Showing posts with label Games Day. Show all posts
Showing posts with label Games Day. Show all posts
Monday, April 15, 2013
Games Day Australia Cancelled?
Word on the street is that Games Day Australia has been canned due to lack of staffing. Stores being shut down or downsized to one-man operations has resulted in a lack of available bodies to both keep stores open and run the event. This comes from a games club that has previously run display tables being told they needn't worry this year.
Also rumour is that the venue was asking for a fair price hike that GW weren't prepared to pay up.
Will be a great shame if true, and another blow to GW's relationship with Australian customers, as the last were great events and the only chance most fans would ever get to speak with the designers and authors.
Sunday, September 09, 2012
Games Day Australia 2012
So here is my report from today’s Games Day Australia 2012 in Sydney.
First up were some changes to the venue – they’d improved the layout and positioning of the various events and stalls, as well as keeping the Forge World pre-orders separate, so thumbs up for that. The gaming area was shrunk to free up more space for the studio crew and hobby area, so overall the whole central area felt much less congested.
Don't know if attendance was down on last year, but it felt a little quieter. Mind you I spent almost the whole day in seminars so...
Parking was much easier as we weren’t competing with Young Talent Time auditions.
I missed the Black Library seminar (again), so went and said hello to Jes Goodwin, who signed my Compilation, which was pretty rad.
He had his original design sketches which were amazing and drool-worthy (the Sslyth was phenomenal! Makes me want to buy one, lol). When I asked he said he preferred no photos of them as he’s been burnt before by his designs being copied by “those companies that spring up making little bits”. Understandable, but I’m sorry I couldn’t share them with you.
And speaking of Alan, he didn’t speak at any of the seminars like last year, but was floating around and rather oddly directing the lines at the shop…
So then it was time for the first seminar of the day – and boy was it a big one: Forge World with Mark Bedford.
General
- The way he sees it, GW is like cake, and Forge World is like putting cream and cherries on top… well maybe not cherries but cocaine (yes, that was his analogy).
- Flooded with Marines? Well, they sell. Surprisingly everyone was very, very open about this fact and didn’t try to hide it in any way shape or form.
- Warlord Titan? Big kits are a balance of cost in time vs how much they’ll sell realistically. For instance the Manta took one and a half years for Will Hayes to produce, during which time he wasn’t getting much else done. Could he have made fifteen other kits that would have sold more in that time? That’s the numbers they run and why big kits are rarer. They do want to make a Warlord though.
- All they FW guys collect and play, and that’s often a trigger for nostalgia (“remember the X?”) and re-creating older units.
- Their design process is very flexible and reactive. They can go from nothing to production in the space of a month, but that is rare.
- The designers often do things of their own volition at home. The Tomb Stalker came about when Will Hayes brought it into the office and said “look what I made, reckon we can sell it?”. They decided to give it a go and have since sold “bucketloads”.
- Mark used to work in greenstuff, but now uses Super Sculpy as it doesn’t dry until he wants it to.
- Forge World was the brainchild of Tony Cottrell, who had been making some custom turrets that people were eating up. They hired on some freelance crew and started producing the first vehicle kits and the statues/busts. While the statue market slowed, the vehicle kits exploded.
- Apocalypse was the best thing to ever happen to Forge World, and nearly killed their production staff (in a good way).
- They would like to do what they did with Dark Eldar and release companion kits soon after a Codex launch more often.
- The terrain and Epic kits were discontinued due to sales not justifying them. They do have a permanent terrain guy now though, as with the Realm of Battle tiles and fortification rules they can tie the terrain pieces into the IA books more.
- General disparaging of people who don’t allow Forge World units in games :p
- Running joke: Bionic Hedgehogs.
Imperial Armour
- That Bran Redmaw mini seen but not released? Gone. Mark wasn’t happy with the quality so asked for it not to be released. Another sculptor has taken over the character.
- They monitor the GW studio release schedule to avoid putting something out just before a new codex (ie why Necrons are due now, not last year).
- Some units are designed for a specific book, some are designed just for the hell of it.
- They deliberately put extra characters in books, Badab being a prime example, so that if they have a spare moment they have a backlog to draw on for ideas.
- Next book is Necrons, Minotaurs and Death Corps of Krieg.
- “So we’ll be doing a big Necron vehicle.”
“It’s not just going to be a bigger pyramid, is it?”
“No… it’s an upside down sandcastle.”
