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 3)
6 Pages1 2 3 4 5  Last
on Nov 30, 2008

how long does it take for them to get reviewed?
Our target is 5 business days but we usually beat that.
And is that done by a panel of folks or does the first reviewer to see it rate it?
A little of both.  If it's a good rating by the first moderator it goes live.  If it's lower we wait for a consensus.
And can you appeal a rating?
Yes.  But it won't change.    The mods are choosen from the community based on experiance and balance (not spellinng).
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.
Most of the incentive lies in being recognized within the community.  Download counts are displayed too.  Again, select individuals are able to sell their content.  I don't know how this model would carry over . . but it's there as a starting point.

on Dec 01, 2008

Thanks for the follow-up info, Zubaz.

on Dec 01, 2008

No proble.

 

I have to  restate thought that I have no idea how the elemental system will work . . just that we have processes in place that should give us a starting point.

on Dec 01, 2008

I like it. Using existing bits and bytes to create new units, then assigning them tech needs for each added component such that when you finally hit save, the unit will be wearing, toting and riding whatever you want, but the cost and or Tech required will be linked back to SD'd base Tech and reseach Tree(s).

As noted by E_MacLeod. You design, the underlying Tech/Research system determines the cost and possible availability.

That system, if actually realized, has 2 immediate bonuses. A boatload of user created materials to pick from and the game and not the designer decides when and how each unit will be allowed on to the field of battle.

That way, the Drider riding Knight of Absolute Doom, won't ever be seen in a game that doesn't last at least 3 weeks. LOL

on Dec 01, 2008

experiance and balance (not spellinng)

Please tell us this part of your otherwise swell followup is humour. I'm Floridian and throw in the UK spelling to note that 'creative' spelling is not the same thing as sloppiness. Even if we're talking about pure shareware and nothing done in hopes of earning money, I'd really be disappointed if a moderator-based system routinely gave top ratings to content with sloppy spelling. Among other things, Elemental already has a multi-lingual audience and if we Enghlish-only weaklings want them to play with us, we'd be better off if our English was generally 'correct' and consistently 'incorrect' when it suited the flavor of a content item.

on Dec 01, 2008

Please tell us this part of your otherwise swell followup is humour.
I am known in other Stardock forums for my "creative" spelling/typing.  Other members have even started speaking in "Zubish" to mock me.

On a more serious note, for the other user submission processes we dont' mark down for spelling/grammer.  We understand that English is not the first language for many of the users.  That being said, there is nothing stopping the community from pointing out errors so that authors can't re-up corrections.

The point really is that the other systems are for the community; by the community.

on Dec 01, 2008

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?

Good question. One of the great things about MOM was the different units and diversity.

So how will units differ in visual / play terms between factions?

on Dec 01, 2008

@Zubaz, reply #22

Thanks for the info. Sorry about the delayed reply, I've been a bit busy.

Anyways, so any ideas as to what we might be able to customize about the units? How about other stuff?

on Dec 01, 2008

Anyways, so any ideas as to what we might be able to customize about the units? How about other stuff?
Unfortunatly those questions are well outside my scope.  I'll have to wait and see the same as you will.

on Dec 02, 2008

Lord Reliant
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.

 

 

 

Well in the case of the GUI Champs (http://www.guichamps.com) we have a panel that does the first pass and users do the second.

What I suspect will happen is that Stardock moderators will take the first pass at Elemental submissions and then they'll be available to elite Impulse community users to come up with the specific ratings and keywords and such.

on Dec 26, 2008

I hope the magic works on the same generative principles.  So few games have glyph-based magic, but I alwaysw have the most fun with them.  DO ANY MMORPGS HAVE GLYPH-BASED MAGIC?  One early game I remember that did it well was Keef the Thief (1989), in which you could combine alchemy ingredients to make whatever potions you wanted.  There was another game of the same era in which you controlled 4 adventurers in an isometric perspective in a quest to ... quell evil.  In this game, you designed any magic spell you wanted from ruins such as DAMAGE, SURROUND, TELEPORTATION, MISSILE, SPEED, etc.  Once your wizard got enough experience, you could cast spells that would pretty much clear the whole screen.  I've got to find and play that one again.

*edit: the game is "Legend" by Mindscape in 1992, though it was published in the US as "The Four Crystals of Trazere." I thank the wonderful game browser at mobygames for making it possible for me to easily find it just by knowing the genre, camera-type, etc.  I want its magic system in new games, especially an MMORPG: http://en.wikipedia.org/wiki/The_Four_Crystals_of_Trazere

on Jan 08, 2009

Unlimited expansion by us and the players

Hopefully the unlimited expansion comment also includes gamers being able to:

1) Create and/or adjust quests

2) Create and/or adjust timed events

3) Create and design personalized maps

4) Create new items, potions, weapons, and armor

 

 

I'm really impressed with Stardock and very eager to for 2010 to arrive. 

on Jan 08, 2009

NTJedi
[...]
I'm really impressed with Stardock and very eager to for 2010 to arrive.
Yeah, dammit! This year is taking too long already!

on Apr 12, 2009
This sounds cool!
on Apr 29, 2009

To be honest, I think it would be more interesting to see random sampling of new features everytime you create a new game. It will increase re-playability, and also put more incentive toward shuffling your strategy.

One game could have a single vein of Mithril in the world, along with a lost artifact of the One Ring lost somewhere. With a few nests of Reptilian Drakes, etc... Players could come up with proper technologies to research the One Ring magic (to create 9 for the Race fo Men), but only available in games where the One Ring appear.

But the next game, 4 races of Dragons are disseminated around the map, and they have to be dealt with special way (hunt for uber-item and treasure, or tame for mount?). In Very Large Games, you could have up to 20 unique features that would probably only show up once in 20 games, most of them user-made.

I like the idea of having to research a technology to deal with a special ressource only after you've encountered that very ressource.

Yup.. that'd be cool... +1 Brad.

6 Pages1 2 3 4 5  Last