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

 

IMG_2097

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

IMG_2120
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

 

IMG_2123

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)

 

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.

 

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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).

IMG_2130
Alan is our up and coming engine architect

 

IMG_2125
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 7)
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on Oct 05, 2012

Rosco_P

Quoting Lantros, reply 87I know you all work really hard, but at the same time you all look so relaxed and pleased.

What you don't see is Brad holding up a sign that says "Smile, or else", and making the finger-across-the-throat gesture behind the camera person.

I thought those smiles seemed a bit forced...

on Oct 05, 2012

If you look closely, Mormegil is making a map stamp that spells out HELP!

on Oct 05, 2012

rebelito

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).

 

Edit: that was @Kay, forgot to press the Quote button

 

Just for the record, I loved Civ V.  Can you handle that?

on Oct 05, 2012

seanw3
If you look closely, Mormegil is making a map stamp that spells out HELP!

 

 

There is a skeleton at Sarah's desk and nobody has said a word.  It's almost as if everyone is too scared to say anything.  Why? 

on Oct 05, 2012

seanw3
If you look closely, Mormegil is making a map stamp that spells out HELP!

LOL!

I also noticed many people wearing headsets. Maybe that's to drown out Brad's voice repeated over the intercom every 5 minutes "GET TO WORK, MY SLAVELINGS!" Or would that be Derek?

on Oct 05, 2012


Yes the game is looking good.  Please just take the time needed to get this released as bug free as you can. 

on Oct 05, 2012

Please, please just fix the issues mentioned in https://forums.elementalgame.com/433265.

on Oct 05, 2012

Release it soon and announce Galactic Civilization III. You know you want it.

It's destiny.

on Oct 05, 2012

Release it soon and announce Galactic Civilization III. You know you want it.

It's destiny.

As far as I know, last person to say 'it is your destiny' was thrown down a very large and deep hole.

on Oct 05, 2012


Still an awful lot of balance issues between champions and troops.

on Oct 05, 2012

@Stevenaus, I have a pet peeve when people try to represent a feature request as a "bug fix".  Let's stick to using the word "fix" for bugs please.

on Oct 05, 2012

[ Approximate Quote from the Original Post:

Kim, our Controller, is the one who makes sure I don't spend all the money on candy ]

I thought she was the one who made sure that Brad didn't spend all of Stardock's money, on letting everyone skip work one afternoon, to get out and see  The Avengers  movie, for free !

Oh ... wait a minute ... she didn't actually do that, did she ?  

     

on Oct 05, 2012

Frogboy
I don't know what to say other than thank you. You guys are awesome.

 

Well its just a common interest I figure, game is a success = more updates, and more in-game stuff for us. Either that or I am being too objective about this, I do want the game to succeed, but the little greedy man inside me tells me its because the game would be upgraded more with more customers
I actually can't wait to see "Heavefall"'s mod at release, it looks so promising besides the game itself, I hope you guys take a look at the mods too once in a while

Sincerely
~ Kongdej

on Oct 05, 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.
[quote who="Zebrafox" reply="43" id="3242459"]


Kay don't take this the wrong way but I think CIV 5 is the best of the CIV series for the most part. Best combat and best looking CIV of them all. 

 

 

on Oct 05, 2012

Frogboy
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.

A laid back comfortable work place is much better than s uptight stiff "Professional" work place.  I bet that former employee was not too popular with her co-workers

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