Brad Wardell's site for talking about the customization of Windows.

Some of the concepts we're talking about will be hard to envision without actually having the game but one of the real innovations we're trying to introduce with Elemental is the concept of unlimited expansion.

The key to this is not hard coding civilization capabilities but rather leaving them open-ended.

So let me start at the beginning:

When someone first gets into Elemental, the relationships will be simple between things. A player who wants to design a horse mounted knight will need to have researched animal husbandry which lets them train horses. They will need to have a city that has used one of its tiles to make use of a herd of wild horses on the map. They will need a mine on a metal deposit to create the armor.  And once they have all those things, it'll be a matter of training and equipping the knight.

The above example is one of the more complicated relationships one will see initially in Elemental...

But what about users who want to keep making more and more sophisticated relationships?

Maybe I want to have knights equipped with sunfire dread chain mail riding tamed Demon steeds and the knights have a secondary power of carrying tomes of unmaking which vastly increase their damage in battle?

Well, there would be a host of technologies one would have to have researched. There would have to be spells researched as well and new city buildings that produce these tomes and then have been enchanted to make these tomes magical. The demon steeds would require various technologies and the finding of demons to be tamed in the first place and so on and so on.

How do you control the level of sophistication here so that it doesn't become too complicated?  The answer is with a new series of game options that are practically games unto themselves.

Because, did I mention, that all the things mentioned in the second example were things produced not by us but by players and broadcast to all other players so that you have access to them automatically? No expansion packs needed. No paying for mini-content needed. It's just thousands of players creating cool stuff and broadcasting it to one another.

So here's how players control it.  They have a screen called the Bestiary where they can control what types of creatures are in game. When someone broadcasts content, Stardock moderators rate and define it more closely. From this screen, players can decide what types of creatures they want, the quality of the submission desired (we will rate the broadcasts in terms of production values as well), etc. These creatures will have associated technologies that are attached to them that are required.

There will be additional screens for managing resources, techs, etc.

So for most players, they will probably stick with what we include or maybe a handful of expansions that Stardock provides. Others will insert some content made by other players. And still others will go for a truly huge scope experience.  But the point is that players control this.

Now someone might say that a lot of this sounds too ambitious. But Stardock already does a lot of this, today, right now, on WinCustomize.com with its non-game stuff. 

Now what is the gameplay result of this? One of the cooler things that will result is that the units that players make use of will really be different from game to game. And there will be a real pay off in the battles for players who have managed to assemble the necessary components to create some of the truly sophisticated units.

In multiplayer, the default it going to be the least common denominator settings. We will probably have other options but we won't know until we've had a chance to play it online with you guys to see what other settings are the most fun.


Comments (Page 2)
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on Nov 29, 2008

Will there be a way to add content other than units?

Why not adding some custom dungeons (with the ability to create the dungeon map, the creatures, place them, place traps, maybe even events like, for instance, push that lever to open thaht door, water level rises or you have 4 turns to reach the exit, etc... !!! )

on Nov 29, 2008

vieuxchat
Will there be a way to add content other than units?

Why not adding some custom dungeons (with the ability to create the dungeon map, the creatures, place them, place traps, maybe even events like, for instance, push that lever to open thaht door, water level rises or you have 4 turns to reach the exit, etc... !!! )

I know players will be able to add new Spells other than Units. Maps will probably all be randomly generated following customizable settings. Don't know if there will be dungeons, but they could also be randomly placed, pre-maded or not. Sounds fun.

on Nov 29, 2008

I'd like to see an option for multiplayer in which people could bring in a certain number of custom units.  That way, that particular MP game would play out similar to a CCG in which you have to decide what special units you're going to bring to the table.

I do like opening the game up to a player's imagination.  It means you can never be quite sure what you're going to run into out there.

 

on Nov 29, 2008

Sounds interesting and all, but I have a few concerns:

1) Is stuff going to be broadcast the moment players make units? I don't know about you, but I'm a bit of a private person. As such, I think that any units (or other stuff) I make is my own damn business unless I decide otherwise.

Besides, as with Galciv 2, my units names will likely take the form of a shortened list of stats (tech prerequisites to be more precise). As such, many players might not realise that the "Skt M5 SAL-465-S5" is supposed to be my Soul Knights.

2) About copyright issues. Do players who makes stuff have copyright on their material? How about if they keep it to themselves? How about if they submit it so others might use it in their games? How about if they become good writters, and wish to make a novel/TV Show/Movie about their creatures and other stuff? Do they have to be concerned that someone might show up to cause legal troubles if their material achieves the fame that Harry Potter has?

The reason why I ask is because I heard about stories about that any creature made by using the game, Spore became copyright of EA. This would even go so far as to allow them to use player created creatures in ads and commercials.

3) Can players package and submit content? Maybe a single player with an artistic talent, or atleast a talent for making this game's units, decides that he wants to create a small universe of units and creatures. Maybe a bunch of friends decide that they have made a healthy ecosystem of monsters and wants to share.

Once a universe is made, could players then provide a history for this world in general? How about giving each unit, spell, or other stuff their own description, history, and impact on society?

