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

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We mentioned in a previous entry that Beta 0 of Elemental will be able to be played on a cloth map.  Now to be clear, not all of the game elements will be able to be handled so abstractly. But enough will be that the basic game could be played on the cloth map.

But some users have emailed me asking why even bother having the zoom in map? And the answer is that a game, in our opinion anyway, is greater than the sum of its parts.  What we hope to make special about Elemental is that each game is YOUR world.

What do we mean by that? Well, at the cloth map level, you’ll be able to label the world as you see fit. Give deserts and swamps and forests names. It’s purely cosmetic but it’s about making the world yours.

When you zoom in, you’ll be able to see the effect you’re having on the world.  At the start of the game, the world is dead. You (and your competitors) are bringing it back to life after the Cataclysm. And how that world evolves depends on your actions.

The way we explain Elemental to some people is to ask if they’ve ever played Dungeons and Dragons. If they say yes, then we tell them that Elemental is the world you played D&D in except instead of being a party of adventures, you’re the sovereign of the kingdom that those adventurers were playing in – but the world is still just as rich and interesting as it was before. And to convey that, we have to let players get in close to see and care about that world.


Comments (Page 4)
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on Apr 08, 2009

Scoutdog
Why bother with naming rights at all? Just have everybody assign names, and have all the names show up on the map. For example, if I name a mountain "G'Nost Peak", and you name it "NT_Jedi_Is_Cool", both names would show up on the map pointing to the same thing. No confusion, no unfair naming rights, just the possible most obvious system.

 

Unfair naming rights???

Possible most obvious???

I hope you won't be offended when my invading army "accidentally" invades your lands and leaves all your armies in this condition. 

Send me your email and i will send you screesnshots of my "unfair victory party"...

on Apr 08, 2009

Scoutdog
It's not absolutely perfect, but I imagine that the devs could rig something up with font, stacking selectors, and floating labels.

Well on a game with a very large map and many players this would still be a problem.  Say you receive a message to recieve a free item from another player who only wrote to meet him in Dunkans Forest.  The world map might have 50 different forests... so you have to highlight each forest and view the 10+ names for each forest before finding where to pickup the item.   Even worse what if he named the location Dunkans Mark...  then you have to search every terrain or wait another entire turn as you send a message back requesting more specific directions.

Also with so many different names being stored for each location it's more work for the game as compared to each location having only one name.

Serik55
I don't think players need to be confused with in-depth naming rules. Leave that for the city council guys who decide who gets a street named after them. Against the AI, the player should be able to name geographic features, even if the names are silly and stupid. (Here be the Buttface Mountains!) Against human players: maybe disable naming? Only name stuff in your territory? Random names pulled from a database?

   Against the AI... of course the single human player could name the locations, this conversation is about naming locations for multiplayer games.  For multiplayer disabling naming would be removing a game feature.  Naming locations only in your territory... this is a possible option the developers may consider.  The random names pulled from a database is what the default game will be doing... ideally the naming convention should use an algebra formula as compared to fixed names which provides a greater list of names with less effort.   

on Apr 09, 2009

This is getting vastly over-complicated. Naming should be something fun and simple, not something burdened with 50 rules and 2000 lines of code to enforce them.

If you and I want to both name the same river something else, who cares? In the past that river had no name at all, and I managed to tell you where I wanted you to go just fine using things like map pings or "that river Southeast of Shadowprey Village."

Over-complexity just means more rules to learn and more chances for bugs. When its about the name of a river, why does it really matter?

on Apr 09, 2009

Tridus
This is getting vastly over-complicated. Naming should be something fun and simple, not something burdened with 50 rules and 2000 lines of code to enforce them.

If you and I want to both name the same river something else, who cares? In the past that river had no name at all, and I managed to tell you where I wanted you to go just fine using things like map pings or "that river Southeast of Shadowprey Village."

Over-complexity just means more rules to learn and more chances for bugs. When its about the name of a river, why does it really matter?

 

/applause

on Apr 09, 2009

Tridus
This is getting vastly over-complicated. Naming should be something fun and simple, not something burdened with 50 rules and 2000 lines of code to enforce them.

If you and I want to both name the same river something else, who cares? In the past that river had no name at all, and I managed to tell you where I wanted you to go just fine using things like map pings or "that river Southeast of Shadowprey Village."

Over-complexity just means more rules to learn and more chances for bugs. When its about the name of a river, why does it really matter?

  I doubt the developers will have the game doing extra work by allowing each player to uniquely name each location.  I can only imagine it storing 20+ names for each terrain section... what a cluttered mess.  Also multiple names for map locations WOULD cause confusion during multiplayer gaming especially new players. 

