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Published on June 18, 2009 By Frogboy In Elemental Dev Journals

Elemental_WorkerInAction

Our friends in the Demigod community seem to like having journal entries that answer a lot of questions in one swoop so we've decided to do the same in Elemental.

Q: What is Elemental?

A: Elemental is a fantasy strategy game (turn-based) developed and published by Stardock Entertainment. In it, players take on the role of a powerful sorcerer known as a "Channeler" whose goal is to build a kingdom and restore the devastated world of Elemental back to its former glory.

Opposing you are up to 11 other kingdoms and empires who have a similar objective except with the world under their control.

Players can win the game in a variety of ways including achieving the spell of making, completing the quest of mastery, diplomatic victory as well as the traditional military conquest means of victory.

The game puts most of its development focus on the single-player experience but there will be multiplayer as well with clans support (kingdoms and empires) and a series of multiplayer modes (and single player modes) that let people play the game in some unusual ways.

Q: Are the screen shots we see indicative of the final quality?

A: NO! The engine we've developed is still being enhanced. For instance, in the screen shot above, the shadows aren't in yet. There are still a lot of features left to be put in visually.  That said, one of our primary objectives with Elemental is to have a game that has unprecedented flexibility in terms of the systems it can play on: Netbooks all the way up to 64-bit Core I7s with monster video cards.

Q: What about modding?

A: Elemental will support in-game modding where users can create their stuff and submit it in game. It then gets moderated and becomes part of the game world. Players can decide which mods they want to use (ones just from Stardock, favorite ones, categories of them, etc.).

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Q: How many factions are there?

A: There are 12 pre-made factions made up of 2 official races (Men and The Fallen). Each faction will play substantially differently. Players will also be able to create their own factions and modders will be able to add more races.

SnowYetiQ: What kinds of other creatures are in the world?

A: Elemental has a large set of species that inhabit the world. They are, however, individually rare and much of the strategy of the game is to recruit some of these creatures onto your side.  You will not be able to, for instance, simply "build" dragons.  The only units you can build are those of your race.  Other races (Dragons, Demons, Ogres, Yetis, etc.) are ones that you have to actively recruit to join you.

Q: When will the "beta" be?

A: We expect to have an alpha out in the next 30 days that will be available on a very limited basis. However, we anticipate launching the beta officially at the Penny-Arcade Expo on September 4th. This beta will be available to anyone who has pre-ordered the game.  Be warned though, our betas are not fun. They're real betas which means they're incomplete and unbalanced. But through these betas, users can help mold the game by working with us online.

Elemental_1244581868 Q: I've heard this game referred to as "Master of Magic 2"

A: While Master of Magic is definitely a major source of inspiration for Elemental. A lot has changed technologically since then that we (game developers) couldn't do back then. In an age of multithreaded supporting OSes, we can have much better computer AI for enemy players and game mechanics that benefit from what is possible today (3D engines for doing very very nasty things to the game world when you have enough magic -- think Populous).

Another example is how cities can be handled now. There isn't a separate interface for managing cities. Cities grow on the main map itself. When players click on any part of the city they get the options for the entire city right away on the same main UI. The idea is to keep the user interface out of the player's face and let them concentrate on playing the game.

That said, there's a lot of influence here. Tactical battles, for instance, will have some inspiration from XCOM (though much shorter in length).

I would describe the games as being in the same family of the same genre. But someone looking for a Master of Magic 2 would not likely find Elemental to be similar enough to be considered a genuine sequel.

Q: What are some of the game modes you have in mind?

A: We are looking at having a lot of different ways of playing the game other than simply the classic "start a kingdom, conquer the world".

For example, we are looking at game modes where players can just play an extended tactical battle.  Another example is "duel" where 2 humans play against each other with the AI players as pawns in their struggle. 

The idea being that we want to let players play games that are very short in length if they want or can potentially take months to play.

Q: Will there be native 64-bit support?

A: That is our intention. Right now we are relying on Intel's Havok for the physics of Elemental and so it will largely depend on where its support of 64-bit is.

Our engine, however, will natively support 64-bit thus we want to provide (with the game) both a 32-bit and 64-bit version. 

 

 

 

 

 

 


Comments (Page 5)
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on Jun 20, 2009

Wintersong
To break cliches just because they are cliches is very bad. To break them to offer some really interesting and with sense, is another thing. If Stardock could do the second, then ok. If not, let Unicorns alone. (doesn't D&D already have en evil unicorn?)
Ay. That's why I want the boring ones broken. I'm personally tired of seeing former enemies team up to take down a new threat. Or the 'all for one, one for all' team.

