Saturday, October 1, 2011

Gamers Can't Handle the Imperium

So I was playing Space Marine the other day and I got to thinking:  wouldn't a Warhammer 40k RPG be just awesome?  You know, set it up like Dragon Age.  Party based, tactical combat, the whole nine yards.  If this seems far-fetched, just remember that Dawn of War II already follows a lot of this formula.  So I wondered, what if that concept was fleshed out?  What if you took DoW II, nerded it up with more stats, a big world (or several!) to explore, loot, loot, more loot, and a good story?

Well I’ll tell you what would happen:  almost nobody would play it.

For the Emperor

Imagine the ass groove in this chair!
I won’t go too deep into describing the world of Warhammer 40k.  For anyone interested, here is the wiki  -- render yourself unconscious.  But I do need to explain some of the background in order for this post to make sense, so here’s goes nothing.

In the year 40,000, the human population has exploded into the hundreds of billions and mankind has spread across the galaxy.  At the center of this Imperium of Man lies the Emperor, an undead God revered by all humans, kept alive in his magical space throne by the daily sacrifice of hundreds of psychically gifted humans whose essence allow the Emperor to maintain the Astronomicon, a sort of telepathic beacon that allows humans to travel through the Warp – the shifting energy plane that makes up subspace, and the road by which humans can travel the stars.   The Emperor’s will also helps to hold back the various races and hellish creatures  that seek the annihilation of man  – The Eldar, the Orks, the Tyranids, and above all, the demonic forces of Chaos.  Needless to say, to live in this time period is to exist on the utter edge of madness and ruin, constantly battling a fear of death (or worse) not only from the countless species out to do you harm, but by your race’s own insanely bloated bureaucracy.  The Imperium is a xenophobic theocracy, where anything non-human is ruthlessly exterminated and adherence to the spirit of the Emperor is the only chance for salvation.

A Blood Raven
The Few. The Proud. The Insane.

Chief among the many warriors pledged in service to the emperor are the Space Marines, the Adeptus Astartes, genetically engineered super-warriors who are chosen at a young age for their aptitude in battle.   With the proper genetic tinkering – along with some powerful but no longer understood technology – these young men eventually reach 9 feet tall, grow several new organs, and learn to fight in power armor, which essentially makes them walking tanks.  Also, they are devoted to the Emperor, literally brainwashed from their earliest days of training to place the Emperor’s will above all else, and to see to the continuation of Man through the eradication of other species.  To say they aren’t really nice guys is understating the point. 

So how on Earth do you make a role playing game when this is your background material?  It seems impossible.

Weighty Conversations Over Brandy

I asked a friend the other day how he would classify the political structure of the Imperium of Man.  He responded with Theocratic Feudalism*, which I think is a great start.  I also think there is a strong streak of dictatorial control in the Imperium (theocracies and dictatorships are different, so this isn’t redundant) and when fully realized, we could call the imperium a Theocratic Feudalist Dictatorship.   I’m not just splitting nerd-hairs, here, because this background has a profound effect on how you would create a game – especially a role playing game, a game that demands the player invest in an imaginary character.  Why would this be a problem?

"It was the 80s! Big shoulders were in!"
Well, consider:  would you like to play the role of a xenophobic lunatic?  That’s what playing a Space Marine is going to be like; which is a problem, because your average Space Marine is not really an identifiable creature to most human beings.  Role playing games especially need the player to identify with the character they are playing, but how do you ethically or morally identify with a xenophobic killing machine who is in the business of exterminating entire races?  This is not a character that your average gamer would find enjoyable to play for fifty hours at a pop. They’d need to ship the game with bottles of Xanax.
   
What I'm suggesting isn't revolutionary, either.  Generally, when games feature protagonists who are ugly and soulless, gamers notice.  Who wants to feel like a rotten scumbag when they put the controller down?  Even the most violent, brutal player-character has to have some redeeming, identifiable attributes to make him or her relatable.  Without this, your game is nothing more than an exercise in boring misery, or worse, juvenile stupidity.  Either way, nobody is going to seriously waste their time with it.

