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Elemental 2011: THE LIST

Elemental 2011: THE LIST

This is by no means a complete list of things that are on our mind for Elemental for 2011.  For those of you just joining our community I should first start out with an explanation of what Stardock is about and what makes our games a bit...different that is the norm in 2011. It might be more accurate to say that Stardock is how game companies in the PC industry used to pretty much operate prior to the flood of IPOs in the late 90s that changed our industry so dramatically.

At GDC 2011 I will be doing a talk about game designs that fail and will be using Elemental's development and subsequent launch as my case study example as this may help up and coming game developers learn some of the pitfalls of when you transition from having a small game team to a much larger one.

Anyway, Elemental: War of Magic was released in August 2011.  Contrary to what some would have you believe, it was a finished game when it shipped. It just sucked and was horrendously buggy.  We didn't think it sucked or was buggy but given we had been working 90 hours plus for months on end, I think, with the benefit of hindsight, that our judgment was a bit impaired across the board.  But what is past is past.

However (and this is important), Stardock is both the developer AND the publisher. Next time you load up a game, pay attention to that first intro screen that lists TWO names: The guys who make the game and the guys who publish.  Since we're both on Elemental, we could go back and revisit all the things in the game that went wrong and do something meaningful about them.

So here's a partial list of things that we think are big deals that we want to address this year in the Elemental universe in order to make it the classic PC fantasy strategy game of its time.

1. Core Engine Stuff.  This means smarter memory management so that we can have larger maps, faster late game performance, etc.

2. Core Strategic AI stuff.  This means an AI that plays the game strategically in an intelligent way.

3. Core Tactical AI stuff.  This means that when you have a battle tactically, the AI units play as if they were being controlled by another human.

4. Core Diplomacy AI stuff.  More interesting and intelligent diplomatic options available to players.

5. More overt AI differentiation. That is, each faction plays different to the point that players can see a difference. They're not predictable but rather they have different ways of achieving their objectives.

6. More faction differentiation. That is, each player is blatantly different across the board. Techs, improvements, weapons, racial attributes, etc.

7. More interesting tactical battles. Specifically, tactical battles that blend the best of strategy and RPG together. A complete rewrite of what we have today.

8. More interesting and important city differentation. That means, more explicit ways to specialize cities, more interesting ways to make different cities unique and strategic on their own.

9. Vastly more interesting world. We have this great world with great lore behind it but you don't see it in the game. This is going to change this year as the lore of Elemental comes into play both in terms of actual game mechanics and game play but in the general feel of the world.

10. Much more modding support than what we have today.

Start Monday, 3 new people join Stardock and are being added to the Elemental team.  And two of them are pretty well known and the other is an amazing game developer that we've bee fortunate enough to find.

Stardock is looking to hire more people for the Elemental team (in particular, Kael and I are trying to recruit a seasoned lead game developer). Please contact myself of Derek if you know anyone who would fit that description.  Stardock has some other game projects that start up this year as well and the publishing group is working on some new things as well. So it's going to be a pretty exciting year for Stardock gamers.

The list I have above is not even remotely a complete one but it summarizes some of the big things on our mind.  I approved the necessary budget in December to fund Elemental for both 2011 and 2012 (most of Stardock's revenue comes from other parts of the company -- we don't live or die on our game sales but we care deeply about our games).

 

250,607 views 78 replies
Reply #76 Top

Quoting Cryptomancer, reply 73

quoting post Start[ing] Monday, 3 new people join Stardock and are being added to the Elemental team.  And two of them are pretty well known and the other is an amazing game developer that we've bee[n] fortunate enough to find. 
 

Awesome! This Frogboy news illustrates how much Stardock puts Creativity before and beyond Business. 

 

You do know Brad does these things to make money, if not in the short-term, then the long-term.  SD is one of the few game companies out there, to me at least ,that puts a proper value on customer loyalty and satisfaction.  This is the main reason why I'm able to be patient despite the horrible launch of the game, I knew SD's business philosophy meant they'd give real effort to fixing the problem. 

