Eacaraxe said:
ObsidianJones said:
Upgrades to units in the past games were made into separate units just to pad the unit roster out more. Lascannon Devastators used to just be an upgrade. Same as Sniper Scouts.
It didn't hurt DoW was a practically picture-perfect replication of the tabletop game with added progression mechanics to fit the RTS genre. It was so accurate you could snapshot your army at almost any point during a game, translate that to an exact tabletop point value, and it would almost certainly be tabletop-legal. Didn't hurt DoW units were actually better-balanced and not subject to power creep compared to the tabletop game (seriously, fuck 3rd edition Wraithlords in particular).
Which is where later games in the series fell dramatically short.
Actually, I'm going with Gethsemani's idea. It makes so much more sense that I only blame getting into the Warhammer universe (yes, both FB and 40k) via Dark Crusade.
Which is still the best in my opinion. I had to put that separately. It was one of the only games that the second after the credits rolled, I replayed it instantly. I think I skipped through the credits to do it all again.
Anyway, thinking of DoW as 2k point battles and DoW 2 as 750-1000 range, it all feels so much better.
Gethsemani said:
I won't claim to ever be owed a proper DoW 3, but if Relic makes a game that doesn't appeal to me they ain't getting my money. That applies to every publisher or developer out there. We all do well to remember that our relation to any given game developer is transactional in nature, they make a product that we purchase and beyond delivering a product we want they are not beholden to us in any way. Similarly, we should never feel beholden to a developer just because they are cool on Twitter, made our favorite game or whatever, because ultimately we are just a payday to them.
Again, I'm going to thank you for making my thoughts more salient. I don't feel like I'm owed a Dawn of War 3. In fact, seeing that Cinematic Trailer for DoW 3 for the first time, I felt so thankful and blessed. The tone seemed right. The sentiment of the bodies just piling up for Khorne. I felt it. I felt it in my heart and I was overjoyed. Even though the space marines always looked too skinny, I had so much hope.
And it was an utter disappointment. But the issue was always the fact that I was ok with that. That didn't bother me. What bothered me is the quote I put up. The sentiment that it's gamer's fault. That there was a core audience who "got it". And the rest of us plebs never gave it a real chance because of nostalgia, hatred of change, or what have you.
I feel I'm owed Genuine Discourse. That's it. You don't owe me a product, but you're not allowed to spin and create a false narrative to preserve your ego or try to shine it up so future investors don't immediately run away when they saw you enter the pitch meeting.
You as designers thought it was a good idea to go with a cartoon aesthetic when the Warhammer universe has always been about Grimdark. It's the very thing that coined that term [https://en.wikipedia.org/wiki/Grimdark]. And even if some people didn't mind the graphics, it's like taking Attack on Titan [https://images-eds-ssl.xboxlive.com/image?url=8Oaj9Ryq1G1_p3lLnXlsaZgGzAie6Mnu24_PawYuDYIoH77pJ.X5Z.MqQPibUVTcK5hYBWWVKpEjvsWQvwi6zxpWtdk9Sl_E6wfTw2pz0JxdVFB_XFfcfPhKRP3Xe1mTqBIuG3cf_f4ZC7ZexSS2LK7N96fj0S4MUUlSUZP2ARY0yfwPDFkmofXDUZ1r01QQVg_h130pR9O14ltwxfjnUYCfDURlO_btraseYKG83uk-&h=1080&w=1920&format=jpg] and giving it to Teen Titans Go [https://i.kinja-img.com/gawker-media/image/upload/s--JTu6TfRF--/c_scale,f_auto,fl_progressive,q_80,w_800/w1nxkzcwyhzddzfzy6e4.png] animation studio and asking them to replicate the entire anime in TTG style. That marks a huge tonal shift that will rub fans the wrong way.
You as designers decided to take away Sync kills. Something that brought in gamers like me and made us fans of the IP. The raw visceral carnage that Starcraft, Total Annihilation, Age Of Empires, etc didn't come close to supplying. Yes, it slowed the 'pace of combat' down. But it crafted a world. There are no heroes in this universe. Only Victors.
You as designers decided to give us less in every respect. From maps, to unit roster, to even playable races.
You as designers decided to make the grind tedious and horrid.
You as designers took out the cover mechanic that brought some depth and strategy that made the DoW series stand out. Yes, there was still visibility blockers, and I'll give props for that. But Cover saves is actually a THING in the Wh 40k Tabletop. You somehow thought it was a good idea to take out a much beloved mechanic that made people feel it was faithful to the IP and replaced it with magical force bubbles. Interesting.
You as designers gave us a game that fell short. And you know what? That's ok. Not every game can be good. I don't expect that.
But when your media presence is shifting the blame to others instead of your poor decisions. Instead of listening to gamers and seeing what they want, you decided to make the game that you thought gamers want or the game you want to play. And fine, go do that.
But don't expect any financial success when you craft a game that suits your interests, and not the world. And don't expect to come out unscathed when you BS a response saying how you crafted such a wonderful game and some core people see it, but the unwashed masses just doesn't get it..
That is my biggest problem with game developers today. It is the gulf that art and video games can never cross. Video Games can never be true art because Art is usually created by a person's desire to express something. It is a labor intensive project that can inspire 7 billions theories, thoughts, and even disgust... but only needs One person to care about it so much that they will purchase it and you can create more.
Gamers as a whole need to be considered. Not what you think they want. What we actually want, especially if we're talking about an ongoing ip that already has successful iterations. If we say don't touch this element that we've enjoyed previously, and then you as a developer say "No, we need to touch it. Trust us, it'll make the game better", what you're saying is "We know how this game is supposed to be played. Shut up and be good customers and just buy it because we slapped a familiar name and aesthetic on it".
Let it be known, Developers have Every Right to steer the game where they want it to go. But just like a fanbase is never owed something, the creators are not owed our support. They are not owed a trust that their decisions are better than our wants. And that's an optic that I think is very much loss when these discussions come about. A creator can create whatever. Go ahead. Do it. That's apart of what makes the human experience worth it.
But a creator is not owed support. They don't deserve our money just because they made a product. The answer lies that both parties need to come into alignment for the venue to be successful. A creator needs to find the right balance between what they envisioned and what needs to be in it to have an appeal if they want to be financially supported by the creation. And it must be good enough to create a fanbase around it. The fanbase is only 'owed' what they purchased, not what they wanted what they purchased to be. That is the interplay that we must get back to.
God, I got DoW3 free with humble bundle, and I still felt like I paid too much for it.