“We had no desire to just remake the tabletop game.”
Theres something brilliant about tabletop evenings with friends.
My Thursday nights usually involve Dungeons & Dragons.
Weve had some fun adventures these last few years.
Never solved that mysterious case of stray arrows hitting teammates though, very peculiar.
D&D inspires creativity, stimulating imaginations through the theatre of the mind.
As a popular adaptation target, it left me wondering how game developers capture the spirit of these game.
And I didnt stop there.
Soon enough, Black Lab begun exploring a dynamic turn-based strategy game based around the Devastation of Baal.
So, they wanted to explore the implications of the Devastation.
How hard could it be, right?
Pechenin quickly discovered this didnt work.
“Theres several things fascinating things that we learned about deep D&D design,” he explains.
The course of action sounded pretty clear, though Pechenin admits this didnt work exactly as theyd expected.
When put in the game, that doesnt feel like Im smiting anything at all.
Like Im just right-clicking anything, I didnt feel like a Tiefling smiting with purpose.
I felt like a buffer."
So, what did this tell the team?
It’s these experiences which left the team re-evaluating their approach.
It turned out we have a lot of work to do."
With such widespread competition between Warhammer adaptations though, I questioned how they tried making Battlesector standout.
“Extremely difficult,” he replies frankly.
Theres no extra steps required."
But the designers want to do the opposite, they want to put everything together.
“At every step, theres a lot of passion from the developers.
So, the real question now is, what comes next for both teams?
Were cooking up some very cool stuff.”