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

(this is going to be long…but here we near the climax of the story of the making of Fallen Enchantress).

In the beginning…

imageSo as some of you know, my day job is President/CEO of Stardock.  I founded the company when I was in college to help pay for school – until I could get a “real” job.  Not surprisingly, I was unable to find a real job and so, I’ve been “stuck” here for the last 20 years. I’ve even put my resume on that fancy paper. You know, the textured kind? No luck. So here I am.

When we first got into the Windows market, the games part of our business was largely a hobby. Something we did for fun.  Even today, it’s the enterprise and consumer software I rely on to pay Stardock’s bills. This has allowed us to try some interesting things such as create a very liberal return policy (at the time) that centered around the Gamers Bill of Rights (i.e. if we make something you find buggy that you bought from us, you can return it for a full refund).  Nowadays, most of what’s in the GBOR is taken for granted (reasonable return policies, no CD copy protection, etc.). 

As an industry, we’ve come a long way.  I think the general improvement to the quality of PC games combined with the much much better customer service gamers get is one of the reasons the PC game industry is growing so well again (and yes, I read Internet forums too, don’t let the angry, gullible, or entitled fool you, a PC gamer in 2012 is vastly better off than a PC gamer in 2002 in terms of buying a game, downloading it and having it work and not being hassled with obnoxious copy protection schemes).

In short, it’s a great time to be in the PC game industry.

Beyond War of Magic

HighwayWe took a bruising for the state of War of Magic was released in. And we deserved it. Ultimately, my job is to make sure the stuff we make is really good and in that case, I failed. On the other hand, a lot of good came from it. Today, we make much much better games.

Why Fallen Enchantress is being “given away” to War of Magic early adopters

Giving away Fallen Enchantress to early adopters of War of Magic is a no-brainer.  First, it lets them know that our deeds match our words. It’s easy to say customer friendly things. It’s another thing to spend millions of dollars to back those words up. 

Putting the principle of the matter aside, it’s still good business. The people who bought WOM early on and were disappointed can see that we didn’t forget about them. Repeat customer are the life blood of businesses.  Making our WOM customers know that we stand by our words just makes good business sense.

Our “crunch” time

Our crunch times these days doesn’t mean working weekends or crazy hours. After War of Magic, we made it company policy that crunch times like that would be forbidden. If it looks like we’re going to “come in hot” then just move the date. Don’t debate it, just move the date.  We did that with Sins of a Solar Empire: Rebellion and we did it with Fallen Enchantress. Even now, I can’t promise you a specific release date.  I’ll wait for Thursday’s build, talk to the QA team, get together with Derek and others and pick a date.

Such a luxury in release flexibility would have been impossible for us just two years ago. Thank goodness for digital distribution.

Flight of the Indies

In the “old” days, there were lots of guys like me.  We weren’t called “CEOs” back then. We were called game developers.  Eventually, most of these companies either got bought up, disappeared or became work-for-hire studios. It’s a brutal business to be in. I’m not sure how many >50 employee, independent, self-funded game development studios are left (feel free in the comments section to list as many as you can think of).  The result is that we tend to mostly see games that are either huge ($10+ million budgets) or tiny (<$1 million budget).  We’re hoping that if Fallen Enchantress is successful that it will help validate that there is a market for so-called “niche” games of significant budget. It’s one of the reasons we’ve spent so much time making sure we get FE right.

Beyond Fallen Enchantress

imageFallen Enchantress paves the way for a lot of exciting and interesting expansions or sequels.  I do hope it does well enough to justify a third game in the Elemental universe (not counting expansions).  It’s a rich world that, thanks to you guys, we’ve been able to develop and mature over the last couple of years into something really special.

The people who helped make Fallen Enchantress

For a modern PC game, Fallen Enchantress has a remarkably small team.  My personal role on the game has been lead developer and AI programmer.  It’s the first time since the OS/2 days that I’ve been the “lead” developer on anything.  We’ll write up a “post mortem” like we did with Galactic Civilizations II.  But broadly speaking, a few developers, a few artists, Derek, Jon, Toby and a few others are the team that made this game.

Here is a sampling of pictures of the team in action:

 

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Derek “Kael” with Bailey. Derek is the lead designer and Project Manager (Producer)

 

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Jon Shafer with his parrot. Jon Shafer designed and implemented the Fallen Enchantress campaign while working on another, unannounced game

 

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Kay (with Jon’s parrot) did all the game icons (like spell icons) and many of the higher quality monster textures

 

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Love all that cool art painting in FE, Leo. Is. The. Man.