- A Dark Eldar superheavy would fit their raider aesthetic, but still be big, “like and ocean liner”.
- I asked later about the low content of xenos in some books (particularly corsairs in IA12). Mark’s reply indicated there will be more in the Dark Eldar book, and that sometimes they hit time constraints or ideas just don’t work and they don’t have time to redo them.
Warhammer Forge
- The books are harder to write, as “you can’t kill off the Empire… ok, you’re all Nurgle now”, while in 40k you can blow up planets, systems or sectors with no worry. It’s also harder to explain why Khemri would be fighting Lizardmen in the Forge World format.
- Working on a Blackfire Pass book
– Orcs, gobbos, dwarves and empire (? Sorry, didn’t hear the last one and aren’t too familiar with Warhammer lore).
- They want to do variant army lists like in 40k – a Slaanesh knight list was the example given.
- What units they use can be tricky, due to Forge World’s more pricy nature. Hobgoblins, for example, would be impractical as they would require too many guys for their cost in real money.
- They do, however, want to explore Cathay and such, but in the future.
Horus Heresy
- “Will you be making the Primarchs?”
“If you’ve read the Black Library books you’ll understand when I tell you ‘I can’t say’.”
- They want to make all the weapon options/units available they can to “stop little companies springing up in Poland”.
- The Marine armour variants were testing the waters for a HH series, which they have been working on for a year or so.
- They are working closely with Black Library to include bits of each other’s work (the Caestus appears in Fear to Tread for example). This also means they don’t mess anything up, and might even lead to BL characters appearing in mini form.
- Mechanicus? Almost certainly, but not for a while - it’s something Mark really really wants to do.
- They know it can’t be all marines all the time, and there will be xenos and non-marine forces dealt with in time.
- First book will begin at the start of the Heresy, but the lists will be designed to show off pre-Heresy forces and their fighting styles, as no divergence into chaos had happened yet.
- The Horus Heresy series is going to be ongoing, much like the Imperial Armour books, and each line will have a separate team working on it.
- The HH series is designed in such a way that people can use their existing armies as much as possible.
- Running quotes: “It’ll be like Christmas… it’ll blow your minds.”
This seminar was literally just under an hour, and it was straight into the design team one with Jes, Kevin Chin and Jeremy Vetock.
Design Seminar
- Jes loves plastic. LOVES it. If he could he’d do everything in it as for a sculptor it’s far better with almost no distortion or deformation. He foresees a future with only special characters being finecast, and generic characters all being single frame plastics like the recent Warhammer releases and the limited Dark Vengeance Chaplain.
- They want to continue putting every unit option on a frame where possible. And lots of head options.
- They’re aiming to expand the digital aspect of the company. Jeremy got very excited about the prospect, but no specifics.
- Don't call the background "fluff" around Jes. One guy did and he corrected him, pointing out that it was Jeremy's job to create that, and calling it fluff devalued it. The questioner corrected himself by saying "the expanded universe background setting", which pleased Jes no end.
- A young lad asked the following “How come Tau and Space Marines are ‘battle brothers’?” and got a huge cheer and round of applause from the audience. The reply was that yes, Tau and Marines often murdered each other on sight, but there were enough times when they didn’t to justify it. The allies matrix is there as a guide, not a proscription.
- "Why did they swap Marine chapter symbols from right to left shoulder?"
"I don't remember."
One of the attendees ventured that it was so (in universe), that when advancing the enemy would see the chapter symbol on a PA guy and know who's killing them, while terminators shoot one handed, so keep it on their right.
Jes thought that was a superb explaination, so he was going to accept that. He then went on a ramble about contradictory history and so on for a bit.
- If they can they would like to introduce 40k Dogs of War type units to use as allies to bring in lesser races. One of the reasons they brought allies back.
- There is a mathematical formula for points cost, based off a man (Warhammer) or a Marine (40k). This is then adjusted by feel for how the unit works within a given army or theme of the army.
- No release date/info for Sisters, but they definitely aren’t canned and will be re-done properly.
- A lot of the discussion was about the creative process and such, so not easy to describe. They were all very funny and there was a lot of laughter, so much of the discussion fall into the “you had to be there” category.
Dark Vengeance
- All attempts to draw out any release data on Dark Angels or Chaos were skilfully avoided.
