News: A Press Release Q&A with Andy Walsh, the man behind all the grunts in Warhammer 40000: Glory in Death.
Here's more for the Warhammer 40,000 fanatics as scriptwriter Andy Walsh and an unnamed PR flack talk about the creative process for N-Gage's Warhammer 40000: Glory in Death.
First up, what would you say to people who wonder what the point of having a story in a strategy game is?
Play it and see. If you don't want to read it, no problem, if you do, I hope it sheds new light on the races for those who've played before and acts as a great introduction for people new to the universe. That and it's fun!
Had you come across the Warhammer universe before you wrote the story?
Yes, I had. I still have several boxes of terminators, space marines Orks and the sadly demised Squats (er Space Dwarves apparently for those born after 1874!). To be able to work with Games Workshop was a real honour, something I dreamt about doing when I was at school. That said it's an awesome responsibility. You can't just change everything and have the Space Marines falling in love, or Orks with table manners - you have to stay true to the universe. Of course the guys over at GW were brilliant at helping me stay on track.
What was the best thing about working on the game?
Apart from the chance to play with the Warhammer universe? Er, I'd have to say the group of people I worked with. It can get fiery making a game, there's a lot at stake for people, but that said they're all doing it because they love games. Having all those dedicated and skilled people, programmers, artists, producers, onboard can mean it's very exciting. It also keeps you honest. If people think an idea's pants then they will tell you! Sometimes you can argue a point, sometimes you have to realise that your idea is no good. It's the final story that counts, the player never gets to hear the debates everyone has about the game.
What's in the game for people who've played Warhammer 40,000?
A new way to explore the universe. They'll recognise a lot about it, the units, races, style of play and so on, but this is a new way to play. It has a new look, new art, a new interface, a new feel. But it's not about competing with or replacing other ways to play the game, it's about complementing them. And you have to remember that a lot of companies take a franchise and wreck it. There's no way that we would've done that or that Games Workshop would have let us! We want to build on the incredible universe that's already there.
What about for players new to the Warhammer universe?
Oh, wow, lucky you. You get to walk in through the door for the first time! Like the first time you see that beautiful girl across a room, the first time you...ahem, well getting carried away now. It'll be a great way to have a look at the universe while indulging in some destruction. The game is designed so you can pick it up and play it, you don't have to know about the universe or about the other versions of the game. You pick up and play. We hope by the end of it that people will get hooked and want to explore the universe further, but you can't bet on that. You set out to create as good a game as you can, anything else is secondary.
Do you own an N-Gage?
I didn't before I started work on this. Now I want one! A lot of things put me off handhelds, but I think Nokia are starting to push the envelope with a lot of their projects. Their insistence that this game had a properly worked story is just one example of that. They want to produce great games for handhelds. Too many games on other platforms are bad versions of existing games or are cheaply produced. Nokia's put the emphasis on quality. On making games that deliver. THQ, Games Workshop and Razorback are companies with the same idea, they want you to love their games and to pick up the next one.
Will you play the game when it comes out?
I keep asking when it'll be ready. I wouldn't be surprised if they finished it early just to shut me up!
What's the most important thing in a game for you?
Playability. It's as simple and as complicated as that. There are a lot of things that go into whether a game plays well or not, but at the end of the day if the art's great or the story superb, yet the game stinks then what's the point? I think Glory in Death ticks all the boxes, plays well and looks great. I hope the artist likes the story as much as I like his artwork and the programmers like the story as much as I like the game.
You've written for TV, film and theatre. Is writing a game different from these?
Yes, all forms of writing are different and I think a lot of games fail because the people writing them forget that they are writing a game not say a film. That said, it comes down to story, if the story sucks then the script won't work in whatever medium you're working. Make 'em laugh, make 'em cry - hopefully at the right moment - add believable twists to keep it interesting and keep it brief!!
What was the most interesting thing about Glory in Death from your perspective?
The interwoven plot, definitely, and that was something that was in place before I joined the team (laughs). The lads and lasses at Razorback came up with the idea, the THQ crew and Nokia bods loved it and I got brought on to help make it happen. It makes the game stand out. There are four races in the game and you don't get the full story until you've played every battle of each campaign. Play one race and you get a full storyline, but as soon as you play the other races you start to see things from a different perspective, to learn things you otherwise wouldn't have known.
What was the most challenging thing about Glory in Death?
Oh, er, good question. I suppose there's a problem in a lot of games when it comes to writing a script that works but doesn't get in the way. The last thing I like as a games player is a half hour cutscene, or having to scroll through a hundred lines of dialogue. Keep it fun. Keep it brief.
And to keep it brief, we'll wrap up the interview there.
Thanks. Enjoy the game - all power to the Emperor!!