 

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Scott (Boogiebac) is our mad scientist, he does…a little bit of everything.

 

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Sarah is my executive planner and keeps me on track between the many different projects going on around here

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Akil manages the art team. He modeled a lot of the monsters and generally makes sure things are getting done.

 

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Paul (Mormegil) makes the map stamps and is our UI wizard along with a thousand other tasks

 

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Emily helps ensure we get our paychecks!

 

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Marketing meeting, Angie, Derek, Skittles, Sarah, Nakor, Brian (Yarlen), and Chris making plans

 

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Toby is the Associate Producer, he is the one who helps Derek with UI design, balance tweaking, and produced the tutorials

 

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Sarah is our go-to person on game system implementation (i.e. implementing new features to the game engine)

 

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Jesse, by contrast, is the 3D engine guru. At a normal PC game company, there’d be a 3D engine team. At Stardock, Jesse IS that team.

 

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Jonny & Ari handle graphics engine work and animation rigging respectively. Ari’s the one who made those cool Mite animations.

 

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Kim, our controller, is the one who makes sure I don’t spend all the money on candy.

 

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Cari (Elf) is Stardock’s senior game developer (lead developer of Galactic Civilizations II).

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Alan is our up and coming engine architect

 

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Kay making icons

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Charles is the go-to guy for integrating XML and the game code along with a million other things.

 

Of course, this is only a partial list, the credits video is shown at the end of the game which includes our valiant QA team, the support team and other team members who ducked out when they say me coming around with the camera. Winking smile

…and now back to work.


Comments (Page 4)
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on Oct 03, 2012

Zebrafox
Quoting rebelito, reply 38
I voted with my wallet already, didn't I, so don't complain... that was half a joke, half a "warning"... I just don't want the parrot to ruin another game I like (and my children, for that matter). You should learn to take comments lightly (but the underlying content seriously).



 

How would I know what youve purchased or not?

Take comments lightly/seriously. Gotcha.

Either way, you're kindof being an ass though yeah? And I just don't feel like tolerating a stupid and rude troll civ5 jab, the likes of which by the way, are super old now. Civ 5 came out 2 years ago - get over it. You and your lovely kiddies can still play civ 4 you know, so no one has ruined your game.

 

hmmm... interesting. I hope that indeed the final game's quality is the complete opposite of the company's treatment of long term customers... assuming you are a true representation of the company, which I hope you are not, given answers like the above. Anyways, I stand my ground; please do not let the parrot code anything for FE.

on Oct 03, 2012

Rebelito, you are insulting his coworker and team member, and being an ass.  Stand your ground?  You have no ground to stand on.  Who do you think you are?  A long term customer.  Well golly. That's a big pile of nothing. I will say as a medium time customer, I hope they have Jon do a lot more and I look forward to see what he does at Stardock.  If don't like Civ V, so what?  Obtuse people like you can't accept that a game can be good and not made to your exact taste at the same time.  Grow the fuck up.  And not everyone has your opinion, so don't assume it is anyway right or correct, it's just your opinion   And it didn't need to be stated here, that game came out years ago form a different company.  

on Oct 03, 2012

I liked civ 5 in all its glory (as did my wife). I think FE is a great game beyond that which I have hoped for in a 4x game. This company has treated all of its customers greatly and I have yet to have any problem with anybody with the company, including zebrafox. I enjoy all of the models and artwork, because it truely makes it look like a picture come to life. I say great job to all and to all the pets (props for a parrot there) that the company has at the place.

on Oct 03, 2012

rebelito
hmmm... interesting. I hope that indeed the final game's quality is the complete opposite of the company's treatment of long term customers... assuming you are a true representation of the company, which I hope you are not, given answers like the above. Anyways, I stand my ground; please do not let the parrot code anything for FE.

Funny you should mention "stand my ground", just before this post of yours I gave ZebraFox Karma for standing his/her ground. You are being an ass and are expecting what, people to grovel to you?

A shame there is no ignore function on these boards. /facepalm

on Oct 03, 2012

How bout all yall haters go find your own thread to hate in? I don't think it's polite to throw dirt in a thread that is meant to mark a big occasion for Stardock. If you want to discuss game balance or even other games there are much better places and threads to do that.