- Dark Angels were chose because it allowed them to include Deathwing and Ravenwing rather than generic units. Chaos were in because they’ve done ‘nids and Orks. “Now we’re out of bad guys so I’ve got no idea what we’re going to do next”.
- Cultists were in, despite not being in the codex as they needed to create new things when they get the opportunity or the game will stagnate.
- For designing Chaos Jes said there are too extremes: the renegades, recent converts and represented by regular marines with spikes on; and the warped, those totally mutated ones. Both are equally valid and he’s hoping to have more warped ones like in Dark Vengeance coming out. For vehicles it will mean more daemon engines on the table.
Jes had a solo seminar, where I accosted him about his constant use of topknots on minis (he likes the feral yet combat ready look, it allows Eldar to have hair but not be too slicked down, it helps with multi part minis to have long hair as if it isn’t tied up you can’t pose the head, and he thinks they’re cool).
The fallout of this is that I have to send Jes a photo of my hair in a topknot when it is long enough.
I also talked to him about sculpting female minis, and he said that he dislikes the all to frequent chainmail bikini look and has copped some heat of the muscular Wyches. Regarding Lelith his concept was all about emphasising her athleticism rather than sexualising her with “huge tits… but Juan is a butt man anyway…”
And that’s what I’ve got!
First up were some changes to the venue – they’d improved the layout and positioning of the various events and stalls, as well as keeping the Forge World pre-orders separate, so thumbs up for that. The gaming area was shrunk to free up more space for the studio crew and hobby area, so overall the whole central area felt much less congested.
Don't know if attendance was down on last year, but it felt a little quieter. Mind you I spent almost the whole day in seminars so...
Parking was much easier as we weren’t competing with Young Talent Time auditions.
I missed the Black Library seminar (again), so went and said hello to Jes Goodwin, who signed my Compilation, which was pretty rad.
He had his original design sketches which were amazing and drool-worthy (the Sslyth was phenomenal! Makes me want to buy one, lol). When I asked he said he preferred no photos of them as he’s been burnt before by his designs being copied by “those companies that spring up making little bits”. Understandable, but I’m sorry I couldn’t share them with you.
The original is so much better...
I stood in line for a bit waiting to look at the Golden Daemon, got bored, left the queue ran into a friend who had apparently not been home since seeing Apocalyptica last night, and was still pretty plastered. He’d apparently accosted Alan Merrett earlier about there being too many queues and it being confusing, ha ha.And speaking of Alan, he didn’t speak at any of the seminars like last year, but was floating around and rather oddly directing the lines at the shop…
So then it was time for the first seminar of the day – and boy was it a big one: Forge World with Mark Bedford.
General
- The way he sees it, GW is like cake, and Forge World is like putting cream and cherries on top… well maybe not cherries but cocaine (yes, that was his analogy).
- Flooded with Marines? Well, they sell. Surprisingly everyone was very, very open about this fact and didn’t try to hide it in any way shape or form.
- Warlord Titan? Big kits are a balance of cost in time vs how much they’ll sell realistically. For instance the Manta took one and a half years for Will Hayes to produce, during which time he wasn’t getting much else done. Could he have made fifteen other kits that would have sold more in that time? That’s the numbers they run and why big kits are rarer. They do want to make a Warlord though.
- All they FW guys collect and play, and that’s often a trigger for nostalgia (“remember the X?”) and re-creating older units.
The other side was all Baneblades
- Their design process is very flexible and reactive. They can go from nothing to production in the space of a month, but that is rare.
- The designers often do things of their own volition at home. The Tomb Stalker came about when Will Hayes brought it into the office and said “look what I made, reckon we can sell it?”. They decided to give it a go and have since sold “bucketloads”.
- Mark used to work in greenstuff, but now uses Super Sculpy as it doesn’t dry until he wants it to.
- Forge World was the brainchild of Tony Cottrell, who had been making some custom turrets that people were eating up. They hired on some freelance crew and started producing the first vehicle kits and the statues/busts. While the statue market slowed, the vehicle kits exploded.
- Apocalypse was the best thing to ever happen to Forge World, and nearly killed their production staff (in a good way).
- They would like to do what they did with Dark Eldar and release companion kits soon after a Codex launch more often.
- The terrain and Epic kits were discontinued due to sales not justifying them. They do have a permanent terrain guy now though, as with the Realm of Battle tiles and fortification rules they can tie the terrain pieces into the IA books more.
