There’s been some
controversy regarding information released on the new regional
occupation system of the upcoming Total War: Warhammer. You can read
the official developer post about it here. But as a long term fan of
this series, I thought I’d share my own thoughts -
The game I’m most
interested in playing this year has to be Total War: Warhammer. I’ve
been a fan of the Total War series since the release of the original Shogun,
but as much as I’ve enjoyed the historical based titles, I’ve
always wanted to see the release of a fantasy based variation.
But I’m more than just
interested in this upcoming title for its fantasy world and
characters. I’m also interested to see how this game can shake up
the franchise and provide a unique and fresh Total War experience.
Because in many ways, I’ve
grown rather weary of what many view as the ‘traditional’ nature
of Total War. It’s probably why I’ve enjoyed the smaller, yet
more focused experiences of expansion titles such as Napoleon, Fall
of the Samurai and Attila, to the larger, more expansive core titles.
These titles may not have
offered the scope or variety of Empire, Shogun 2 or Rome 2, but they
all introduced new dynamics and features to the campaign which, for
me at least, provided a more engaging experience.
For me, the Total War
‘formula’ was only
about the combination of turn based and real time strategy. The
ability to see the translation of the campaign map to the battle map.
I never viewed the ability to conquer every region upon the map as a
core component to the series because in the 15 years I’ve been
paying these games, I’ve never actually done so!
I’d imagine many fans of
this series would agree that Total War has always had issues with
long term campaign engagement. In other words, the beginning of a
campaign is always more interesting than the end. Attempts to combat
this issue in the past have been met with mixed results – the Realm
Divide of Shogun 2, the Civil War of Rome 2, or the Hun invasion of
Attila.
The problem is simple –
50 to 100 turns into a typical Total War campaign, a player is often
so powerful and wealthy that conquering the rest of the map is
inevitable – victory all but guaranteed. The loss of an army or
region is but a minor set-back. There remains little to no risk to
the player or their empire, and the chance of failure – the chance
to lose
– is all but non-existent. Which is why I’ve never conquered the
entire campaign map in any of the Total War titles. Because beyond a
certain point, there’s no more challenge to your expansion.
The problem is simple
enough, so is the solution, equally simple? If the player is growing
too powerful, too quickly, then why not restrict how powerful the
player can grow? Why not place limitations upon the player to prevent
them from ever reaching that tipping point where a campaign ceases to
be an engaging challenge, and instead becomes an inevitable chore?
It doesn’t seem like such
a radical notion, but in terms of Total War, it’s quite a
fundamental departure from the traditional campaign formula of the
series. And that’s why, with the announcement of regional
occupation restrictions in Total War: Warhammer, it’s caused quite
the stir within the community.
In the development post,
there’s various discussions about how the team came to this
decision, including discussion regarding Warhammer lore. I won’t
discuss Warhammer lore here because as I’m sure I’ve mentioned in
the past, I know practically sod all about the licence. I’m looking
at this purely from the perspective of campaign gameplay.
In other words, I really
couldn’t give a f**k if it’s consistent with Warhammer lore or
not. My only interest is this – will this new system solve the
issue of long term campaign engagement? Will this provide a unique
and fresh Total War experience? I honestly can’t say. Nobody can,
not without playing it. But we can sure have a swell time debating
the matter!
As I normally do, I’ll
adopt a ‘wait and see’ approach to this new system. I don’t
believe doing something different is doing something wrong. Certainly
there’s truth in the old adage of ‘if it ain’t broke’, but I
feel it’s time for Total War to take a risk and fundamentally shake
up its core gameplay. That said, this wouldn’t be the first time
Total War has done so.
In many ways it’s not a
surprise that Total War: Warhammer is changing aspects to the Total
War ‘formula’ because the series has done so, to one degree or
another, with nearly every major release. The transition from the 2D
campaign of Shogun 1 to the 3D campaign of Rome 1 was a fundamental
shift in how Total War was played, and was also considered quite
controversial at the time by many players.
The introduction of gun
line warfare in Empire was a major shift in how a player would
approach the real time battles. Shogun 2 introduced more major
changes, particularly with region development. In previous titles,
settlements could be constructed as the player saw fit, but Shogun 2
introduced restrictions on what could be built and where, in addition
to limiting building slots per region.
At the time, this change,
much like the recent announcement of occupation restrictions, was met
with controversy, a concern that the developers were ‘taking away’
options from the player. I’m sure many still feel this way. But
personally, I loved the transition to a restricted building system,
because it fixed another issue I had with previous games in the
series.
In Rome 1, for example, it
was possible to turn nearly every settlement into an economic and
military powerhouse. Losing a region had little to no impact on your
economy or ability to train new forces. But in Shogun 2, the
restrictions in place forced the player to consider very carefully how
each settlement should be constructed. Should it focus on economy or
military? And losing a region, such as a region with a valuable
resource, was far more of a concern, even as the campaign progressed.