 

on Jun 20, 2009

the Gorgon

Yes I totally agree. So in that sense it's good that the fantastical creatures will be rare in Elemental. But it's definately possible to keep a dragon rare and powerful also in a world with say orcs and goblins. If you had entire armies of dragons (like in Silmarillion, earlier referred to as a main inspiration for Elemental by the way) then you would need to add something else which is rare and even more powerful, like a demigod or the like. It's all about inflation and relativity.

But that's the point. If you add in hordes of goblins and orcs and elves, they stop being something exciting. There's almost no point in adding them in because they just sort of fade out into being regular run of the mill units and you don't pay a second moment's notice to them. Having all fantastical creatures (besides the Fallen, of course) being on the rarer side of things makes the fantastical element of the game that much more exciting and fun.


the Gorgon

To break cliches just because they are cliches is very bad. To break them to offer some really interesting and with sense, is another thing. If Stardock could do the second, then ok. If not, let Unicorns alone. (doesn't D&D already have en evil unicorn?)

Regarding the clichéss I think it has to be remembered that there is a reason for something being a cliche. Some images and concepts resound strongly within people in a certain way, that's why they become so popular that they eventually turn into clichés. The difficult thing is to be creative and come up with something new that still resounds  as strongly (in a positive way!) within people. If Stardock could do this it would of course be the best. But  I must say that  often in books the author fails terribly in trying. They try to be fresh and modern and end up with something that just feels contrived or worse. And in games it's often even worse since so much effort goes down on the technical side and other aspects than the story/world concepts.  So please, no "fresh" evil unicorns or vampires choosing their alignment freely.

Of course, but with some creativity it is possible to get away with butchering clichés and even to be better off for it. And, have you ever read the Coldfire Trilogy by C.S. Friedman? They're great books, and one of the protagonists is an unlikely vampire-like antihero, and she made it work very well. It doesn't take creativity to say "this is an evil unicorn LOL!" But it takes creativity to ignore such an ingrained cliché in a meaningful way that actually convinces people - and it is very possible to do so. And one thing to consider is that many such clichés are not at all explained. There is rarely any reason given for why unicorns are such good and pure beings, and unicorns are usually considered to all be such heavenly beings with no exceptions - no rogues, no variance. So if you provide a good reason or background to support an unconventional choice, I think most people will be more than happy to accept it.

I think if you said, for example, that Unicorns in Elemental are self-interested beings (maybe even especially so since the cataclysm) inherently connected to Life magic, you could make them much more interesting. Their greatest powers could still be healing and all, and maybe they'd still lean towards the good side of things, but if they would benefit greatly from siding with an evil power they wouldn't be fundamentally, irrevocably opposed to doing so at great cost. Frankly I think that's a much more interesting take on things than "unicorns are shiny, good and pure beings that chase away evil." The latter honestly is a little demeaning in my opinion - it basically makes all unicorns the same, it removes their independence and makes them purely instinctual, and also makes them too perfect - why can't unicorns make poor decisions like anyone else?

on Jun 20, 2009

 I'm personally tired of seeing former enemies team up to take down a new threat. Or the 'all for one, one for all' team.

well that is a very different kind of cliche compared to "unicorn = good white horse with horn".   If you has a different suggestion as to how you might make a 'team' interesting, that doesn't include some previously used dynamic, you've likely found something that  could make you a lot of money.   Those are cliches because people like to see bitter rivals have to work together, and they like hearing about the companionship in "all for one and one for all" teams.   Lets not forget the "we all have different motives, but are working towards a similar goal" teams (that would include the Watchmen).    

If trends in cinema hold true, we're going to be seing a run of more elements of noir in the more popular media here in the next 5 years.  I wouldn't expect the "all for one  and one for all" cliche to be seen in mass for a while.

on Jun 20, 2009

And still nothing on the actual combat.. )=

on Jun 20, 2009

If you add in hordes of goblins and orcs and elves, they stop being something exciting. There's almost no point in adding them in because they just sort of fade out into being regular run of the mill units and you don't pay a second moment's notice to them.

Well they would still be as exciting, personally I would say probably more exciting, than the same number of human footsoldiers we have seen even more times than the orcs. The point here is that you need both common units and rare, awe-inspiring units in the game. You can have a unique and powerful dragon in an army of either men or say elves/orcs. I don't agree that all fantasy races would turn "boring" in a game just because it features factions of various fantasy races, e.g. humans, orcs, goblins, lizardmen etc. Was MoM boring? Was AoWSM boring? Is Galciv2 suffering from having too many alien races? No way. Also, if you like playing more humanocentric games it's easy to do it by not allowing the others into the game, so you can fully enjoy the game. But if you like a mix of races you don't have the possibility to add them in because it's a completely different story to try to mod whole new factions in ... Why not go for a solution that could please both tastes?