 

I just feel kinda bad for those folks who had Elemental is their first Stardock game, they got a bad impression, and may never give SD a 2nd choice, and will be missing out on plenty.

Reply #77 Top

Quoting HallowedBMyName, reply 19
Good list, seems like it covers a lot ... except for one thing ... A BETTER MAGIC SYSTEM! 

 

I know that this has been mentioned a LOT (and I mean a lot) on the forums, but seeing as how your list doesn't specifically state anything about the magic system (I know you said it's not exhaustive, but this is important), I thought I'd reiterate. The magic system (spells, tactical magic, overland magic, more spell focus in general) needs a major uplift, if not complete overhaul. As I've mentioned a few other times, the thing that makes the game not quite fun to play (and sometimes downright boring, to be honest) is the fact that this is not a fantasy strategy game right now, it's just a strategy game. The game needs more spells, many more. You have a list of about 300 spells that were submitted and that you own now, put the best 100 in there. After that, add 200 more, just make sure the game has diversified spells. I want to be able to have a choice of many tactical spells when in a fight, and I want to have many overland spells (and not just the "raise land," "lower land," etc). Remember, it's ok to use the generic fantasy stuff that people are used to in other games, that doesn't make it look cheap. You can have your unique style of things and still have some "old-fashioned" magic and spells.

I know it's like beating a dead horse mentioning this again and again, but please give us an overview of what you plan on doing to the magic system. THIS, in my opinion, it's good implementation, and the AI's ability to use it well, are more important than everything on your list. It's what made MoM, HoMM, AoW:SM, etc. fun: a good fantasy magic system.

 

EDIT: I just want to add that I'm not trying to be offensive. I know you have put a lot into this, but as your claim states you want this to be THE premiere fantasy strategy game, just as I want it to be, I'm giving my opinion on what you need to accomplish it. In no way am I saying you don't need to focus on the list you have, but I believe that a stronger magic system is more important right now. The game is very stable right now, so let's make it more fun.

 

REALLY agree with this.  MoM had about 50 spells per area, somewhere around 250 spells total to my memory, and it's O L D.  It enabled flight and experience and illusions and so many other aspects that made the tactical interesting.

Elemental currently feels like a strategy game that added Magical effects, rather than a magical world that adds strategy.  It seems like the Tech research has received more attention than the Magical spells and effects and counters and the WONDER of magic.  Frogboy stated one time he would like to see something like the feel of 'Airbender' in the magic, a give and take, a flow back and forth of magic.  Well, unless someone acknowledges the need for a major change in the magic, it seems hard to see how that would happen.

Look at it this way: many many current posts about strategy talk about using the Fire Arrow spell (can't remember name) and eventually Spell Blast and Teleport and Summoning, and that's pretty much it for spells.  This should make my point--nearly every game, these are what people turn to because there are only few creative alternatives!!!!

PLEASE...Stardock...just reconsider how fundamental this is.  I would have put it first on the list. Respectfully, Brad's list looks at the game from a developer's perspective.  I humbly suggest it's time to look at this game from the GAMER's perspective---imbue some magic and some wonder into this game NOW.  We asked for this in the self-admitted Beta that crashed and burned, and didn't get it. Will history repeat?  Put GAMERS first.

Honestly, the visual elements of this game and camera angles make the graphics great, but Elemental isn't anywhere close to the fun of MoM, because it's a strategy game with some magic, not a strategy game about magic.  I haven't played a lot lately because it just isn't a game about magic, it's more a game about battle. Somehow MoM made it both, and is still a superior game for providing fun.

Before I get flamed, I've been supporting SD for their efforts to build a great FANTASY strategy game for a long time. I still want Elemental to improve to be better than MoM, but for that to happen, IMHO, a significant change in the attention given to magic is required.

 

 

 

 

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Reply #78 Top

Add-

Polish the little details in your game (respect your companies name)

Keep that apocalyptic feel, dangerous wilderness, distances between settlements, the sequel to "The Road" lol.