nOObonian

Don't chintz on the opening videos and trailers

Don't chintz on the opening videos and trailers

 
We want a big community with this game so don't chintz on the opening videos or trailers. People are superficial, many people will or won't buy this game solely on the how the trailer looks. (For example, you didn't do yourself any favors by the Nov 2008 teaser...it sucked donkey CENSORED).
Demigod had the absolutely worst opening sequence ever. It was a bunch of pictoglyphs that went from simply stone to glowing lines with some James Earl Jones wanna-be voice yelling about becoming a god. I could have done it on my Commodore 64 when I was 10.
 
Have some guy shoot lighting and take an Ogre's head clean off, only to have him eaten by something.  Talk to some 13 year old and get his idea of "cool" and then clean it up a little.
309,345 views 104 replies
Reply #51 Top

Quoting endofdayz, reply 25
In another thread a SD dev said they would never sacrafice gameplay for graphics

Well, I think that's just a false dichotomy fallacy, breaking the game like that into such inherently codependent elements and then opposing them to each other.

It doesn't make any sense.

Reply #52 Top

Quoting Hortz, reply 51



Quoting endofdayz,
reply 25
In another thread a SD dev said they would never sacrafice gameplay for graphics


Well, I think that's just a false dichotomy fallacy, breaking the game like that into such inherently codependent elements and than opposing them to each other.

It doesn't make any sense.

actually, to me your post makes no sense whatsoever. Can you elaborate on it? (oh, and I'm not trying to be a dick, just dont understand a word of what you wrote)

Reply #54 Top

really? So you ARE trying to troll? I asked you a legit question, because you sprout grand words in order to sound sophisticated, but when called on it, you just turn to harrasment and belitteling?

Anyways - have fun in the basement today

Reply #55 Top

there is no such thing as "grand words", you're dumb.

Reply #56 Top

Arguing about the game is fine Hortz, but either get along with other users or you're gone.

Reply #57 Top

Quoting Hortz, reply 51

Well, I think that's just a false dichotomy fallacy, breaking the game like that into such inherently codependent elements and than opposing them to each other.

It doesn't make any sense.

It's not, graphics cost a lot of money and time to develop. Time and money that could be used for the gameplay. It's a trade-off, and in TBS people tend to prefer more gameplay and less graphics.

Reply #58 Top

Quoting Hortz, reply 51
Quoting endofdayz, reply 25In another thread a SD dev said they would never sacrafice gameplay for graphics

Well, I think that's just a false dichotomy fallacy, breaking the game like that into such inherently codependent elements and then opposing them to each other.

It doesn't make any sense.

It's not a false dichotomy in any way.  There are resources involved in game development. THings like time and money..  Time and money spent in one place cannot be spent in the other.  THerefore spending a ton of time and money on some sort of graphical thing denies those resources to the gameplay thing.

Reply #59 Top

Another aspect to look at; in order for the statement "Will not sacrifice gameplay for graphics" to resemble a false dichotomy, one of those two elements would have to be driven under a functional level.

Sinece there is no question that the gameplay and graphics will be at a functional level, the statement comes to represent that they will not spent undue amounts of time and resources improving graphics if it damages their ability to properly develope the gameplay.

Another thing to remember, Since this is a 4x game, its primary player base will be looking to play Elemental for years to come. Its gameplay being up to par and working properly is of tantamount importance while the game looking good is only a side thought. Engaging gameplay fades much slower than shiny graphics do.

Reply #60 Top

Talk to some 13 year old and get his idea of "cool" and then clean it up a little.

This is the best game design philosophy I have ever read!  You should start your own company, and name it EA.

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Reply #61 Top

Quoting SaberCherry, reply 60

quoting postTalk to some 13 year old and get his idea of "cool" and then clean it up a little.
This is the best game design philosophy I have ever read!  You should start your own company, and name it EA.

Feel the burn.

Reply #62 Top

Quoting AgentNihilist, reply 59
Another thing to remember, Since this is a 4x game, its primary player base will be looking to play Elemental for years to come. Its gameplay being up to par and working properly is of tantamount importance while the game looking good is only a side thought. Engaging gameplay fades much slower than shiny graphics do.

QFT (and bolded for further emphasis). 

There are games that literally came out 10+ years ago that I *still* play frequently.  This usually has very little to do with their appearance (or lack thereof), and all about mechanics and gameplay.

Reply #63 Top

And you're in the very small minority.  People can still play StarCon2, but it's hardly making anyone any money.  If you want to compete in the market, you need to meet market expectations.  Talking about the tiny group of people who honestly don't care about graphics (or whatever) isn't really helping - unless the game wouldn't appeal to anyone else anyway, which is patently false.  Stardock games are interesting and complex, but they're not glorified spreadsheets like (say) HoI3, which will never have a broad appeal.

The reason '4X' games have a small market is because they're generally clunky, ugly and boring.  Stardock generally has well-designed and polished UI, so they have a chance of reaching people who don't own all seventeen Civilizations.  Growing the market = good.

Not that this has anything to do with the ridiculous OP wanting TEH RAD CUTZCENZ, of course, but going to extremes depreciating graphics is a bad idea.  Hell, if you put a new frontend on MoO it'd be playable - right now, no 'normal person' would even attempt to play it.