Well, Crap.

Powered by the corpse of a Space Marine. No, really.
So this is exactly where we run into a problem.  WH40k, when viewed through the zoomed-out lens of a strategy or tactical squad combat game, is a suitably bloody and visceral mythology, just the sort of thing that sets up the firebombing of entire planets and the ruthless extermination of whole races.  But once you zoom it in, and get into the nitty-gritty details of character development, of giving your NPCs interesting and identifiable personalities, it starts to break down.  All of those things that work on a macro-gaming level make a more personable gaming experience completely ridiculous.  When you’re just moving your little army dudes around on a giant chessboard, it is easy to laugh at (or ignore) the absurdity of an undead god-emperor rotting on his throne and people praying to sentient machine spirits in order to power their rocket-firing machine guns and walking sarcophagus tanks.  It’s a lot harder to laugh when you’re rolling your player character and you need to choose his origin story (“Murdered at Age 9” or “Tyranids Ate My Parents”) and have him pick a religion.

The problem with taking WH40k in the direction of an RPG is the necessary demand of softening the brutality of the universe.  And in fact, this has already happened; they did it in Space Marine.  Captain Titus is a fairly nice guy.  He thanks people.  He cares about the Imperial Guard (a force most Space Marines view with indifference, if not outright derision).  During the game itself, we never hear him mention anything horrifically racist, and neither do we hear him voice any fanatic religious statements – the closest we come to any of these are the little phrases we hear upon dying, or the short devotionals we read during load screens.  Titus, despite being a badass, is basically the Heroic Space Warrior archetype, indistinguishable from the bevy of similar characters we find in most futuristic shooters.  The things that otherwise make him a real Space Marine – an Adeptus Astartes, a pitiless, blood drunk motherfucker bound to the will of the Emperor -- are not even addressed.  He is drawn as a virtuous paladin, when your average Space Marine is closer to a reaver. 

The other problem with the setting is its physical locations.  The universe of Warhammer is no gentle fantasy cliche, where you can come across some guy picking corn and get offered a quest to find his missing shovel.  There is very little going on in the WH40k universe except for 1) Battle 2) Death and 3) Chores.  Most of the inhabited planets in the Imperium are either overpopulated slums where crime and villainy run rampant, or undeveloped backwaters where the inhabitants live out their lives in constant fear of rampaging aliens, natural disasters and bloody tribal warfare.

Gamers Can't Handle Xenophobic Holocausts.  No, Seriously, They Can't.

I'm sure she appreciates the boob-room
in her armor.
I don’t think a lot of gamers would be comfortable playing the role of a real Space Marine.  In fact, with today’s culturally enlightened, almost post-modern approach to gaming, I very much doubt the game would leave shelves without some heavy criticism.  If you tell people you are making a real WH40k game, complete with xenophobic epithets, religious persecution, wholesale murder, apostate killing, environmental destruction and human sacrifice, you might have to set up a website to handle the outrage.  Oh, and I haven’t even mentioned the enduringly sexist overtones (there are no female Space Marines, this is as close as they get) and the parallels between modern racism.

The good news (and here I’ll just invalidate my entire blahg post) is that some authors have done a fairly good job writing WH40k fiction.  They have managed to make relatable characters, Space Marines like Ragnar who, while not the most deeply written, have dimension and heft.  I can read a Space Wolves omnibus and feel like Ragnar is – at least a little bit – still a young human male struggling to find his place in a horrific universe. 

Welp.

So maybe that’s what needs to happen?  Maybe THQ, if they ever plan on making a WH40k RPG, should hire someone like Dan Abnett to write it.  And maybe they will have to soften the universe, make it a bit more palatable to the average gamer. 

