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Mordheim 20 years later
A beginning is the time for taking the
most delicate care that the balances
are correct.
 Frank Herbert, Dune
It was the Year 1998...
 The world was gripped by Y2K paranoia
 All over the world, people were convinced the
apocalypse was NOW
 At GW, we decided to make it happen!
 Wed been looking for a fantasy Skirmish setting
for a long time
The Rules
 How to innovate and pay homage at the same time
 Had tie into Warhammer 5th edition rules
 Important not to deter Necromunda players
 Blend dice and storytelling
Philosophy
 We went back to grimdark, low fantasy
 Mainly human warbands
 Magic is rare and dangerous
 Even supernatural elements are almost
believable (ie. the Undead have Zombies,
not Skeletons)
 Develop with the community
Mordheim 20 years later
Warbands
 Being thematically correct was everything
 Low magic, high grit
 Each faction had a reason
to be in Mordheim
 Armour and blackpowder
weapons are expensive!
Innovation
 Innovation within skirmish game space
 Risk/reward gameplay: Diving charges, jumps
 Knocked down/stunned rules tied to miniatures
(think Little Wars!)
 Vertical gameplay
 Fast post-battle sequence
Easter Eggs
 The team had a mission to 鍖ll the game with surprises
 Spider-man, Highlander and many others
 Tons of inside jokes from the Studio
 Put 鍖sh everywhere
Playtesting
 First GW game where external playtesting was o鍖cial
 Playtesting group grew out of the
newsgroup community
 International playtesting via miracle of
Internet
MORDHEIM ART
The Mordheim factor
 The 鍖nal hurrah of the artisan illustrator
 Everything was hand-made
 Mordheim had a plan as a whole, rather than lots of individual
illustrations
 Distinctive look that has stood the test of time
 Only project where John Blanche was given a free hand
The Final Art
Inspiration
The Production
 Production got gripped by Mordheim bug
 Human mercenaries sprue is one of the
longest-serving plastic kits of all time
 Cheaper box price (40 pounds vs 50)
 Plan to make the game as high value for
money as possible
Legacy and Influence
 Mordheim has lived on for 20 years and 鍖ourished
 Mordheim was always a community-鍖rst game (Town
Cryer, Fanatic, Compendiums)
 The fanbase has kept the game alive and 鍖ourishing.
 Mordheim created a new game genre, the ruined city
fantasy skirmish (Frostgrave is the best-known homage
game)
Inspiring people
Inspiring people
Mordheim 20 years later
20 Years Later
 The game is going stronger than ever!
 PC game with well over 400 000 copies sold
 Mobile game with 500 000 downloads
 Thriving communities online with tens of
thousands of enthusiasts
 Reddit, Facebook, forums, Youtube
Finally...
And the final secret is...
 There were TWO creatures who came with the comet
 Shadowlord, the Avatar of Chaos
 Child of Light, the Avatar of Sigmar
 So the Sisters were in the right, after all!
Mordheim 20 years later

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Mordheim 20 years later

  • 2. A beginning is the time for taking the most delicate care that the balances are correct. Frank Herbert, Dune
  • 3. It was the Year 1998... The world was gripped by Y2K paranoia All over the world, people were convinced the apocalypse was NOW At GW, we decided to make it happen! Wed been looking for a fantasy Skirmish setting for a long time
  • 4. The Rules How to innovate and pay homage at the same time Had tie into Warhammer 5th edition rules Important not to deter Necromunda players Blend dice and storytelling
  • 5. Philosophy We went back to grimdark, low fantasy Mainly human warbands Magic is rare and dangerous Even supernatural elements are almost believable (ie. the Undead have Zombies, not Skeletons) Develop with the community
  • 7. Warbands Being thematically correct was everything Low magic, high grit Each faction had a reason to be in Mordheim Armour and blackpowder weapons are expensive!
  • 8. Innovation Innovation within skirmish game space Risk/reward gameplay: Diving charges, jumps Knocked down/stunned rules tied to miniatures (think Little Wars!) Vertical gameplay Fast post-battle sequence
  • 9. Easter Eggs The team had a mission to 鍖ll the game with surprises Spider-man, Highlander and many others Tons of inside jokes from the Studio Put 鍖sh everywhere
  • 10. Playtesting First GW game where external playtesting was o鍖cial Playtesting group grew out of the newsgroup community International playtesting via miracle of Internet
  • 12. The Mordheim factor The 鍖nal hurrah of the artisan illustrator Everything was hand-made Mordheim had a plan as a whole, rather than lots of individual illustrations Distinctive look that has stood the test of time Only project where John Blanche was given a free hand
  • 15. The Production Production got gripped by Mordheim bug Human mercenaries sprue is one of the longest-serving plastic kits of all time Cheaper box price (40 pounds vs 50) Plan to make the game as high value for money as possible
  • 16. Legacy and Influence Mordheim has lived on for 20 years and 鍖ourished Mordheim was always a community-鍖rst game (Town Cryer, Fanatic, Compendiums) The fanbase has kept the game alive and 鍖ourishing. Mordheim created a new game genre, the ruined city fantasy skirmish (Frostgrave is the best-known homage game)
  • 20. 20 Years Later The game is going stronger than ever! PC game with well over 400 000 copies sold Mobile game with 500 000 downloads Thriving communities online with tens of thousands of enthusiasts Reddit, Facebook, forums, Youtube
  • 22. And the final secret is... There were TWO creatures who came with the comet Shadowlord, the Avatar of Chaos Child of Light, the Avatar of Sigmar So the Sisters were in the right, after all!