While a challenging curveball delights a lot of players, the developers were also very aware that some commanders who had toiled over a campaign for dozens of hours or more may not appreciate the possibility of everything falling apart at the last. The team was also acutely aware of the danger Endgame Scenarios present. “Whenever you’re doing something which is wacky and outside the normal sandbox rules, you should give the player the option to tailor it, even if that means turning it off.” “Customisation is absolutely key,” Kirby adds. Because of this, the whole concept of Endgame Scenarios poses a risk that has to be mitigated – and this is achieved through the system’s in-built customisation options. Of course, rules exist for a reason, and in game development it’s often incredibly important to stick to the rules that are understood by the player. Beat up the faction leader? Then why not confederate them? Now all those OP armies they’ve just been smacking you over the head with are yours!” “We focus in on races that never normally get to fight you, we make them stupidly big, we give them bonuses that they shouldn’t get and we then see if the player can handle it. “If players take any one bit of Endgame Scenarios and ask ‘why did they make that?’ the answer is nearly always going to be ‘because it’s cool and it’s fun, right?’ “As a designer, my favourite thing to do is to create a set of rules and then make something that breaks those rules,” Kirby outlines. From a gameplay perspective, their appeal has always focused on the enjoyment of taking the rulebook that would normally govern the game and ripping it up. However, Endgame Scenarios have to appeal to players beyond simply relying on their affection for the lore. We’ve also got this one idea knocking about that basically asks what if Karl Franz becomes the ultimate endgame? What if we have the Empire of Man? Let’s take the traditional good guys and make them the bad guys!” “This idea in particular is going to be a lot of fun to make because we can do some wacky stuff, getting the Lizardmen doing things they wouldn’t normally do. “So here’s one I really like: We hear a lot about the Lizardmen’s ‘great plan’, but what exactly is it?” Kirby says. “Games Workshop told us it’s their favourite scenario, so it just goes to show!”īeyond the Dwarfs and Update 2.2’s Skaven (more on that below!) there are several possibilities as to where the developers will turn for their next Endgame Scenario – and it’s safe to say they’re not short of options, with a long list of scenario ideas having already been approved by Games Workshop. However, others are chosen for no reason other than they’re cool! “The Dwarf’s Scenario is really just making up an excuse for them to go attack their neighbours, because the Dwarfs don’t really get enough excuse to kick off – it feels like they should be the bad guys, but they never are, right?” Kirby explains. Some are variations on existing story themes, such as the Wood Elf event (which is based on the Wild Hunt). To what extent each scenario is based on existing lore varies. “They are basically just interesting, crazy events inspired by WARHAMMER lore.” “We were like, what if we just massively overpower these factions and give them bonuses we would never normally give them and just see what happens?” Senior Designer Craig Kirby says when discussing how the idea for Endgame Scenarios came about. That’s why as you approach your moment of triumph, all hell breaks loose and joyous success threatens to collapse into bitter defeat. That’s what Total War is all about, right? To a point, yes, but it’s also about raising the stakes. You’ve led your near endless hordes of troops to glory and you sit proudly on the throne that’s rightfully yours, the bodies of your enemies strewn all around. ENDGAME SCENARIOS – PAST, PRESENT & FUTURE
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