It’s
a great example of how artificial restrictions placed upon the player
resulted in far more strategically important choices. And
restrictions on regional occupation feels like a natural progression
of this system. In the development post, Game Director Ian Roxburgh
argues - ‘Simply
painting the map your colour is not always a route to victory, and is
arguably the least strategically interesting.’
And I agree, as this has proven true throughout the entire series.
One
of the things I enjoyed most about the recent Age of Charlemagne DLC
was the introduction of new victory conditions tied to imperium,
rather than simply taking ‘X number of regions’. With the
addition of new technology and building chains to support this
system, it was possible to approach and complete a campaign in a
variety of ways, not necessarily through war and war alone.
Obviously,
war will play a key role in Total War: Warhammer, but with the
introduction of unique characters, quest chains and likely race
specific victory conditions, I’m hopeful that we’ll have a far
more dynamic and strategically interesting campaign than simply ‘take
X number of regions to win’.
Continuing
our discussion of how the Total War series has evolved, Rome 2
provides another great shift, with the introduction of the regional
province system, a new army recruitment system, army legacy and
campaign ‘stances’, battle map capture points, and an entirely
new (if somewhat broken) political system. It also introduced a
controversial new system of its own – agent and army limitations.
But like the settlement building restrictions of Shogun 2, I’d
argue this new system didn’t ‘limit’ the experience, but
instead forced the player into making more important strategic
choices regarding when and where to strike.
Total
War: Attila refined, expanded and improved upon many of these systems
whilst also introducing new dynamics of its own, particularly the
‘horde’ and ‘raze’ mechanics. There were many
who were wary of the horde system but it proved to introduce an
entirely new way to play and approach a Total War campaign. And when
playing as the Huns, you couldn’t conquer any
regions, yet such a restriction introduced a unique and fresh
gameplay experience. The ‘raze’ system, though not particularly
well balanced upon release, also introduced a new dynamic and
strategic option to the campaign.
The
point I suppose I’m trying to make is that beyond the combination
of turn based and real time strategy, there’s never been a
consistent or core ‘formula’ to the Total War series. Nearly
every game has, for good or for ill, changed, chopped, cut and added
features in an attempt to provide a unique experience.
And
I must give it credit for that, even if the changes it’s made haven’t
always been to my personal tastes. It takes balls for a developer to
take risks with an established formula, particularly in a series as
long running as Total War. And yet, that’s what the developers have
done with nearly every major release. It’s a risk, because as much
as change and innovation is desired, it is also feared.
But
fearing change can also lead to stagnation, to the repetition of a
tired formula and the loss of interest in a series. I think it’s a
great testament to the series when, at the time of writing, there are
five
Total War games in the Top Games list on Steam by current player
count. It’s why, when you ask what people’s favourite Total War
game is, that you’ll get such a mix of responses stretching to
every title in the series.
Because
each entry in the series is unique in its own way, due the changes to
its formula. And Total War: Warhammer is set to continue this trend.
I can’t say I’m in favour of, or approve of the changes in this
upcoming title until I’ve played it for myself, but I am
in favour of change, because I feel that change, on the whole, has
benefited the series rather than harmed it.
And
that’s why I’m willing to keep an open mind about the new region
occupation system. Do I share concerns regarding replayability?
Regarding the possibility of a more ‘rail road’ experience? Of
course! But I’m also interested to see if this system does provide
a fresh Total War experience. I feel that many of the controversial
‘restrictions’ that have been incorporated into the series down
the years have enhanced the campaign rather than detracted from it.
And I hope this new system does the same.
How?
Well, previously, despite alternative options, occupying a region was
always the best long term choice. There was no downside to doing so –
you gain new land, a new source of income and a new foothold from
which you can expand your empire. As a result, campaigns often
followed a repetitive pattern of expand, conquer, replenish and
repeat.
The
new system of regional restrictions may change this in two positive
ways. The first, as I’ve already discussed, is that it will serve
to limit player power and prevent the player from ever growing so
powerful that mid to end game conquest is no more than a tedious and
inevitable chore.
The
second, is that the new system will force the player into making
different strategic decisions regarding particular regions. Even with
multiple options available in previous games, occupying a region was
always the best long term option. By taking that option away, the
player will be forced to consider the alternatives.
This
system will also undoubtedly influence how you advance into certain
territory. Without being able to capture a string of settlements on
the way, your armies will be all the more vulnerable the further they
advance from your borders. The player won’t have the safety net of
retreating to a friendly nearby settlement. They’ll have to
consider very carefully how far they’re willing to push their
forces into hostile territory.
Of
course now, I’m simply speculating. I don’t really know how this
new system will work in practice. But I see potential here, so I’m
keeping an open mind. I want mid to late game campaigns to remain
fresh, exciting and challenging. And maybe this new system will
provide that. All we can do now is wait and see.