Sami K said:
Say what?
First you say that you're not an immediate buyer because they are taking the game away from "Dust Tactics, except on a tabletop" but then you say that "after all, you can already do it with simple conversions".
I don't know which camp you're in, now? Me, I like that it's distancing itself from Dust Tactics and becoming its own entity with Dust miniatures, enabling it to become a true miniatures game that can be a serious competitor in the marketplace.
And because everyone wants it to be that, we need to see some form of communication here, that I agree with you completely - if it's late, just tell us. If you're unsure if you can ship it to retailers on time, tell us that too. We're not looking for a release date here, but we are wondering about the silence at the current release date.
DT can be used with simple conversions as a full TTG. DW can add to that, or drive away DT players who wanted more complexity without a completely different game. DT as a simple conversion would be a viable competitor in the marketplace, but DW as a complementary game could be more.
DW changing into a completely different game is a rather ridiculous idea. The core rules of DT give a solid starting point, so it would be easy to build more complexity onto them and have a very viable miniatures game with greater complexity for those who want it. That gives the advantage of being able to use the same models with minimal confusion, and adds appeal for players who would want more complexity for some games, but less without having a completely different rules set for others.
Two completely different games could weaken the franchise, while two complementary games would strengthen it.
Different is not always better. Sometimes, it's simply different, and if the difference is too great, it becomes less appealing for many. Using the exact same models with two radically different game systems is a good way to add confusion to game play, because remembering specific rules means remembering two different sets of rules and keeping them separate when the models that normally work as reminders no longer will. Using complementary rules that build on DT for DW keeps the confusion, especially during competitive play, down to something that is less of a problem.
DW will be a different game than DT, or there would be no reason to do other than the conversions people have already been using. Those differences, however, should allow players to enjoy both games as keeping the feel of the universe the same, and as two games that complement that universe, and each other. The further game design differs at the core level, the more it will alienate players that want to enjoy both games. These are nothing I've even heard rumors of, but as examples: a unit of Axis Gorillas should stay a unit of Axis Gorillas, and not suddenly change into light infantry assault troops that require a human controller. A unit of Death Dealers should stay a unit of Death Dealers, even if they gain more options for fielding. If units are changed for no reason other than to make them different, it would add nothing to the game, and detract significantly.
If DW is a completely different game than DT, I, too, will be holding off on purchasing it. If it is not a complementary game, or a phenominal new game, I would have far less interest in playing it. I play several different miniatures games, with several levels of complexity, so adding a new rules set means the game has to have something I'm really interested in. DT had that, and so I've invested happily into it. DW as a completely different game would have to overcome a lot of ground to match up with other games I already enjoy, including DT.
DW building on what DT has given us would be a serious winner in my book, because it would start with a solid core, and build on that for when I want more complexity from that universe. DW as a completely different game would be far less appealing.
Consider: there were a lot of players that happily went to D&D 4th ed, but Pathfinder kept a huge segment because people saw no reason to completely change something they already enjoyed and felt worked well. D&D has remained viable due to market penetration from several decades, but lost customers are lost customers, and is part of the reason D&D has changed hands through several companies. GW has changed their games multiple times through the years, and market penetration has helped them keep going, but they alienate some players with every new game edition that changes everything from before. FFG doesn't have the market penetration with DUST to risk that.
DW as a completely different game would require more playtest expense for every new unit, more reference materials expense to send out for customers with existing armies (where some were already upset over the point value change implemented with Operation Seelowe) and every new unit, and more design work expense before playtest can even began. Every extra expense for a game is something we, as customers, will have to pay for, because FFG can't survive as a company by doing work for free.
If DW adds enough extra expense to offset increased costs as a largely different game, those costs will have to pass on to us, and could drive players away from both games. Players were already upset when some new units came out at a higher cost. More expense to support greater differences would mean higher costs to all of us. DT and DW are attracting customers from the same niche marketplace, and so they need to share expenses, or suffer. If units work largely the same, but with additional rules for DW, playtest can find problems for both systems easily, design would work seamlessly, and reference materials can be kept functional for both games. For example; if a unit works the same, but can have more or less models in it, a DT reference card would still work for both games. If it somehow needs additional information for DW, it can be added to the card without negating its effectiveness for DT.
FFG could go the route of printing special reference books for each faction, and charging extra for every bit of information needed to play, and some players will like it, because they're used to it from other games. Other players will not. If they keep things easy to access, with new units able to be released as soon as the models are ready instead of having to wait for the next book to come out, a lot more players will be happy, where they might leave if hit with extra books to buy every time they want to use a new unit.