- General disparaging of people who don’t allow Forge World units in games :p
- Running joke: Bionic Hedgehogs.
Imperial Armour
- That Bran Redmaw mini seen but not released? Gone. Mark wasn’t happy with the quality so asked for it not to be released. Another sculptor has taken over the character.
- They monitor the GW studio release schedule to avoid putting something out just before a new codex (ie why Necrons are due now, not last year).
- Some units are designed for a specific book, some are designed just for the hell of it.
- They deliberately put extra characters in books, Badab being a prime example, so that if they have a spare moment they have a backlog to draw on for ideas.
- Next book is Necrons, Minotaurs and Death Corps of Krieg.
- “So we’ll be doing a big Necron vehicle.”
“It’s not just going to be a bigger pyramid, is it?”
“No… it’s an upside down sandcastle.”
- A Dark Eldar superheavy would fit their raider aesthetic, but still be big, “like and ocean liner”.
- I asked later about the low content of xenos in some books (particularly corsairs in IA12). Mark’s reply indicated there will be more in the Dark Eldar book, and that sometimes they hit time constraints or ideas just don’t work and they don’t have time to redo them.
Warhammer Forge
- The books are harder to write, as “you can’t kill off the Empire… ok, you’re all Nurgle now”, while in 40k you can blow up planets, systems or sectors with no worry. It’s also harder to explain why Khemri would be fighting Lizardmen in the Forge World format.
- Working on a Blackfire Pass book
– Orcs, gobbos, dwarves and empire (? Sorry, didn’t hear the last one and aren’t too familiar with Warhammer lore).
- They want to do variant army lists like in 40k – a Slaanesh knight list was the example given.
- What units they use can be tricky, due to Forge World’s more pricy nature. Hobgoblins, for example, would be impractical as they would require too many guys for their cost in real money.
- They do, however, want to explore Cathay and such, but in the future.
Horus Heresy
- “Will you be making the Primarchs?”
“If you’ve read the Black Library books you’ll understand when I tell you ‘I can’t say’.”
- They want to make all the weapon options/units available they can to “stop little companies springing up in Poland”.
- The Marine armour variants were testing the waters for a HH series, which they have been working on for a year or so.
- They are working closely with Black Library to include bits of each other’s work (the Caestus appears in Fear to Tread for example). This also means they don’t mess anything up, and might even lead to BL characters appearing in mini form.
- Mechanicus? Almost certainly, but not for a while - it’s something Mark really really wants to do.
- They know it can’t be all marines all the time, and there will be xenos and non-marine forces dealt with in time.
- First book will begin at the start of the Heresy, but the lists will be designed to show off pre-Heresy forces and their fighting styles, as no divergence into chaos had happened yet.
- The Horus Heresy series is going to be ongoing, much like the Imperial Armour books, and each line will have a separate team working on it.
- The HH series is designed in such a way that people can use their existing armies as much as possible.
- Running quotes: “It’ll be like Christmas… it’ll blow your minds.”
This seminar was literally just under an hour, and it was straight into the design team one with Jes, Kevin Chin and Jeremy Vetock.
Design Seminar
- Jes loves plastic. LOVES it. If he could he’d do everything in it as for a sculptor it’s far better with almost no distortion or deformation. He foresees a future with only special characters being finecast, and generic characters all being single frame plastics like the recent Warhammer releases and the limited Dark Vengeance Chaplain.
- They want to continue putting every unit option on a frame where possible. And lots of head options.
- They’re aiming to expand the digital aspect of the company. Jeremy got very excited about the prospect, but no specifics.
- Don't call the background "fluff" around Jes. One guy did and he corrected him, pointing out that it was Jeremy's job to create that, and calling it fluff devalued it. The questioner corrected himself by saying "the expanded universe background setting", which pleased Jes no end.
- A young lad asked the following “How come Tau and Space Marines are ‘battle brothers’?” and got a huge cheer and round of applause from the audience. The reply was that yes, Tau and Marines often murdered each other on sight, but there were enough times when they didn’t to justify it. The allies matrix is there as a guide, not a proscription.
- "Why did they swap Marine chapter symbols from right to left shoulder?"
"I don't remember."
One of the attendees ventured that it was so (in universe), that when advancing the enemy would see the chapter symbol on a PA guy and know who's killing them, while terminators shoot one handed, so keep it on their right.
Jes thought that was a superb explaination, so he was going to accept that. He then went on a ramble about contradictory history and so on for a bit.
