Dark Eldar. The Court was at one point  planned for a boxed set so you'd have to buy one of each so it made sense to  have it that way. The Dias was a last minute job, and needed more  tweaking.
He also mentioned changing the Decapitator and making some units  better and some worse, but no specifics on why.
- In regards to  supplements like Cities of Death and Planetstrike they said the designers used  tose as a change of pace or a reward "like desert", and they wanted to do  more.
- This led into a discussion about global campaigns. They are  limited as they can't have huge ones that change the universe as the results  might mess up the story - Adam specifically mentioned that the results for  Medusa V were not what they expected. The questioner brought up that it helps  get gamers involved in the universe by having a shared goal. They did ask who  would be interested and got a strong positve response.
- There was talk  about the design process and how ideas come about. Phil said they are trying to  change the process from "you will design this" coming from above to a constant  stream of pitching ideas and having a more free-flowing creativity.
They have  a giant whiteboard where the studio just put up ideas for anything and get  feedback and response on it. Assignments are generally given to the most eager  studio member as they'll put the most work in, "and lots of unpaid overtime".  There is however competition, including knife fights in the carpark, for some  jobs so they painted the studio as very free-flowing.
- A question was asked about release  schedules, with Dark Eldar getting more models while some armies are still  waiting (this got a chorus of "Tyranids!" from the audience). The reply was that  they were changing to try and do a single major release for as much as possible  with only some Special Characters being delayed as they can be troublesome to  get right.
Ogre Kingdoms was used as the example of this.
- Phil and Adam talked about production time of a codex. Dark Eldar was around  five years of dev time, but the actual writing takes much less time, a few  months or so. Most codexes take around three years from initiation to  publisher.
- Talking with Adam and a guy who collected Dark Angels, the  DA player commented on how he'd like to get all the Land Raider variants / Storm  Raven etc. Adam replied that his design philosophy is to not do that, to avoid  homogeny across the Marine ranges.
If he was to do DA, he'd instead focus on  making Deathwing and Ravenwing more unique. His specific example was that  Ravenwing used to get the Tornado Land Speeder, but now everyone does, so he'd  go in that direction more than just giving them everyone else's toys. He was  talking purely hypothetical - don't take it as a hint of future releases!
Apocalypticaly your!
Anselme
 
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