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

SwampLordPaintingFinal In my mind, the fun of Elemental resides in the fact that you’re not just trying to conquer some fantasy world but the world itself is designed to be so organic and unique from game to game.

A lot of the difference between games is a result of things like a tech tree that has different techs in it, a huge library of special content that is integrated into map generation randomly each game, quests, integrated community content, and the divergent paths to victory.

Now, as some of you know, Stardock’s bread and butter isn’t from game development.  Our desktop software and enterprise software have always given us the luxury of being able to take as long as we want to develop our games as well as take “risks” on the way we release our games (no copy protection for instance – which, in case people are wondering, the retail version of Elemental will not have copy protection).

And that brings me to a question I wanted to pose to you folks.  Would you be interested in us extending the beta?  Since anyone can join betas by pre-ordering, we could try something that really hasn’t been done before as far as I know – make the beta experience something truly outstanding unto itself.

Right now, the schedule is this:

  • Beta 1 in August
  • Beta 2 in October (adds tactical battles)
  • Beta 3 in December (polish)
  • Gamma (private) in January
  • Release in February

This is pretty much the same schedule we’ve been doing since Galactic Civilizations I back in 2003.

But imagine this kind of beta instead:

  • Beta 1 in August
  • Beta 2 in January
  • Whatever

So what would be the point of this?  The point would be to make it a lot more fun to develop the game with the beta testers.  Rather than have v1.0 come out in February and then have v1.1 in say April and so on, we simply keep working on the game with the beta testers.

Then, when we release the game, it’s got a ton more stuff. 

Here are some thoughts that come to mind:

How many players should/can we allow in a game? 8? 12? 32?

How sophisticated can we make dungeons in the game?

How sophisticated can we make quests in the game?

How sophisticated can we make tactical battles in the game?

How big of a scope can we give the campaign?

We don’t have the financial pressure to release the game in February and because of that, we have an opportunity to try something we’ve not done that we think might be really special and that is vastly increase the contribution of the beta players into the game than what we’ve done before.

The end result would, I think, be a game that could very well be a classic. A year’s worth of player input before it was released to the general public. 

Tell us what you think.


Comments (Page 17)
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on Aug 22, 2009

SavageBananaMan34
My two cents: there is no way Starcraft 2 is going to be a "black hole of money." For pay custom maps and over ten million copies sold easily will ensure that. 

It'll be a black hole of money for anyone who wants to play it (and not just pirate it). And it will probably take them some time to make back everything used in development. I mean, they've been making it for what? 6 years? (That's what wikipedia says, anyway)

on Aug 22, 2009

kyogre12



Quoting SavageBananaMan34,
reply 240
My two cents: there is no way Starcraft 2 is going to be a "black hole of money." For pay custom maps and over ten million copies sold easily will ensure that. 



It'll be a black hole of money for anyone who wants to play it (and not just pirate it). And it will probably take them some time to make back everything used in development. I mean, they've been making it for what? 6 years? (That's what wikipedia says, anyway)

I'm guessing they must've split up the campaign in order to milk more money from the people. Spend all this money on the game now so they only need to make a new campaign or possibly a few new units and voila, more income.

on Aug 22, 2009

I am afraid I am the only one who does NOT like this idea.

I like the idea of releasing the game later and having more input from players, but I think it is too long to wait to have Beta1 in Sept, and next one after January.

Instead, keep original schedule, but add Beta 4, 5 and 6. The ideas from gamers needs to be implemented and tested and discussed and feedback implemented and so on!

The participation of the players is not the time issue, I do not think I can give MORE feedback after Beta 1 if Beta 2 is in January instead of October. 2 Month is more than enough to play the game many many times, and make suggestions and discuss it with other people.

WE NEED MORE BETAS INSTEAD OF LONGER WAIT TIME BETWEEN THEM!

on Aug 22, 2009

I like the idea of releasing the game later and having more input from players, but I think it is too long to wait to have Beta1 in Sept, and next one after January.

There would be beta 1A, Beta 1B, Beta 1C, and so forth still.

on Aug 22, 2009

Istari

I like the idea of releasing the game later and having more input from players, but I think it is too long to wait to have Beta1 in Sept, and next one after January.
There would be beta 1A, Beta 1B, Beta 1C, and so forth still.

THAT^ I like then!

Something similar happend with Twilight of the armor, as I remember. The expantion significantly benifited out of this.

on Aug 23, 2009

Each beta cycle is more a 'time window' when people can get in; multiple builds will come out with varying frequencies.

on Sep 04, 2009

I've gone round and round on this, and I'm still not sure where I stand.

As part of my work, my group engages with software developers both for control software (for robots that we use in the lab), as well as for analytical software that helps us make sense of the massive amount of data that the robots are capable of generating.  And in both of those cases, I think having code earlier is better, and having "microupdates", that we do every software turn (3 weeks for us).  We got to this point for two reasons; one is obvious, the other is less so.

The obvious reason is that client/user input helps shape the software better to our needs.  The less obvious one is that we feel engaged on the software when there are regular updates.  We used to have a quarterly update meeting, and get a major patch at that time.  The problem was, we couldn't remember what we'd suggested.  When you don't have somewhat regular updates, you forget about this or that minor capability that you wanted to track.  I know having requirement documents helps that process, and we do that, but somehow I don't think you'll get a user community here to sign up for a req. doc.

So, I'd agree with the community in general that delaying the release is probably better.  But I'd caution that you should have regular (often) periodic updates of the code, even if it's just to clean up little things.  Letting things go too long between patches tends to disengage your customers from the process, and after the year or so that you're talking about taking for the beta, then end run to release could feel more like a slog, because you only get periodic feedback on your design.

Winni

on Sep 08, 2009

I'll be truly happy about a longer beta cycle, i'm sure that wil make that the perfect game anyone is expecting!

(that's my first post here, Hello world! )

on Sep 08, 2009

double post sorry

on Sep 08, 2009

Bah, maybe I'll have the money next chance.

on Sep 08, 2009

Just wondering, has Stardock decided on this yet? Reason I ask is if you have decided to do the longer beta, might be a good idea to update the release date on Impulse. While people are going to be chomping at the bit for this game no matter what (after all, it has been too long since there was a good fantasy 4X) I know that it angers people when they feel like the release schedule "slides." As such, if you've decided on a longer beta, make the new release date known sooner rather than later. It'll make people happier that way and make it feel like the delay is indeed due to more through testing and development, and not because there are problems and it has to be "pushed" near the release.

Just something to think about since perception IS important in terms of a game's success.

on Sep 21, 2009

No! No! NO!

End the beta and give me a finished product A.S.A.P.

That's right. I went against the tide. Call me greedy or impatient, I don't mind. I'm both those things. I want the Awesomeness that is Elemental Now

Note: Yes, I plan on testing the Beta and Yes, I plan on having a Lot of input and ideas, but, those ideas can always be implemented in a patch or expansion.

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