- If they can they would like to introduce 40k Dogs of War type units to use as allies to bring in lesser races. One of the reasons they brought allies back.
- There is a mathematical formula for points cost, based off a man (Warhammer) or a Marine (40k). This is then adjusted by feel for how the unit works within a given army or theme of the army.
- No release date/info for Sisters, but they definitely aren’t canned and will be re-done properly.
- A lot of the discussion was about the creative process and such, so not easy to describe. They were all very funny and there was a lot of laughter, so much of the discussion fall into the “you had to be there” category.
Dark Vengeance
- All attempts to draw out any release data on Dark Angels or Chaos were skilfully avoided.
- Dark Angels were chose because it allowed them to include Deathwing and Ravenwing rather than generic units. Chaos were in because they’ve done ‘nids and Orks. “Now we’re out of bad guys so I’ve got no idea what we’re going to do next”.
- Cultists were in, despite not being in the codex as they needed to create new things when they get the opportunity or the game will stagnate.
- For designing Chaos Jes said there are too extremes: the renegades, recent converts and represented by regular marines with spikes on; and the warped, those totally mutated ones. Both are equally valid and he’s hoping to have more warped ones like in Dark Vengeance coming out. For vehicles it will mean more daemon engines on the table.
Jes had a solo seminar, where I accosted him about his constant use of topknots on minis (he likes the feral yet combat ready look, it allows Eldar to have hair but not be too slicked down, it helps with multi part minis to have long hair as if it isn’t tied up you can’t pose the head, and he thinks they’re cool).
The fallout of this is that I have to send Jes a photo of my hair in a topknot when it is long enough.
I also talked to him about sculpting female minis, and he said that he dislikes the all to frequent chainmail bikini look and has copped some heat of the muscular Wyches. Regarding Lelith his concept was all about emphasising her athleticism rather than sexualising her with “huge tits… but Juan is a butt man anyway…”
And that’s what I’ve got!
Sunday, October 02, 2011
Games Day Australia 2011
So the first Games Day to be seen in Australia in seven years has come and gone. Here are my recollections and experiences, as well as some info from the seminars.
First up was the venue - it was spacious, well lit and no problems finding it. Funnily enough it was next to filming of the reborn Young Talent Time auditions... not sure how they handled all the Waaaaghing going on though.
Still, a few people got some odd looks, like this awesome Commisar who arrived at the same time I did:
There weren't huge lines like those seen in the UK and US, with ForgeWorld's line rather large when I arrived at 10:45 or so (having worked until 1am that morning). They died down considerably later in the day, and it was organised that people picked up their orders and were moved to a central payment area with six registers going.
Arriving late I unfortunately missed the Black Library seminar, so no comment there :(
So instead I had a wandered around for a bit, catching up with some people until the design studio Q&A with Phill Kelly and Adam Troke.
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.
- Someone asked about FAQs, and the reply indicated there's an assistant designer who is chiefly responsible for them all.
- On playtesting, Adam used the example that for High Elves he personally played 40 games, recording the results, as well as other studio members, White Dwarf guys, "their external playtesting group", and other in-house team members.
There was no fixed amount done though, and it is an elastic amount.
- When asked what they thought on balance, the reply was having a tough but fun game where it could have gone either way at any point. They did acknowledge that they sometimes screwed up, and that they all find it terribly embarrasing.
- 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 then went on to talk about how they won't be re-treading Forge World, and the Mournfang are distinct creatures from the Rhinox riders. Forge World is there to flesh out the fringes and add depth was they way it was put, and they do their own thing.
- Jervis reads every letter he gets sent, and tells everyone in the studio about them. Adam did a Jervis impersonation for effect.
After that I headed down to get Graham McNiel (who had spilt coffee all over himself at some point) to sign my copy of Thousand Sons. The queue was only about 25 minutes, though the signing at the city store on Friday night was apparently much, much bigger. Two guys from Darwin in the line behind me had gone there and given up.
Graham was very nice to talk to, and we had a chat about writing and whatnot, including discussion on making Space Marines seem superhuman and their role in the story. No ground breaking revelations to be had, but it was great to have a good chat with him.
Henry Zou wasn't there, or if he was he disappeared before I saw him. I haven't read either Anthony Reynolds or Matt Farrer's works, so I didn't talk to them.
