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After we complete upcoming expansion pack for Elemental: Fallen Enchantress (which we expect to announce NEXT WEEK) we have to do some hard thinking.  Specifically, what do we do next? After some trials and tribulations we’ve put together what is, in effect, a Master of Magic style engine (and before someone flips out, I’m not saying FE is just like MOM, I am saying that at this stage, our *game engine* is finally capable of actually making that game which is obviously was not capable of in 2010).

But first, let’s look at the history…

Once upon a time…

After Galactic Civilizations II I wanted to do a fantasy strategy game.  I wrote up a brief treatment and had our lead artist draw a mockup of what it should look like:

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Basically, I wanted Master of Magic with updated graphics and multiplayer. 

During this time, Stardock had the opportunity to publish two games – Sins of a Solar Empire and Demigod. Two opportunities we couldn’t pass up. Meanwhile, Impulse was starting to really take off too.

Now, we’re a small company. REALLY small. People are always shocked at how tiny Stardock is. We might possibly be the oldest independent game studio left (20 years old this year) that still regularly produces new games but the entire enterprise is less than 60 people and that includes our main business – consumer software (Multiplicity, Start8, WindowBlinds, Fences, etc.). 

What that meant,  back in 2008 is that the team that made Galactic Civilizations had to be spread out to help out on Sins, Demigod and Impulse. To do Elemental, we hired up.

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Elemental (and at this point, it was just called Elemental) was going to be a pretty straight forward game. Build cities, capture shards, learn magic, research tech and conquer the world.

Now, Stardock’s game studio didn’t run like a normal game studio. That is, there was really no such thing as a producer or a designer. You either coded or you did art. We had titles but they had no real meaning.  Design was handled by the person who was implementing an “area” of the game (for example, GalCiv II did not have a visual tactical battle display in its design, the person who was assigned to code “resolution outcome” wrote that).

And we had a lot of ideas.  Why stop with Master of Magic’s design elements when you can also throw in Magic the Gathering concepts, Total War, Civilization IV, Ultima, etc.

Slowly, things began to morph as people had more and more ideas get presented.

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The spell system got more sophisticated.

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The tactical combat design scope grew.

And the reality was that all this stuff just didn’t mesh together.  At one point, we even had underground dungeons.

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So when Elemental came out, it was extremely buggy (we had spread ourselves too thin – we had no redundancy) and the individual components just didn’t flow together.

Fall From Heaven

When we looked at what went wrong with Elemental it became clear that we were just wearing too many hats. No one owned the design. No one owned the look of it. No one owned the engine design. We needed to bring someone in who would own the project and enforce their will.

That’s what Kael, the designer of Fall From Heaven was able to do.

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Kael (Derek Paxton) didn’t just have great game design skills, he was a senior project manager at Novell.

Originally, we had planned to do two expansion packs:

War of Magic – Fallen Enchantress and War of Magic – Forge of the Overlord.  But it was decided that we should do a more ambitious overhaul to the base game and this became Elemental: Fallen Enchantress.

Fallen Enchantress

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So with Fallen Enchantress, we ended up with a pretty good fantasy strategy game (if you don’t already have it, GET IT!). We have lots of ideas on how to improve it but the important thing is that we now have a fantasy strategy game engine that is capable of doing whatever type of game we’d like.

And that’s where we’re at. What do we do next? I can tell you one thing, it will not have the word “Elemental” in it.  Why? Check this out:  [Google Search Results]

That isn’t to say we’d scrap all our work and start over with a brand new design and recreate the millions of dollars in art assets.  But it’s not going to be tied to Elemental. But this assumes that our players want us to continue making this style of strategy game at all.

After all, there are some exciting fantasy strategy games in the offing – Age of Wonders 3 I suspect will be announced soon and Eador: Masters of the Broken World looks excellent. Are there enough people who want Stardock to keep making fantasy strategy games of this type to justify that effort?

[Quick aside: What do I mean by “this type of strategy game”?]

Personally, there are two key differentiators in fantasy strategy games that help me define what sub-genre they belong to:

  1. Am I building an empire via starting new cities on a largely empty world (ala Master of Magic)
  2. Am I fighting battles strategically (Fall from Heaven) or fighting them tactically (ala Master of Magic)

And specifically, the question is: Making fantasy strategy games that involve tactical battles, city building and RPG elements? That’s the niche I think we have here. I don’t think we’ve nailed down the perfect blend yet but that’s what time and experience exist for.

And that is what we’d like to hear from you.  Do you like what we’re doing enough to keep Should we continue it forward (and don’t answer “Make Fall From Heaven” its future isn’t tied to this). Also, before someone screams GalCiv III the future of GalCiv is not tied to anything we do here.

Go here to answer:

https://www.elementalgame.com/journals

Discuss in the comments.


Comments (Page 12)
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on Aug 27, 2013

Keep pumping out DLC's (techs, magic, creatures, buildings) to fund free patches to LH / Make "The Third Elemental", and...