 

 

on Oct 03, 2012

rebelito


 hmmm... interesting. I hope that indeed the final game's quality is the complete opposite of the company's treatment of long term customers... assuming you are a true representation of the company, which I hope you are not, given answers like the above. Anyways, I stand my ground; please do not let the parrot code anything for FE.

 

Again, I have no idea who you are or how much money you've spent on what or for how long. But naw, I'm not a "representation" of the company. I'm just a random artist who gets mad when people are rude to her colleagues

 

Lord Xia, your bluntness cracks me up

on Oct 03, 2012

Lord Reliant
Brad, I assume there are plans to continue updating FE with free patches (ala GalCiv 2) even after the 1.0 release, right?

Oh yea.  

And I'll add that FE isn't released yet.  There's still a lot of polish, balance, and fixing going on to make it better.  The Thursday build (tomorrow) is significantly faster, smoother and, imo, much better balanced.  Also, it incorporates pioneer improvements into the city build list (so you can't have to hunt and peck around to see if there's things to upgrade).  

The AI is much MUCH better too if I may say so myself.

on Oct 03, 2012

That sounds pretty good.  I have been really enjoying the latest build.  Well done, I look forward to the next.  

on Oct 03, 2012

Thanks for sharing this ! Loved it !

on Oct 03, 2012

I still have doubts. If Brad hasn't been able to get a proper job all these years how can I trust him to lead this game to greatness? And what if everyone else at Stardock is a jobless hippie as well? I mean I'm getting a strong Jefferson Airplane vibe from this game.

 

on Oct 03, 2012

Frogboy

Sheesh. Thanks a lot.  Since *I* am the one who gets the blame when something goes wrong, why would I want a buggy game?

Because you're an evil capitalist.  Duh. 

on Oct 03, 2012

parrottmath
I liked civ 5 in all its glory (as did my wife). I think FE is a great game beyond that which I have hoped for in a 4x game. This company has treated all of its customers greatly and I have yet to have any problem with anybody with the company, including zebrafox. I enjoy all of the models and artwork, because it truely makes it look like a picture come to life. I say great job to all and to all the pets (props for a parrot there) that the company has at the place.

I think I am rather a good customer, since with games like heroes 4 and civ 5, after initially trying the game and figuring out it was nothing like I imagined since it was vastly different, I wipe my mind blank (oh I'm too good at that ) and look at the game from a new perspective, heroes 4 was an old game, but an interesting idea, and lots of fun came from the ideas. The same with civ 5, new perspective, if nothing else I always enjoy new ideas.

The same goes for Elemental, alot of fantastic ideas here, love how many of the monsters seems "self made", instead of the same skeletons, zombies, orcs, and elves you see in every other fantasy game, here you have Shrills (Big insect elementals which hurl thunderbolts!) and other stuff, really enjoy seeing some new monsters, although I miss just a few of the common monsters, Meaby its force of habit to want zombies... ZOMBIES!

I still enjoy every time I spend on elemental, and really enjoyed putting time into suggestions, and hope SD likes it and looks at it and all that.

Sincerely
~ Kongdej

on Oct 03, 2012


Sweet beans, this is a great game. I'm particularly fond of the art...  its great.

on Oct 03, 2012

Kantok

Quoting Frogboy, reply 18
Sheesh. Thanks a lot.  Since *I* am the one who gets the blame when something goes wrong, why would I want a buggy game?

Because you're an evil capitalist.  Duh. 

Touche.

 

on Oct 03, 2012

I could write a whole blog on this but to make a long story short:

Stardock is somewhat of a unique company. It is owned, 100% by me.  This makes it a bit odd because what we do does not have to follow any established business guidelines.

A friend of mine commented to me that when you tour Stardock, we have a pretty diverse team.  I suspect most companies would do a bunch of PR on that.  But for us, it's just about who makes the coolest stuff.  If we have a higher (vastly higher) level of diversity, it's probably just due to our physical location in Michigan.

Of course, as you can see in the pics, we also do things how differently (such as allowing pets at the office).  I've seen some articles that have misrepresented what we do.  When a former employee wrote an email complaining (to use the actual context) that I needed to be more professional -- and what they really meant, imo, is that Stardock needed to "grow up and be more professional" I told her to pound sand (the media has represented this as something ridiculously different than reality).  

The point being, we talk directly to you guys. There is no "Stardock Rep" on our forums. You interact, good or bad, directly with us. And I think, in the bigger scheme of things, it ends up allowing us to make a lot cooler stuff.

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