I didn't go to the Perry twin's Q&A as it started just as I finished talking to Graham. I didn't realise they were going to be there, otherwise I would have brought my copy of Rogue Trader for them to sign. They were here for Dreadfleet, having designed a large number of the ships.
It was rather odd seeing them in person as to me I always imagine them with the mental picture of their portrait in teh back of Rogue Trader or the early White Dwarfs.
I did have a caht with Adam, mostly about kitbashing Chaplain Terminators and the merits of scrounging for bitz around the place. He did mention that Dreadfleet had probably been in the works for around three years total, but would have been around six months work done in one big hit.
Another comment was on new Codexes comign out (someone asked about Dark Angels), and he commented that it was hard to get to everything, but Dark Angels, Necrons and Sisters of Battle need re-doing, though he did add "though Sisters just got a 'hold-me-over' codex in White Dwarf and it's awesome!"
Phil signed my Ork Codes, and we had a talk about games designs (he's a fan of the D10 too), going retro (the 1st ed stuff was an influence on him) and understanding girlfriends with both being horders of stuff.
No revelations here as it was more a hobby chin-wag than anything.
I did some shopping, pickign up the exclusive short story collection, the new artbook, a poster and The Outcast Dead. Wait in line was probably about two minutes or so.
Lastly was the All-In-One Q&A with Phil, Adam, the Perry Twins, Anthony Reynolds, Matt Farrer and Alan Merrit.
- I asked about any editorial control over what they create. I was told the only control there is comes at the start of a project, whether the pitch for a book/model is given a green light or not, and not in terms of any marketing team ("they don't have any" - Alan) or sales driven objectives.
- They were asked about the future of Finecast and the character plastics, and the inclusion of races such as Jokaero and Slyyth as minor notes in the armies.
The response was that they were wanting to include more when they could to give the feeling of a broader universe, as well as more opportunities for modellers. They can't guarantee that every race mentioned will be included though, as it still needs to fit in the army lists.
- Alan talked about introducing new ideas at some length, sparked by a question about computer games and how close they had to follow GW's mandate.
Basically they have to do as they're told, and can't introduce new things. If they have a gap they need filling they come to GW for a filler (such as the Orca in Fire Warrior). The only exception anyone could remember was Phil saying the Rail Rifle in Fire Warrior was designed by Kuju to fill the sniper rifle FPS archetype, and the studio liked it so much they adopted it - everything else is GW's doing. I was tempted to shout "metal bawksez!" or "spess mehreens" at them, but abstained.
He further elaborated that they won't be discarding and races, as they learnt from their mistake with Squats (and he did specifically call it a mistake) and that they realise now that "they can't pretend like things didn't exist".
- There was quite a lot of talk about plastic models and designing them and whatnot.
After that I had a bit more of a look at the Golden Demon entries and armies on parade, but had to leave to go to work unfortunately, so missed the awards ceremonies.
Relic also had a stand with Space Marine free to play on six TVs. I didn't have a go, but it looked pretty fun. I dont' think I'll be buying it just yet though.
All in all it was a great day, and I'm really glad I went. I'll definitely be going next year!
-
And if you want more GW goodness, head over to Tales from the Maelstrom where they've got a great interview with Rick Priestley.
First up was the venue - it was spacious, well lit and no problems finding it. Funnily enough it was next to filming of the reborn Young Talent Time auditions... not sure how they handled all the Waaaaghing going on though.
Still, a few people got some odd looks, like this awesome Commisar who arrived at the same time I did:
Sorry, I didn't get her name to credit
There weren't huge lines like those seen in the UK and US, with ForgeWorld's line rather large when I arrived at 10:45 or so (having worked until 1am that morning). They died down considerably later in the day, and it was organised that people picked up their orders and were moved to a central payment area with six registers going.
Arriving late I unfortunately missed the Black Library seminar, so no comment there :(
So instead I had a wandered around for a bit, catching up with some people until the design studio Q&A with Phill Kelly and Adam Troke.
54mm scale in the Forge World Best in Show category
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.
- Someone asked about FAQs, and the reply indicated there's an assistant designer who is chiefly responsible for them all.
- On playtesting, Adam used the example that for High Elves he personally played 40 games, recording the results, as well as other studio members, White Dwarf guys, "their external playtesting group", and other in-house team members.
There was no fixed amount done though, and it is an elastic amount.