 

Embrace what makes the Elemental games unique -

Flesh out the city-building aspect, by introducing building effects related to: adjacent buildings and terrains (in other words: instead of introducing auto-place, create a good reason to remove it); and stationed champions.  This would of course require the AI enhancements most likely appropriate for a sequel.  How about "

Ancient Civilizations:

The Fall of Magic

"?

 

Factions should be more directly tied to elements, which should be more directly tied to terrain types.

Each element should have its own tech treeS, and optional victory condition.

The tech trees should better reflect the evolution of the world of Anthys/Elemental.


ADD SEASONS.

ADD WEATHER / environment altering spells.


Derive a Dynasty system out of the Fame mechanic.


More summons ("warring elemental"s).

 

Tactical battles need "Line of Sight" and "cover".

on Sep 03, 2013

Evolve FE and making something more like MoM doesn't have to be a dichotomous choice!  Evolve FE to include more things that were great from MoM!

What was great about MoM? 

  • Over 200 spells to choose from, research and cast (although not all in the same game). 
  • You customized your leader, not your race, and this led to mix and matching perks and spell schools.
  • There were multiple fantasy races (humans are one race, and the "races" in FE are simply bloodlines calling themselves races, like the concept of race in the real world) that had their own strengths, weaknesses, and building and troop limitations.  You started with one, but could conquer others, and then make colonists from that city, and they'd be that race!
  • City placement was more strategic because both the city location (coast, river) and its nearby territory played into the town's potential.  Desert, hill, mountain, river, grassland, swamp, etc. actually meant something to the town.
  • Naval units, islands, oceans, continents, etc.
  • Artificing!!!  Creating your own magic items using your own power and imbuing them with spells you can cast - genius!
  • More than one plane of existence,with the two planes having different resources and races.  Also, you don't have to stop at 2 planes.
  • Different weapon materials! (Regular, Enchanted, Mithril, and Adamantium.)
  • Neutral raiders could conquer your towns and take over their production to make more raiders.

What's great in FE that's not in MoM and shouldn't be done away with?

  • Technologies outside of magic.  Make more!  Deeper and more complex trees.  (For people that don't like complexity, offer a scaling system, like with the time scale, so that the tech trees collapse for simple and extend for complex.)
  • Accumulation and usage of strategic resources (ponies, wargs, iron, crystal).
  • Troop customization! (For the few that don't like it, the generic auto scaling troops should suffice, perhaps give them a checkbox to turn it off.)
  • Wandering monsters (MoM did have neutral raiders that would conquer your towns, but not elementals, dragons, spiders, and the like.)
  • Quests!

 

I really love MoM (just bought a copy off GOG, and reliving the good old days with some really outdated graphics and interfacing), and would love to see a game that has more like it.  I feel the spirit of MoM in FE, especially with the dichotomy of life and death magic and the vying for control of the nodes, and think it would be great to include more aspects from MoM that made it great, as well as increasing the potential complexity of FE in general (the tech tree seemed to shrink a little in LE, which felt like a step backward).

on Sep 04, 2013

Ahrnauld,  I loved MoM back in the day but haven't been able to get back into it.  It just seemed to have too many game ending crashes and as you must know the graphics are pretty bad for for modern games. 

I forgot about artificing weapons yes that was awesome!  An Enchant Weapon type spell would really be great. 

Here's what I think about multiple planes.  I'd love for there to be some dungeons in the game, like a pipe down to a second underground plain with a bunch of chests and a few monsters.  MoM's plains are great as you mention for the different resources and races found there as well as being useful the enchanted roads there as a way to travel between distant locations quickly.   Imagine two continents with an underground pathway between them.

 

I was somewhat surprised at the lack of standard fantasy races in Legendary Heroes when I got it. 

 

Worlds of Magic will feature 7 planes and wants to follow MoM... 

 

Age of Wonders III has a fantastic looking gameplay demo video and seems to be very much in the spirit of MoM with multiple planes at least.   Not thrilled about the steampunk additions though.  Definitely take a look at it though.

 

both of those are coming out "soon"

 

on Sep 04, 2013

I loved mom I played that game for so long. At some point my mother thought I had ran away from home just to find out I was in my room playing computer all that time.

 

I've never played a game that was like MOM.

 

A wizard general trying to survive. Being able to move your capital citadel witha  spell to another town. That was so cool.

 

To see the new add on to your towns when you complete them. And of course casting your own magical artifacts.

 

Just out there. Wish I had a game like that ready to go.

on Sep 19, 2013

Can I put in a vote for please, please, please make Galactic Civilization 3, GC2 is still one of my favourite games but I can see so much scope for you to take that further.

 

Don’t get me wrong I like FE:LH think it’s a great game and I can see how you could take things further, but I don’t love it the way I loved and still love GC2 and bottom line I think the world needs more great 4x space empire games  J

on Sep 22, 2013

I think you should continue expanding on FE:LH. More patches, DLCs, and hopefully one final expansion. Hold off on your other games for a while. Those games will all need to be 64-bit only, Win 7 and higher games, played via steam. So waiting will just let more of the market meet those requirements. Plus maybe if you have a good idea for one of your new games, (diplomacy for example in GC:3) just work a version of the idea into FE:LH:Exp and test it out.

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