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Crafting an Epic Dawn of War IV Story for the Warhammer 40,000 Universe

Crafting an Epic Dawn of War IV Story for the Warhammer 40,000 Universe

📌 Executive Summary & Key Takeaways

KING Art Games collaborates with Black Library author John French to craft four interwoven faction campaigns set 200 years after Dark Crusade, with separate balancing for campaign and multiplayer.

Quick answer

KING Art Games is working with best-selling Black Library author John French to craft an unforgettable story for Dawn of War IV. The game features four separate faction campaigns that weave together into a compelling overarching narrative, set 200 years after Dawn of War: Dark Crusade. The team is treating campaign and multiplayer as entirely separate experiences with independent balancing.

Crafting an epic story

The vision

When KING Art Games began thinking about their vision for Dawn of War IV, they knew that crafting an unforgettable story would be absolutely essential. Big stories have always been a big part of their work, and this was their opportunity to do what they do best on the biggest stage.

They wanted to have a separate campaign for all four factions, then weave those stories together into a compelling overarching story fit for a legendary series like Dawn of War.

Working with John French

The team needed an expert to help navigate the seemingly endless universe of Warhammer 40,000. They brought on best-selling Black Library author John French, who not only knows his way around game development but is also a huge Dawn of War fan.

The setting

The story picks up some 200 years after Dawn of War: Dark Crusade. A tear in reality known as the Great Rift has torn the galaxy asunder and left returning planet Kronus — not to mention some of the Blood Ravens Space Marines — stranded.

Leaders Cyrus and Jonah head to Kronus to begin rebuilding their Chapter, but quickly discover a sinister threat that places the entire galactic sub-sector in danger. This being Warhammer 40,000, they’re not alone in wanting to explore and exploit the secrets of Kronus for their own ends.

Deep beneath the sands of Kronus, an Adeptus Mechanicus expedition has discovered a Necron complex. At first they believe it to be a tomb, then a prison — but a prison for what?

Choosing the factions

A universe like Warhammer 40,000 has a huge number of incredible factions to draw from. The team knew they wanted the Space Marines (the Blood Ravens had to be in there), and they were starting to think of Dawn of War IV as a reimagining of the first Dawn of War, so the Orks were included too.

The Necrons hadn’t been playable since Dark Crusade, so setting the game on Kronus gave the perfect opportunity to bring them back. For the last spot, they wanted a faction that had never been part of a Dawn of War game — the Adeptus Mechanicus fit the bill perfectly.

Separate campaign and multiplayer balancing

The team decided very early on that although a balanced multiplayer experience would be essential, they didn’t want the story campaign to suffer just to guarantee fair multiplayer. They’re treating them as two entirely separate things and balancing them accordingly.

If they want one unit to be super powerful in the campaign because it’s better for the story, they go ahead and do it — even if they then need to tone that unit down in multiplayer.

FAQ

Who is writing the story for Dawn of War IV?

Best-selling Black Library author John French is collaborating with KING Art Games to craft the story for Dawn of War IV.

When is the story set?

The story is set approximately 200 years after the events of Dawn of War: Dark Crusade, with Kronus stranded on the wrong side of the Great Rift.

Are campaign and multiplayer balanced separately?

Yes. The team treats campaign and multiplayer as entirely separate experiences, balancing them independently so the story never has to compromise for multiplayer fairness.

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