Or . . . perhaps I am overstating it?  One of the greatest CRPGs ever made was a gloomy, twisted romp through the afterlife with an unkillable amnesiac as the main character.  It could be that I’m underestimating my peers’ desire to play a game that challenges their sense of the absurd, a game that forces them to play depressed, if only for a little while.  This is probably all a waste of ink anyways, as there are no current plans to make a WH40k rpg.  So I’ll stop now – writing this much on why a game that hasn’t been made will probably never work anyways has me feeling a little silly.

* Individual planets and sectors are usually left to their own devices, so long as the tax money flows.  There is essentially no freeholding allowed -- everyone who works, works for a local governor or quasi-noble.

16 comments:

  1. I think the solution is plain: Don't make the characters Space Marines. I think there's a lot of space for good CRPG stories around the edges of the Imperium -- the Inquisition, the Administratum, heck make the characters the honour guard of a planetary governor as the planet comes under attack. And that's just assuming we want to stick with playing humans. If you want a "good" race, consider the Eldar and the Tau. I never played the Fire Warrior game but I was definitely intrigued that it was from the Tau POV.

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  2. There are several pen & paper RPGs set in the 40K universe, one of which even casts you as a Space Marine (although I'm not quite sure how that works - shoot things! hit things!).

    The best RPG clue is in the game's original name though: Warhammer 40,000: Rogue Trader. As a Rogue Trader you get freedom to act and move around, trade, explore, consort with aliens, and only occasionally PURGE WITH FIRE.

    40K is actually fantasy, in that it's set in roughly the European middle ages, only they're a rather more brutal (realistic?) version than Tolkien's. Most people are grubby peasants living in a small circle of scratched civilisation surrounded by a constant fear of unknown forces from the darkness outside and the base nature of humanity within. Only piety and the space Pope with his force of flying space-cathedrals, priesthood, knights and inquistors can save humanity. One game wasn't called 'Space Crusade' for nothing.

    To fit an RPG in with 40K is to find an interesting role that fits dark-age/medieval Europe (Troubadour? Bandit? Inquisitor? Missionary? Pilgrim?)

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  3. The other comments kinda point out things that I was reminded of reading the post, but just to expand:

    The only PnP WH40k RPG I've played is Dark Heresy, which would work really well as a "faithful" 40k CRPG premise. You're playing as a scrub agent of the Inquisition, i.e., a normal dude. The horrifying and absurd nature of the Imperium could be played straight since it would add a lot of creepy tension to your character's life. Starting at such a "low level" you also get a real sense of progression from strength to strength, and there's room for side-quests and moral or factional choices galore. You could choose both a character class and an "organization" based on what branch of the Inquisition you work for, which would have some effect on the type of game you play, you could go over to chaos or consort with xenos, etc.

    Alternately, you could make a Space Marine CRPG that's faithful to the setting if you make the character suitably conflicted about his role. You talk about how they're brainwashed fanatics, but plenty of SMs have fallen to Chaos, so the brainwashing can't be all that effective. Or maybe it's "too" effective: it's like the cliche about preachers' daughters being the biggest freaks on an absurd and ultraviolent level. You spend your whole life in a barracks/cloister either fighting or praying, repressing every human impulse, and one day someone's like "hey why not worship the god of pleasure who doesn't give a shit what you do as long as you're having a great time?" So instead of quests, you have moral decision points. I see this playing out as a FPS/RPG hybrid on fairly tight set of rails (i.e., noncombat sections are all cutscenes) more than anything, but mostly because the "conflicted agent of an evil force" trope is one I recognize from Deus Ex. The twist here is that the evil is right out in the open, it's just that the character doesn't realize it's evil at first, but even then, realizing it and doing something about it will lead him to serving an even greater evil because grimdark.