  Everything I've listed were answers to questions others were asking... the developers can provide an easy map naming solution for multiplayer by allowing only renaming for territory within the owners boundaries.  If the developers are interested in allowing players to rename locations outside of their boundaries then the players submit names and vote.  Not as tough as you think.

on Apr 09, 2009

Denryu
...
Tridus: Over-complexity just means more rules to learn and more chances for bugs. When its about the name of a river, why does it really matter? 

/applause

Agree on the getting over-complicated point, but naming stuff really does matter to those of us with a strong RPG streak and probably others. Even if a river has no mechanical role in the game, naming it is part of transforming a randomly generated map into an immersive game world.

on Apr 09, 2009

NTJedi



  I doubt the developers will have the game doing extra work by allowing each player to uniquely name each location.  I can only imagine it storing 20+ names for each terrain section... what a cluttered mess.  Also multiple names for map locations WOULD cause confusion during multiplayer gaming especially new players. 

  Everything I've listed were answers to questions others were asking... the developers can provide an easy map naming solution for multiplayer by allowing only renaming for territory within the owners boundaries.  If the developers are interested in allowing players to rename locations outside of their boundaries then the players submit names and vote.  Not as tough as you think.


/Double applause

on Apr 09, 2009

You know, in meatspace, many places have multiple names.  It's not that complex.  On my German maps the capital city of Bavaria is Munchen.  On my English maps it's Munich.

If it were me, I'd store the users names locally and pass on to other players if they have X level of espionage or treaty.  XML is cheap and easy.

on Apr 09, 2009

I might be wrong, but it seems like there is a fairly simple solution.  Let me name things and store that locally.  Then, if I tell you to meet me at "my main town", you don't see "my main town", the computer send the co-ordinates.  When you get the the message, it checks on your computer to see if you have named it something.  Then, you either see the name YOU hve given that location, or the co-ordinates.  I know that is possible, but not sure how hard it would be to program. 

 

My biggest worry about the idea is how critical would spelling be.  I can spell, but my typing can leave a lot to be desired LOL.

  

on Apr 09, 2009

Zubaz
You know, in meatspace, many places have multiple names.  It's not that complex.  On my German maps the capital city of Bavaria is Munchen.  On my English maps it's Munich.

If it were me, I'd store the users names locally and pass on to other players if they have X level of espionage or treaty.  XML is cheap and easy.

The communication via email outside the game and typed messages where gamers type the locations name is where the problem exists.   I could ask you to meet me in the Dunkins Mark from an email message and upon looking at your world map you would have to check each individual terrain location.

Unless you're planning to include a terrain name search option.   The terrain search option would need to specify the player name and terrain name... because two different players might have two different locations with the same name.

on Apr 09, 2009

The communication via email outside the game and typed messages where gamers type the locations name is where the problem exists.
In that case, I would allow the sharing of map names in game (like people do in meatspace).  If my uncle told me to meet him in Munchen . . and I didn't have it on my map, I would have to get his map (marked) or coordinates.  I would rather have that sort of thing happen in-game, not out of it.

on Apr 09, 2009


/throws 2 pennies

Speaking strictly multiplayer here...I dont really care how names are decided but I would want all players to share those names. In my mind, it will make communication waaayy easier. Not to mention, the world would seem more alive that way. Why make it more complicated by throwing map sharing & coordinates in the mix?

on Apr 09, 2009

n my mind, it will make communication waaayy easier
What if you don't WANT other players to know what you are naming things?

on Apr 09, 2009

Just felt obliged to mention that the coming soon blurb for Elemental on Impulse caps the multiplayer crew at 8. That could still be a fair amount of clutter on a shared map or a fair number of maps to share, but it is a long way from 20 or more.

CapnWinky
...Speaking strictly multiplayer here...I dont really care how names are decided but I would want all players to share those names. In my mind, it will make communication waaayy easier. Not to mention, the world would seem more alive that way. Why make it more complicated by throwing map sharing & coordinates in the mix?

I'm still only flirting with the idea of putting time into multiplayer (at least post-RTM), but it would make the game seem *less alive* to me if there were some artificial Gods-Approved Map. Having the game interface be able to reflect something like the Malvinas/Falklands argument would make it *more alive* to me.

And some of the recent posts make me suspect that it doesn't need to be 'complicated' from a player usability POV. Zubaz has a good point--markup languages like XML are *designed* to do things like treat a place name as a modifier for a set of coordinates, and choose among a set of modifiiers in response to a CSS.

on Apr 09, 2009

markup languages like XML are *designed* to do things like treat a place name as a modifier for a set of coordinates, and choose among a set of modifiiers in response to a CSS.
  I'd love to see something implemented where I could overlay another players map that I stole or was shared with.

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