Reply #64 Top

Oh there's no denying that graphics are important - they do give a rather large draw to the game. I for one find my self drawn to the cloth map and artistic style of the game - it invokes classic fantasy in my mind.

 

However I believe that one of the reasons Stardock games tend to be commercial successes is that they as a company realize that being a commercial success does not make a game good. The quality and level of support they have shown in their GC games show that off.

Or, in other words... Even in the games current state its looking very good - obviously unfinished but the quality should satisfy anyone who is not expecting crysis. I have no worries there.

Reply #65 Top

pnakotus: Very true, and like Agent said, I don't think anyone want's us to ignore the graphical side of things. Impressive graphics are what get the mainstream players interested....they 'expand the marketplace', as your post talked about.

I think the locals are just annoyed with this random wave of gamers popping up pushing the notion that the success of a TBS game rides on it's graphical appeal, when the 5/5's for GC2 (not a graphical powerhouse) champion the opposite.

Come to think of it, the gfx-crowd must have a point since we're spending most of August getting the visuals up to speed before PAX, once again showing the tightrope that has to be walked between the key game development diciplines.

Back to making maps for PR screenshots :)

Reply #66 Top

Yeah, as a business they're not interested in selling more copies of their games...?

 

 Saying such things is ridiculous.  They make neat games, but as others have said there's no reason why having crap graphics makes your game better, and a great game ten people play isn't a worthwhile investment of millions of dollars.  There is a reason GalCiv2 outsold GalCiv1. :)

 

I have to agree this isn't really applicable to Elemental, which already looks better than every other game in the genre (both quality-wise and polish) so it's a bit moot.  It's kind of funny that 'cloth map only' is supposed to be a big turn-off to keep kiddies out of the betas, but cloth map mode is... what people expect from a game like this.  The rest they have planned is just gravy.

Reply #67 Top

I believe that a bad intro vid wont sell less games, but a good one will sell more.

Reply #68 Top

Finally, a reasonable amount of reasonable posts, and don't forget that it's important to have clear language:

1.graphics is not animation

2.visuals=graphics+animation, there is nothing like solid detailed animation to make the game alive, immersive and far more fun to play

 

Reply #69 Top

This game will *fail* if it appeals to 13 year olds.   Seriously...have you never played a Stardock game before?  Or any other hardcore strategy game?  What you are speaking of is *so* unimportant as far as this game's base goes.

 

I disagree. Success of most games is their wide appeal. I was drawn in to Civilization from the age of 5. 

 

 

I'm sure Elemental will have some good intro, but to be honest, I'm really hoping it is an epic tapestry style intro. Not, what is these days, some bog standard CGI stuff that almost every fantasy game does. Doesn't need a voice over.

 

 

 

Reply #70 Top

I was drawn in to Civilization from the age of 5

I remember playing Civ1 at 12 and having a blast just exploring and building my cities and roads.

Of course Abe Lincoln would always ruin the fun with his squadron of fighter jets (my canoes didn't stand a chance) but there's definatly something inherently visceral about the 4x model.

Reply #71 Top

Yeah, I remember spending a lot of time with Civilization too, but after Supreme Commander I just can't enjoy the combat itself like before, too bad Supreme Commander doesn't have a metastrategic layer like Star Wars; Empire at war did, it was so close...

Reply #72 Top

One area that I do believe graphical sizzle will make a big difference is in spell effects. I mean it doesn't have to jump off the screen at you, but something like that which is going to be looked at all the time I think should be a higher priority than a trailer that the average person might view a couple of times.

Also, if spell effects are good then gameplay trailers are alos going to look impressive - so a much better investment of time and resource than a glittery cinematic.

Reply #73 Top

Quoting Denryu, reply 72
One area that I do believe graphical sizzle will make a big difference is in spell effects. I mean it doesn't have to jump off the screen at you, but something like that which is going to be looked at all the time I think should be a higher priority than a trailer that the average person might view a couple of times.

Also, if spell effects are good then gameplay trailers are alos going to look impressive - so a much better investment of time and resource than a glittery cinematic.

I agree. Spell affects should feel and look magical, not just a neat way to stack up damage or some other math based effect with fireworks. And putting said affects in a trailer would be worthwhile because it is worthwhile. I think some people are mistaking entertaining worthwhile trailer to some sort of trick of cinema where most the trailer isn't even game footage.

Reply #74 Top

The OP may be a little rude, but he makes a point. Sure, most of us who have been following this game are not interested in the 'sizzle' but mainly the 'steak'. But having a great trailer for a game can only help sales, get the word out, and enlarge the community.

 

If this were my game, I would hire these guys to create a trailer for me:

http://www.blur.com/

If it is half as good as the one they did for TOR then I'd consider it a great investment.

Anyone that doubts that trailer raised word of mouth for TOR has blinders on.

 

https://forums.stardock.com/354567/

 

Reply #75 Top

Why hire someone to make the trailer? The Demigod trailer kicked ass and was all ingame :D

 

But yeah TOR trailer also kicks ass. Another good company is pastic wax, they did the trailer for Dawn of War II, the trailer for Space Marine, and worked on Transformers: RotF (the game) and Ghostbusters (the game)