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

When people think of 3D hardware and its benefits, they usually think of first person shooters and RPGs.  But ever since Galactic Civilizations, Supreme Commander and Sins of a Solar Empire started popularizing strategic zoom the possibilities have really opened up that 3D acceleration, now mainstream, let us do a lot of amazing things.

In Black & White, players could zoom out to see the world or zoom in to see individual villagers living their lives.  It gave us a taste of what could come. 

One of our biggest goals for Elemental is that we want players to feel like they are affecting the world. It’s a pure strategy game that happens to have elements from RPGs and adventure games in it simply because it enhances the strategic depth of the game.

When you start the game, you have no army. No city. Nothing. It’s literally just you.

And by you, I mean, literally a single man (or woman) wandering the world. When you’re looking at the map in its normal mode, you’re not seeing an icon representing you. It’s more akin to what you would expect to see in a third person RPG or action game.  When you found a city, the people don’t just appear out of thin air. They come from the countryside to live in your town.

A major element of the strategy is getting people to come to your villages, towns, and cities. It’s not merely about cranking out enough food (though that is obviously a very important factor – people need to eat). It’s about making your civilization more attractive to those who are scraping by in the wastelands. 

The founders of each faction are channelers. They have the ability to channel magic from the elemental shards of the world. One of the first moves of the game is to use that magic to bring life back to the world which in turn will quickly attract enough people to build up your first keep which in turn will let you start to build farms, housing, barracks, black smiths, mines, libraries, universities, pubs, stores, and so forth.

Pretty soon, you have a bustling cities researching new technologies, researching new spells, producing things for your kingdom that you will need, raising armies, farming lands, and so on.  And while players can choose to look at this in the abstract, we’re going to do our best to make sure that players can also zoom in and enjoy the fruits of their labors in as much detail as we can muster.


Comments (Page 4)
5 PagesFirst 2 3 4 5 
on May 31, 2009

GW Swicord

I'm one of the folks who would like to see a timescale that ran across multiple generations and included either agelessness for channelers or a succession system, but I would be surprised to see it happen. Haven't seen the slightest encouraging peep from the devs for any of that sort of calendar-related talk.

Don't completely give up hope! The devs are very careful about what the say... They've revealed all sorts of information that wasn't ever referred to previously, so you never know what's in the works. For me, either way has a sort of epicness to it: if the game spans multiple generations then it becomes an epic saga about a nation, while if it spans just some years, it'll feel epic just because so much will have happened in so short a time.

on May 31, 2009

The game ends when the channeler dies. The campaign is about two channelers beating each other (more or less according to speculation). Not likely a succesion/aging system in place? Surely for the campaign not but maybe they could add it to the skirmish/sandbox if time/money allows it.

on May 31, 2009

Lineage could easily be added but doing it very well so it feels important would take some time. It might not be in at launch but I would suspect that if the demand is there Brad would have it added in a patch or expansion. 

 

Edit: two words: Super "SOLDIERS"

on May 31, 2009

Darkodinplus
Edit: two words: Super "SOLDIERS"
Which would be the difference with "SUPER" Soldiers? Shouldn't be the "super" part the important one?

on May 31, 2009

In my personal opinion putting the emphasis on super instead of soldiers would imply a lack of humanity or a focus on technology / magic. Placing the emphasis on soldier adds to the humanity of the person in question in addition to their ideals, values, and what they are fighting for. In short every real soldier is human(oid) and could be a "super solider" but not every "super soldier" is human(oid).

on May 31, 2009

Thanks for the explanation.

on May 31, 2009

I for one alwys say "supersoldier". It implies that the person and the abilities are insepearble, and that they may also be one and the same. But I don't get what they have to do with the RPG-oid game elements.

on May 31, 2009

MOAR features revealing please!

on May 31, 2009

Wow this just keeps looking better and better.

on Jun 01, 2009

...even if some claim it be daft, going to build my castle in a swamp.  Just to show them...

on Jun 01, 2009

Daft?  Who'd call it daft?  You've already got your moat for starters, and nasties infesting it too!

on Jun 01, 2009

dctrjons
...even if some claim it be daft, going to build my castle in a swamp.  Just to show them...

Monty Python for the win.

on Jun 01, 2009

Love it love it love it!!!!

 

That just made up my mind to pre order . I really do hope that stardock will stick around for a long time cause they are one of the few game develpoers out there that really hit my preferances in games.

 

Warder

on Jun 01, 2009

ok so is this going to be for this game or an entirly differnt game and are they guna have beta testing ect.

on Jun 01, 2009

This sounds interesting.

What I would like to know is... once I have built my first keep and city, can I still move my channeler around? I assume he could be my most powerful unit in the game, so does it come down to the choice of putting him in the field and risk him getting killed rather than leaving him at home where he is presumably a lot safer? Or are there other penalties for moving him from his home?

5 PagesFirst 2 3 4 5