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> Blood, dice and darkness: how Warhammer defined gaming for a generation, Интервью с Риком Пристли
Ermine
сообщение 5.6.2016, 23:06
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С удовольствием прочитал интервью с Риком Пристли, хоть и про 40к в основном.

Избранные цитаты (IMG:style_emoticons/default/smile.gif)
Цитата
After acquiring control of Games Workshop, Ansell decided to consolidate both companies in Citadel’s home of Eastwood in Nottinghamshire. The decision didn’t go down well with many of Games Workshop’s existing staff in London.

“It was presented at the time as a merger,” said Priestley, “but really it was a takeover by Citadel.


Цитата
But while recent editions of the game have cast them in a heroic light, Priestley argued that Games Workshop had misinterpreted the intent behind the characters.

“To me the background to 40K was always intended to be ironic,” he said.

“The fact that the Space Marines were lauded as heroes within Games Workshop always amused me, because they’re brutal, but they’re also completely self-deceiving. The whole idea of the Emperor is that you don’t know whether he’s alive or dead. The whole Imperium might be running on superstition. There’s no guarantee that the Emperor is anything other than a corpse with a residual mental ability to direct spacecraft.


Цитата
“Tom had to borrow a lot of money to buy the business,” Priestley said. “That meant we had to grow the company very quickly.

“I thought that one way to do that would be to expand the product line, so you’d have Warhammer and Warhammer 40,000, then this series of games that would let you explore the universe at a much closer, more detailed level.

“But it ended up being one of the great dividing points of Games Workshop. We’d grown internationally at a very fast pace, and we had to deal with French, Spanish, Italian versions of the games. The print runs of the foreign language editions were always bigger than we could sell, and after several near-disasters where we’d printed way too many of something, GorkaMorka being a classic example, we’d nearly bankrupted the company.”

The financial scare spooked management, Priestley said, leading to a change in Games Workshop’s culture.

“The studio, the creative part of Games Workshop, had always been kept apart from the sales part of it. One thing Bryan said was that if the sales people got to be in charge of the studio, it would destroy the studio, and that’s exactly what happened.”


Цитата
“The model design for Warhammer had started to get overblown,” he said.

“The models started to get big and came with too many parts. The number of pieces and the size of design are key factors in the cost of production, and there was a lack of discipline that meant the models were becoming less profitable.


Цитата
“But the reason it became a problem for Games Workshop was that the sales divisions, which had been given a huge degree of autonomy and political power, suddenly found they had hugely overblown organisations. They had the staff, but none of them could actually sell anything – they were used to people just coming in and buying stuff. So the success of the Lord of the Rings ended up being a failure in the company’s eyes because they lost control of it, which always pissed me off.”


Цитата
“I was the head of the creative department, and they weren’t doing anything creative any more,” he said.

“The role I had in the studio was with staff working on game development and design, and they’d pretty much decided that game development and design wasn’t of any interest to them. The current attitude in Games Workshop is that they’re not a games company, it’s that they’re a model company selling collectibles. That’s something I find wholly self-deceiving and couldn’t possibly agree with.”


Цитата
“It’s an entirely fresh game system. It’s gameplay-oriented and it’s designed for forces as small as 20 or 30 models a side up to hundreds. There are four factions out immediately with more planned for the future. There are plans to make plastic miniatures and all sorts of things. It’s a game with a future, which I don’t think 40K is.”


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