When embarking on the effort to bring the World of Darkness back to video games, the IP owners were faced with the tough decision of which universe to focus their efforts on.
Originally established in 1991 with Vampire: The Masquerade, the original World of Darkness was supplanted in 2004 by a revised setting (now known as Chronicles of Darkness) with a streamlined rule system. However, after White Wolf was re-established as a self-operating company in 2015, it opted to concentrate on the classic setting and retain the latter for tabletop roleplaying.
Speaking to OnlySP recently, White Wolf’s Lead Storyteller Martin Ericsson explained this choice.
“This was the first, and possibly the hardest, creative decision we made,” he said. “Paradox [Interactive (owners of White Wolf)] had nothing to do with it. We took a long, hard look at two great settings and came to the conclusion that the original World of Darkness was the best fit for what we wanted to do. The original WoD is a chaotic and passionate place, full of crazy ideas and social commentary, and we prefer that to the more subdued, streamlined, sandbox elegance of the “new” WoD. Since having two worlds called “WoD” seemed like a very bad branding idea, we elected to go with the old WoD and keep the new WoD as “Chronicles of Darkness” and keep it as a tabletop roleplaying setting only.”
The first video game to make use of this setting will be Focus Home Interactive and Cyanide Studio’s Werewolf: The Apocalypse, which is currently expected to arrive on PC, PlayStation 4, and Xbox One sometime in 2018.
Plenty more details about Werewolf: The Apocalypse, the World of Darkness setting, and the curious history of White Wolf in the full interview.