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  4. @ Alex,

    I thought about this when I was writing. The problem (maybe?) is that the WH40k universe can seem a little impenetrable as it is. I think if you are going to roll out an RPG, you pretty much have to put your flagship creation on the cover in order to sell units. The most readily identifiable character for the 40k universe is the Space Marine. I also, I think I want to play as a play as Space Marine . . . I'm just not sure what that would look like.

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  5. @ JH

    Like I wrote to Alex, I wonder if they could get a 40k project funded and off the ground if they chose to focus on something other than the Space Marines as their leading cast of characters?

    I agree with what you're saying though about the brainwashing. My solution, story wise, would be (and I'm just spitballing here) something like: You and your fellow initiates are in the process of getting your Space Marine upgrades when some weird thing (I dunno, warp storm, Ork invasion, Eldar shenanigans, etc) separates you from your monastery world/ship and you are left to do XYZ on your own. Along the way you might meet other Space Marines/Sisters of Battle/Inquisitors and your goal is to get back to your monastery or something like that. "Leveling Up" would unlock your implants (or we'd find some other way to give them to you) and you're on your own for most of the time.

    You could neatly avoid the whole brainwashing issue by making the Space Marines "grow up" away from a monastery. The ultimate Irony of the 40k universe is that the bloodthirsty genocidal maniacs are actually the "good guys" so the story could -- somehow -- make this the central tenet of the narrative. You could be morally opposed to the Imperium but still side with it as the lesser of several evils.

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  6. The idea of trainee SMs makes sense too actually, although the premise of unlocking already-installed advantages seems familiar somehow... If you really wanted to be faithful to the setting, though, this could have other issues when you look into some of the ancient and nonsensical fluff about the making of a Space Marine which suggests that they look for barbarian berserkers (from feral/backwards worlds) or ruthless serial killers (from urban/advanced worlds) between the ages of 9 and 14 to recruit.

    As for starting with a non-SM premise, well, no one wants another Fire Warrior. But at this point, the WH40k universe is not exactly an unknown to gamers, what with the DoW games. The Imperial Guard at least makes the everyday horror of being a random scrub in the Imperium recognizable. So playing a normal-ish dude in the lower echelons of the Inquisition wouldn't be a problematic departure. I think they could actually market on the idea that you're not playing a Space Marine, in a sort of "get ready for this shit bitches, this ain't a field trip in power armor!" way.

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  7. My little brother’s a big 40k video game fan, and when I try to explain the backstory behind the characters he’s playing, he won’t believe me. Personally I think the Space Marines are boring and vapid, but then my most hated comic book character is Superman so no surprise there. Still waiting for my Eisenhorn game or 18+ animation.

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  8. I enjoyed reading that very much as it hits on all the correct nails. Here at home sits the entire Horus Heresy series, a few omnibus editions of various chapters and a few standalone novels.
    Throughout all of them, I have found that either A) the space marine the story centres around isn't really the most blood thirsty crazed killing machine the "fluff" makes them out to be. OR B) The character is just a default marine and is neither maxed out in humanity or slaughter machine and is thus a bit boring.

    If a game was to be more like option (A it would be allright.

    ALSO, some books have just plain old humans who are good in their chosen field. Harlon Nayl for example from the Eisenhorn/Ravenor series. We could be in the 40k universe, but simply as a human in that universe.

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  9. I'm not sure that 40k is particularly interesting anyway, universe-wise. The imperium is a completely non-challenging caricature of the catholic church and fascism, but since it has very little relation to anything real, it has no bite.

    You can write about mass murder and extreme violence all you want but having political statements out of the 80s doesn't by necessity bring you out of juvenile fantasy.

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  10. Good writeup, although in THQ's defence regarding Captain Titus Ultramarines pretty much are the typical virtuous paladin archetype. Ie: 40k's equivalent of vanilla ice cream.

    Honestly though you can fit marines pretty easily into the DA: Origins template.
    Origin story:
    Here all you have to do is use different recruiting worlds, there's a entire universe with everything from forge worlds, to feudal worlds, or jungle planets to pick from for origin stories for your marine.