- When asked what they thought on balance, the reply was having a tough but fun game where it could have gone either way at any point. They did acknowledge that they sometimes screwed up, and that they all find it terribly embarrasing.
- 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 then went on to talk about how they won't be re-treading Forge World, and the Mournfang are distinct creatures from the Rhinox riders. Forge World is there to flesh out the fringes and add depth was they way it was put, and they do their own thing.
- Jervis reads every letter he gets sent, and tells everyone in the studio about them. Adam did a Jervis impersonation for effect.
Forge World Best in Show category
After that I headed down to get Graham McNiel (who had spilt coffee all over himself at some point) to sign my copy of Thousand Sons. The queue was only about 25 minutes, though the signing at the city store on Friday night was apparently much, much bigger. Two guys from Darwin in the line behind me had gone there and given up.
Graham was very nice to talk to, and we had a chat about writing and whatnot, including discussion on making Space Marines seem superhuman and their role in the story. No ground breaking revelations to be had, but it was great to have a good chat with him.
Henry Zou wasn't there, or if he was he disappeared before I saw him. I haven't read either Anthony Reynolds or Matt Farrer's works, so I didn't talk to them.
Single Model category
I didn't go to the Perry twin's Q&A as it started just as I finished talking to Graham. I didn't realise they were going to be there, otherwise I would have brought my copy of Rogue Trader for them to sign. They were here for Dreadfleet, having designed a large number of the ships.
It was rather odd seeing them in person as to me I always imagine them with the mental picture of their portrait in teh back of Rogue Trader or the early White Dwarfs.
40k Squad
I did have a caht with Adam, mostly about kitbashing Chaplain Terminators and the merits of scrounging for bitz around the place. He did mention that Dreadfleet had probably been in the works for around three years total, but would have been around six months work done in one big hit.
Another comment was on new Codexes comign out (someone asked about Dark Angels), and he commented that it was hard to get to everything, but Dark Angels, Necrons and Sisters of Battle need re-doing, though he did add "though Sisters just got a 'hold-me-over' codex in White Dwarf and it's awesome!"
Phil signed my Ork Codes, and we had a talk about games designs (he's a fan of the D10 too), going retro (the 1st ed stuff was an influence on him) and understanding girlfriends with both being horders of stuff.
No revelations here as it was more a hobby chin-wag than anything.
I did some shopping, pickign up the exclusive short story collection, the new artbook, a poster and The Outcast Dead. Wait in line was probably about two minutes or so.
40k Squad
Lastly was the All-In-One Q&A with Phil, Adam, the Perry Twins, Anthony Reynolds, Matt Farrer and Alan Merrit.
- I asked about any editorial control over what they create. I was told the only control there is comes at the start of a project, whether the pitch for a book/model is given a green light or not, and not in terms of any marketing team ("they don't have any" - Alan) or sales driven objectives.
- They were asked about the future of Finecast and the character plastics, and the inclusion of races such as Jokaero and Slyyth as minor notes in the armies.
The response was that they were wanting to include more when they could to give the feeling of a broader universe, as well as more opportunities for modellers. They can't guarantee that every race mentioned will be included though, as it still needs to fit in the army lists.
- Alan talked about introducing new ideas at some length, sparked by a question about computer games and how close they had to follow GW's mandate.
Basically they have to do as they're told, and can't introduce new things. If they have a gap they need filling they come to GW for a filler (such as the Orca in Fire Warrior). The only exception anyone could remember was Phil saying the Rail Rifle in Fire Warrior was designed by Kuju to fill the sniper rifle FPS archetype, and the studio liked it so much they adopted it - everything else is GW's doing. I was tempted to shout "metal bawksez!" or "spess mehreens" at them, but abstained.
He further elaborated that they won't be discarding and races, as they learnt from their mistake with Squats (and he did specifically call it a mistake) and that they realise now that "they can't pretend like things didn't exist".
- There was quite a lot of talk about plastic models and designing them and whatnot.
Junior Category
After that I had a bit more of a look at the Golden Demon entries and armies on parade, but had to leave to go to work unfortunately, so missed the awards ceremonies.
Relic also had a stand with Space Marine free to play on six TVs. I didn't have a go, but it looked pretty fun. I dont' think I'll be buying it just yet though.
All in all it was a great day, and I'm really glad I went. I'll definitely be going next year!
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And if you want more GW goodness, head over to Tales from the Maelstrom where they've got a great interview with Rick Priestley.
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