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:

 

IMG_2084
Derek “Kael” with Bailey. Derek is the lead designer and Project Manager (Producer)

 

IMG_2098

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

 

IMG_2097

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

 

IMG_2118

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

 

IMG_2119
Scott (Boogiebac) is our mad scientist, he does…a little bit of everything.

 

IMG_2099

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

IMG_2120
Akil manages the art team. He modeled a lot of the monsters and generally makes sure things are getting done.

 

IMG_2121
Paul (Mormegil) makes the map stamps and is our UI wizard along with a thousand other tasks

 

IMG_2116

Emily helps ensure we get our paychecks!

 

IMG_2117

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

 

IMG_2123

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

 

IMG_2126
Sarah is our go-to person on game system implementation (i.e. implementing new features to the game engine)

 

IMG_2131
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.

 

IMG_2127
Jonny & Ari handle graphics engine work and animation rigging respectively. Ari’s the one who made those cool Mite animations.

 

IMG_2115

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

 

IMG_2129

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

IMG_2130
Alan is our up and coming engine architect

 

IMG_2125
Kay making icons

IMG_2128
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 5)
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on Oct 03, 2012

Frogboy
*snip

 

Never

grow

up.

 

=]

on Oct 03, 2012

I'm very disappointed with the latest update as it did nothing to address the elephant in the room, aka farms.

As Fallen Enchantress is a pay2win game I am seriously upset with the lack of farming content. It would be ideal if we could incorporate gameplay involving various aspects of farm management such as plowing land, planting, growing and harvesting crops, harvesting trees and bushes, and raising livestock. For example the player begins with an empty farm and a fixed starting amount of "farm coins", a new resource in the game. Players also earn XP (experience points) for performing certain actions in the game such as plowing land or buying items. At certain XP benchmarks, the player's level rises. As the player obtains more items and progresses through levels, crops and animals become available to them via the "market" where items can be purchased using either farm coins or "farm cash". Farm cash is earned by leveling up or completing offers, or purchased for real money.

I think I speak for everyone when I say I will pay $10 more for pony-related downloadable content.

on Oct 03, 2012

Ratatosk7
I'm very disappointed with the latest update as it did nothing to address the elephant in the room, aka farms.

As Fallen Enchantress is a pay2win game I am seriously upset with the lack of farming content. It would be ideal if we could incorporate gameplay involving various aspects of farm management such as plowing land, planting, growing and harvesting crops, harvesting trees and bushes, and raising livestock. For example the player begins with an empty farm and a fixed starting amount of "farm coins", a new resource in the game. Players also earn XP (experience points) for performing certain actions in the game such as plowing land or buying items. At certain XP benchmarks, the player's level rises. As the player obtains more items and progresses through levels, crops and animals become available to them via the "market" where items can be purchased using either farm coins or "farm cash". Farm cash is earned by leveling up or completing offers, or purchased for real money.

I think I speak for everyone when I say I will pay $10 more for pony-related downloadable content.

Are you playing the same game as we are?

on Oct 03, 2012


Ah humour ... sniffle~~

 

on Oct 03, 2012

Ratatosk7
I'm very disappointed with the latest update as it did nothing to address the elephant in the room, aka farms.

As Fallen Enchantress is a pay2win game I am seriously upset with the lack of farming content. It would be ideal if we could incorporate gameplay involving various aspects of farm management such as plowing land, planting, growing and harvesting crops, harvesting trees and bushes, and raising livestock. For example the player begins with an empty farm and a fixed starting amount of "farm coins", a new resource in the game. Players also earn XP (experience points) for performing certain actions in the game such as plowing land or buying items. At certain XP benchmarks, the player's level rises. As the player obtains more items and progresses through levels, crops and animals become available to them via the "market" where items can be purchased using either farm coins or "farm cash". Farm cash is earned by leveling up or completing offers, or purchased for real money.

I think I speak for everyone when I say I will pay $10 more for pony-related downloadable content.

I would go further and state it needs to be a farm first person shooter a la Redneck Rampage.

on Oct 03, 2012

AlLanMandragoran
I would go further and state it needs to be a farm first person shooter a la Redneck Rampage.

LOL, had forgotten about that game.

on Oct 03, 2012

Frogboy,

Thanks for allowing me to be a part of the beta.  It has been fun watching the progression of this game.  I can only imagine the great feeling you get after developing a game like this.  I hope this game becomes very successful so that it will spawn more versions of this game.  As for programming games as a default job, it could be worst

 

Keep up the good work 

on Oct 04, 2012

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.

 

Well with the arrival of the OUYA next year, that could change.

on Oct 04, 2012

Voted good, waiting expectantly for it to edge to excellent.

 

Thanks for letting me participate in this beta.  It has been as interesting as actually playing the game.  Any comments I would have are represented in better description than I could manage.  If you get multiplayer working, I fear my DnD playing family members are going to gang together to thrash me.  The fact that I find myself pushing them on to that challenge is the best feedback I can offer you, people talking other people into buying the game. 

 

And I dearly love your management style.  Best of luck with that.  Although my cats would hate office life, no team spirit or loyalty. 

on Oct 04, 2012

Zebrafox



Quoting seanw3,
reply 44
Did Zebrafox work on Civ 5?

I did not

Did Zebrafox's parrot work on Civ 5?

  I couldn't resist.

 

on Oct 04, 2012

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).

 

I'd say that there's comperable in Mojang(Minecraft), the FTL guys and with Kickstarter Obsidian, inExile and Stoic are attempting to bring back the  'art house' model.

I'm not sure if Kerberos is self-funded but I put them in the same 'tier' as Stardock, along with the in-house Paradox team. Even if Paradox dev house has bloomed in size recently.

For awhile it was pretty much just Stardock and a much smaller Paradox but the market is really opening up.

 

It's a good time to be a PC gamer!

 

Additionally - I put a few hours into FE. Lookn' good. Keep up the work.

on Oct 04, 2012

Frogboy


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.

 

Does that mean there's a build coming out today?  Or just an internal build?

 

/drool

on Oct 04, 2012

Does that mean there's a build coming out today?  Or just an internal build?

The new patch is already out. 

on Oct 04, 2012

It is coming along very well! 

Thank you.

Cheers!

on Oct 04, 2012

Gaunathor

The new patch is already out. 

 

Awesome!!

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