    Grey Wardens = Deathwatch
    The grey wardens(& spectres in MA) were basically a force outside the rules of the rest of society. As JH pointed out in 40k the inquisition (& forces like the Deathwatch who are allied to them) have free reign to do what they want.

    Battle of Ostagar = Invasion of Ultramar
    So your space marines just joined the chapter and is about to fight his 1st battle how do you give him freedom to make a interesting rpg at this point? Easy do exactly what DA did and kill off his Commander & most of his army. Leave him with a couple of raw recruits, on a planet cut of from the rest of the Imperium to make his own way.

    Also it's don't worry about your post being a waste of (e)ink we have the Dark Millennium MMO info leaking out this week, with some hint's that is going to go down the action RPG route.

    On a side note, the Witcher games are worth considering as a guide to how a more fixed moral perspective could work for warhammer.

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  11. @Drake, "Personally I think the Space Marines are boring and vapid, but then my most hated comic book character is Superman so no surprise there."

    I'm just going to quote a post from the SA forums that sums up my feelings on this issue:

    "Space Marines are boring and are for 12 year olds. Chaos is fucking rad as hell. I know I've said this like a million times, but Chaos lets you field a gun that blows up tanks with rock and roll. Other rad things Chaos provides: haunted suits of armor with machine guns that shoot magic. Marines who caught a virus that makes them meld with weapons and armor so they stuck a bunch of energy weapons in them and called it a day. A crab tank that doesn't have a driver since it's being piloted just fine by the daemon trapped inside. A spell that lets you move the enemy pretty much wherever you want to, usually into range. A guy who, if killed, will be reborn as his killer transforms into him, and all that's left of the killer is a screaming soul trapped forever in the armor. Dreadnoughts that are so insane and so consumed with the urge to kill they occasionally just lose it altogether and charge into combat with the nearest unit, friend or foe. An axe that fills you with such uncontrollable bloodlust you you are able to get up to 12 more attacks but is so powerful and so dangerous to use it's possible, and easy if you're unlucky, that it will kill you."

    420 serve the dark gods 4lyfe (4ever)

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  12. I do not agree with this article. I think RAD is missing the point: The problem isn't that gamers can't handle it, but that game companies are unwilling to market it secludedly to a specific group of people - they are far too focused to go mainstream.

    This is the problem with all art these days - the belief that the consumers cannot handle art, or that certain art should be forbidden. This is bull, and dulls the minds of us consumers.

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  13. Well the moniker "gamers" includes more than just those who play RPGs. If the fiasco that was Dragon Age 2 showed us anything, it is that big studios are getting further and further away from producing niche titles that will "only" sell a couple hundred thousand units. Games that roll out of development have to appeal to a large chunk of the game-buying public for them to be marketable nowadays -- does anyone seriously think that Planescape: Torment would sell if it were released now? If we're honest about it, we should say "Probably not".

    So plenty of gamers "couldn't handle" a WH40k game, thereby causing THQ/Relic to never saddle such a horse. It's not a value judgement, it just seems like a simple statement of fact.

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  14. The Emperor & Space Marines are just a knock off Torquemada & the Terminators anyway so let's have a Nemesis the Warlock RPG instead with upgradeable acid spit and a party containing the ABC Warriors and assorted deviants.

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  15. "Oh, and I haven’t even mentioned the enduringly sexist overtones (there are no female Space Marines, this is as close as they get) and the parallels between modern racism."

    Um, that's because the chemical and surgical procedures that a potential marine goes through to eventually make himself the 9 foot tall killing machine doesn't work on women. Seriously, it's in the fluff.

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  16. Lol I know it is. That doesn't make it any better, does it?

    Hey don't get me wrong, at the end of the day it is a wargaming scenario, not really something to get up in arms about. But WH40k is basically run on testosterone. From a marketing point of view, it might be hard sell.

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