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Pour les fans de Warhammer et des MMORPG
Par Mures le 23/9/2002 à 13:13:06 (#2216028)
esperons qu'il sera bien :)
(dsl si il y deja un post la dessus)
[Edit] 8. When can I play it?
Full game release is planned for early 2004 and there will be a public Beta in the summer of 2003.
bon.. c deja pas pour maintenent
Par Blastm le 23/9/2002 à 13:27:51 (#2216110)
mais bon, y a pas eu de vraies news depuis longtemps :/
Par Lorim le 23/9/2002 à 13:38:05 (#2216184)
Je sens que cela va etre bien marrant :rasta: :maboule: :mdr:
Par Louis Le Dodu le 23/9/2002 à 13:49:51 (#2216287)
Par Terckan - Elentáris le 23/9/2002 à 13:52:12 (#2216307)
Par Lorim le 23/9/2002 à 14:02:35 (#2216396)
From the outset, Warhammer Online was conceived as a game that would plunge its players into a life of battle and adventure within a grim and gritty realisation of the Warhammer World! Set in the Reikland, against the turbulent backdrop of Warhammer, players will enter the world as lowly adventurers. In company with hundreds of other players, theyll begin to explore the world and through skill, luck and a trusty blade, rise to become a famous hero and the leader of a powerful band of men.
Some of you will remember our very first iteration of this idea pitched the players into the world as military commanders, controlling a garrison of troops established a territory around their base in a kind of 3D Age of Empires resource management and military conquest game. This was the version that was reported in White Dwarf in early 2001. Very quickly this concept threw up two major obstacles. The first is that the Warhammer background is very important to us and we wanted our game to be faithful to that background. Although when we fight battles with miniatures on the tabletop, we all accept a bit of fudging in order to create an exciting tabletop wargame most Lizardmen would never lay eyes on a Dwarf let alone fight a pitched battle against them! But somehow this fudge didnt seem quite right in a Warhammer world game.
The second problem was one of social rather than software engineering. As weve already said, our intention is to deliver a game that offers players co-operation and competition in equal measure. The kind of savage player killing happens on Quake or Unreal servers is fine because everybody is up for it and no-one is actually paying a subscription to be a member of that club.
To return to out wargames club analogy, it would be a bit like turning up at the club and being forced to constantly play against the club power gamer (you know the one!), who simply enjoys beating his opponents by any means. If this happened every time you turned up for a game, youd quickly find a new club or a new hobby!
Its for this reason that we moved the design focus more towards an RPG style game with its enhanced opportunities for player co-operation.
Source
En gros au départ il voulait faire un style Wargame .... mais ils on renoncé et sont plus partie vers le coté RPG du monde de Warhammer
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