As for avoiding clichés with special backstory I tend to agree. But it's much more difficult to get this info over in a PC strategy game than in a novel trilogy. Even if it says somewhere that unicorns are so and so in the world of Elemental as opposed to how most people expect them to be, the risk is that the player won't take notice as he is so occupied playing the strategy game. The best way of making him notice is to make the difference important for his strategy so that it really counts in the game. It has to be done carefully and for good effect and not just for doing traditional creatures differently.

on Jun 20, 2009

Unicorns have no alignment in d&d 4

on Jun 20, 2009

Bah D&D 4th.   Its a good hack and slash system, but alignment has no thought in it.   They removed several archetype alignments, including "neutral good" which would be what a unicorn.  

Also arn't they also of animal inteligance in D&D 4th?   I.E.  are neutral because they arn't smart enough to have an alignment.

on Jun 20, 2009

landisaurus
Bah D&D 4th.   Its a good hack and slash system, but alignment has no thought in it.   They removed several archetype alignments, including "neutral good" which would be what a unicorn.

Also arn't they also of animal inteligance in D&D 4th?   I.E.  are neutral because they arn't smart enough to have an alignment.
Actually I made a response similar to yours, but I removed it because it turned into "I hate DnD 4th Ed".

Anyway, the reason I think it's removed now is because they classify Unicorns as animals, instead of Magical beasts. Animals doesn't have an alignment since they're not "thinking". Unicorns in 3/.5 are classified as "Magical Beasts", at the very least basic sentience, and are invariably Chaotic Good (although I agree with you, I'd still give Unicorns 'Neutral Good' to be in line with their easy-going animalistic nature).

But yeah, animals doesn't have alignment in 4th Ed. In 3/.5 they have True Neutral, but I actually agree with this particular aspect of 4th Ed - animals don't make concious choices or choices based on alignment, thus they shouldn't have an alignment at all.

on Jun 20, 2009

Unicorns can be neutered randy monogamists.  Then the game wont be cliche no matter what else they do..

on Jun 21, 2009

Are they chaotic good?   My guess is the person that wrote that one had to train a mean horse (I swear, some horses go out of their way to give novice trainers a hard time)

Actually the whole animal int = neutral exists in 3rd as well.  If it has int of 1-2 > then it is unable to have an alignment that isn't neutral (I believe it directly states that somewhere).   From watching shows like "Unico" and "the Last Unicorn" as a child, I can't imagine they being dumb beasts.   (Unico is freakin' scary to a 4 year old.  I remember freaking out to the crazy trees.   Should I ever raise offspring though, I'm going to subject them to the same since hiding from the sexy/deamon-skeleton man is a highlight of my childhood)

on Jun 21, 2009

landisaurus
Are they chaotic good?   My guess is the person that wrote that one had to train a mean horse (I swear, some horses go out of their way to give novice trainers a hard time)
Horses are Chaotic Dumb.



landisaurus
Actually the whole animal int = neutral exists in 3rd as well.  If it has int of 1-2 > then it is unable to have an alignment that isn't neutral (I believe it directly states that somewhere).   From watching shows like "Unico" and "the Last Unicorn" as a child, I can't imagine they being dumb beasts.   (Unico is freakin' scary to a 4 year old.  I remember freaking out to the crazy trees.   Should I ever raise offspring though, I'm going to subject them to the same since hiding from the sexy/deamon-skeleton man is a highlight of my childhood)
But yeah, like I said, Animals in 3/.5 Ed. must be Neutral ('True' Neutral, not just 'any Neutral alignment afaik). In 4th Ed. they don't have any alignment at all - which I think is better. Every alignment should have a meaning, disposition or characteristic associated with it. 'True' Neutral does too and it should take reasoning to have it.

If they can't reason, they shouldn't have an alignment at all. They simply don't know or care about morals or ethics or codes, nor are they influenced to act in a certain manner by the planes (Such as how other reasoning beings of the planes, Solars, Baalors, etc, all have set Alignments too). Base Unicorns have Int of 10 and they can actually take classes. The sample Celestial Charger in the Monster Manual is a 7th-level Cleric. They speak Sylvan and Common.

And I think those two last parts are silly too. But I think it's an effect of the rules on magical beasts. I think they should be magical beasts, but not able to take classes or speak - especially not common. I think these rules spawned out of some retard wanting to play a Unicorn. And the 4th Ed. rules spawned out of some retard calling the other retard on his desire to play Unicorns.

on Jun 21, 2009

Native OS X support, for the love of god!

on Jun 21, 2009

OS X support, for the love of god!

Not happening.

on Jun 21, 2009

As has been said countless of times before, Stardock is exclusively a Windows company.

on Jun 22, 2009

Someone should count them. So we get a precise idea of how many times people has chosen to ignore that little detail. (obviously, ignoring those who honestly didn't know that fact about the company)

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