If I had this feature, I would make it so that my Soul Knights were fierce enemies of Necromancers. I would have it so they had a history of fighting along side other good aligned units and creatures. Perhaps I would have them being fierce rivals of the famous Paladins.

on Nov 29, 2008

Awesome! With such new content the game won't become boring and each game can be a truly unique experience. And each player has the choice to play as he likes. Sounds almost too good to be true ...

on Nov 29, 2008

Do you have a way to handle ownership and adapting other people's work? For example, someone might make good art and attach it to bad game mechanics, or vice versa. Or the things they have made not quite balance against the other races in your game, and so need a little adjustment.

Often successful mods are based upon an aggregation and then distillation of various people building on each other's stuff, starting of course with the original game developer. Would there be a way to ensure this happens, without people feeling they've had their work stolen?

I would suggest some sort of version history, including what changes made by who, might work. It might overcomplicate the system though, I'm not sure.
Wincustomize has a long history of sharing content.  Some content is posted as "open source" but many artists there simply contact other artists asking to use thier work.  As long as permissions are included with the upload (email with headers) the moderators pass it through.  The moderators there rely on the community to identify rips from this or that artist.  A quick PM to the mods showing the original work andthe new work will result in the work being pulled until ownership or permission is clarified.

on Nov 29, 2008

1) Is stuff going to be broadcast the moment players make units? I don't know about you, but I'm a bit of a private person. As such, I think that any units (or other stuff) I make is my own damn business unless I decide otherwise.
No.  It is your option to upload.
2) About copyright issues. Do players who makes stuff have copyright on their material? How about if they keep it to themselves? How about if they submit it so others might use it in their games? How about if they become good writters, and wish to make a novel/TV Show/Movie about their creatures and other stuff? Do they have to be concerned that someone might show up to cause legal troubles if their material achieves the fame that Harry Potter has?
If it follows the WC model, the artist has copyright to whatever they upload.  Stardock has the right to use it. 
3) Can players package and submit content? Maybe a single player with an artistic talent, or atleast a talent for making this game's units, decides that he wants to create a small universe of units and creatures. Maybe a bunch of friends decide that they have made a healthy ecosystem of monsters and wants to share.
Again, based on the Wincustomize model, content can be shared publicly or privately or in collaboration.

on Nov 29, 2008

I had a thought about this question that no one seems to have raised yet.  How does this concept relate to the different factions?  The way factions/races were differentiated in MOM was by what kinds of units and buildings they could build.  If the kinds of units and things you can build are more controlled by the presence of resources on the map, how does this relate to how one faction is differentiated from another?  I liked the cities of different races in MOM, and how this controlled how useful a certain city was, and what you could produce there.  Just curious, hopefully there will be more information available on this question at some point.

on Nov 30, 2008

I'm flat out drooling.  The possibilites mean replayability will go through the roof.

Preordered and climbing the walls waiting fot the beta!

on Nov 30, 2008

OMG, Frogy I love you! you guys are my number one game company!

Can we get a date for when the beta will start? I'm flat out broke (student life...)  and I want to start hording money for the pre-order.

 

Warder

*/going to the corner to drool/*

on Nov 30, 2008

Cool concept.  It allows SD to release either mod packs or individual units for real money along with the possibility for the same from users.  Hopefully a vibrant modding community will collectively contribute great content as well as the opportunity to purchase high quality stuff from SD.

This will really enhance the replayability of the game over time and allow a continuous revenue stream for SD, which seems like a win for everyone.

on Nov 30, 2008

On the wincustomize side of the wall "Master Skinners" have the option of selling thier skins (mods).  Win-win-win for Stardock, modders, and users!

on Nov 30, 2008

Cool.  When users submit entries, how long does it take for them to get reviewed?  And is that done by a panel of folks or does the first reviewer to see it rate it?  And can you appeal a rating?  I'm not familiar with the way this currently works, so sorry for the barrage of questions.

It'd be sweet to see SD farm out some of the reviewing to select individuals such that you could customize your content to show:

  • Elemental release stuff only
  • Stardock releases only (expansions, etc.)
  • Appointed SD Reviewer content
  • Community voted content

probably in that order from the most controlled to the least.

I assume there will also be incentives in the community to rank/rate content.  Maybe such that if you rank/rate 50 items, you get some sort of free content from SD?  That would be a good incentive and help the community.

 

 

on Nov 30, 2008

I'm thinking that since units are probably going to be created via an in-game system... the production time, materials required and costs will be relative to what is used and not some arbitrary number set by the user-creator. This in and of itself is a balancing factor. Your super knight unit with a cannon javelin arm and speed enhanced axe who rides on a magical ballista made of iron that fires flaming jewelheaded bolts of exploding death will require so much resources that by the time you finish one your enemy will have an equally ridiculous unit or several versions of a lesser unit.

I'm pretty excited about this feature as I am for many of the other systems already revealed. I know there are a few things I want to create. Dragoon Knights who can jump over squads of enemies to create a flank would be awesome, for instance.

I'm also hoping that the same massive amount of customization is available for factions/civilizations... IE: a faction whose speciality is training and handling non-standard beasts for infantry and riding.

on Nov 30, 2008

Simple questions:  If we do pre-order, will copies of the player dev tools ship with it?  Or is there a way to get them earlier?  For that matter, is there a balance guide, libraries, and/or ways to improve/customize the tools themselves?

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