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CappinCanuck
02-19-2010, 10:42 AM
From Gamespot (http://www.gamespot.com/pc/strategy/elementalwarofmagic/news.html?sid=6250185&mode=previews&om_act=convert&om_clk=previews&tag=previews;title;4):



Stardock frontman Brad Wardell gives us an update on this ambitious fantasy strategy game.

In the beginning, there was nothing. And for a long time, nothing happened until some guys made Master of Magic, a cult-classic strategy game that let you conquer a fantasy world with sword-swinging armies and magic spells. Master of Magic was succeeded by a great many other fantasy games that all put their own spin on the formula, but these successors eventually faded away. Now, developer Stardock is looking to recapture the magic of large-scale fantasy-themed strategy with Elemental: War of Magic, a game that builds on the success that the studio attained with its acclaimed Galactic Civilizations series. Stardock's Brad Wardell explains.

In Elemental: War of Magic, there be dragons.

GameSpot: Give us a brief update on the game's status. What parts of the game are currently being worked on?

Brad Wardell: We're nearing the end of the first beta of the game. Our focus has been to work through the game mechanics to make sure what seems fun on paper will translate to fun in-game. Specifically, we have been working on the battle system, quests, and the player's dynasty. The dynasty system has proven to be far more interesting than we had realized. In Elemental, the player exists in the game as a specific unit (the sovereign). The sovereign can have children who appear in the game as champions with various powers. These units can be married off to other kingdoms to secure alliances and gain other political advantage. In turn, they can have children. We have a genetic algorithm for producing the children, which has had some interesting visual results. In one game, I married my beautiful daughter to a trog monster. I will require many months of therapy to recover after seeing their child.

GS: Even though Elemental is a brand-new intellectual property, it's coming from the same team that created Galactic Civilizations and that has worked on strategy games for years. What are some of the most important lessons the team is taking from its previous gameplay, design, and balancing experiences and applying to Elemental?

BW: There's a lot of lessons we've learned from Galactic Civilizations that we're bringing into Elemental. Probably the single biggest lesson has been the importance of giving the game a "soul." Each of the 12 factions needs to feel different. The gameworld should feel rich and full of epic history. We are focusing on making sure that while it is a strategy game with great depth, it also makes players feel like they're part of an epic tale that is different each time they play.

GS: We've also seen that Elemental has an extremely far zoom mode that incorporates the early beta "cloth map" view--definitely not a feature we've seen in the studio's previous games. What are some of the most important technological lessons and tech tricks the team has learned and perfected to bring into Elemental?

BW: In Galactic Civilizations II, players could zoom out to see the whole galaxy. In Elemental, we've taken strategic zoom to the next level where the game can truly be played completely in the cloth-map view. This is important to us because it lets us have our cake and eat it too--the game can be played on a netbook but also will have stunning, state-of-the-art graphics on the latest hardware.

So…Rain of Fire sound good to everyone else?

GS: One of the most impressive and enjoyable aspects of Stardock's established GalCiv series is its smart and challenging artificial intelligence for computer-controlled opponents. How will Elemental's AI opponents compare? In what specific ways will they be even better than those of GalCiv II?

BW: Probably the biggest difference in our strategy on computer AI is that we're going to expose our AI algorithms to players via Python. In Galactic Civilizations, I wrote the AI myself, and as good as it was, there was always the limitation of "it could only be as good as I was." In Elemental, I'm writing the computer AI again, but this time, when it's done, players will be able to modify it as well.

GS: More recently, Stardock has encountered challenges in netcode for more multiplayer-heavy games. What lessons has the team taken from its recent experiences to apply to Elemental's multiplayer?

BW: The big difference is that for Elemental, Stardock is writing the netcode. In Demigod, we were the publisher and licensed a third-party network library to help developer Gas Powered Games handle its peer-to-peer system. While we were able to throw our own developers at the problem to resolve the issues for Demigod, it's not something we want to ever go through again. So on Elemental, [the netcode is] 100 percent our own. Moreover, Elemental is client/server based rather than peer-to-peer. So all the computing takes place on a server rather than on individual machines. This means one player can't really affect the game experience of everyone else.

Obviously, Elemental is focusing on its single-player experience. But much of our network investment is focusing on enhancing that single-player experience by letting users share and incorporate [user-created content] within the game. For multiplayer, the client/server setup lets us optionally manage players' saved multiplayer games so that they can go back and continue later on without worrying where their saved game is.

GS: Can you give us an update on the powerful editing tools we've previously discussed? What are some of the new developments that have been added? How big will players be able to make their maps? How many interconnected quests and triggers can be tied together? Just how long of an epic campaign do you think ambitious hobbyists will end up making?

BW: During our last visit, we had the integrated map editor, item editor, and city designer for players to enhance the game experience. Since then, we've been developing a conversation editor that can be used in-game for players to enrich the interaction between characters in the game and help users expand the in-game story as they see fit. We are also hoping to fit in a quest editor so that players can create new quests.

GS: Finally, is there anything else you'd like to add about Elemental: War of Magic?

In addition to conquering the world, you can pursue quests. With any luck, the in-game editor will let you make your own quests, too.

BW: Probably one of the most fun parts of developing the game has been the open beta program. Even though the game isn't scheduled for release until the end of summer, we've had an ongoing beta for several months in which we've had enough time to play the game and find things we did, and didn't, like about our initial designs. For instance, we redesigned the technology tree to be a lot more fun, and our economic system has been refined heavily based on player feedback. It's just one of those things where the game will have had lots of real-world strategy game players playing the game long before it's generally available. It's been a lot of fun so far.

GS: Thanks, Brad.

Hotcod
02-19-2010, 11:04 AM
This, will, be, awesome.

CappinCanuck
02-19-2010, 11:13 AM
This, will, be, awesome.

No doubt. I`ll parse down the interview to the awesome for those not interested in reading a lengthy thing:


In Elemental, the player exists in the game as a specific unit (the sovereign). The sovereign can have children who appear in the game as champions with various powers. These units can be married off to other kingdoms to secure alliances and gain other political advantage. In turn, they can have children. We have a genetic algorithm for producing the children, which has had some interesting visual results. In one game, I married my beautiful daughter to a trog monster. I will require many months of therapy to recover after seeing their child.

Each of the 12 factions needs to feel different. The gameworld should feel rich and full of epic history. We are focusing on making sure that while it is a strategy game with great depth, it also makes players feel like they're part of an epic tale that is different each time they play.

In Galactic Civilizations II, players could zoom out to see the whole galaxy. In Elemental, we've taken strategic zoom to the next level where the game can truly be played completely in the cloth-map view.

In Elemental, I'm writing the computer AI again, but this time, when it's done, players will be able to modify it as well.

So on Elemental, [the netcode is] 100 percent our own. Moreover, Elemental is client/server based rather than peer-to-peer. So all the computing takes place on a server rather than on individual machines.

Obviously, Elemental is focusing on its single-player experience. But much of our network investment is focusing on enhancing that single-player experience by letting users share and incorporate [user-created content] within the game.

During our last visit, we had the integrated map editor, item editor, and city designer for players to enhance the game experience. Since then, we've been developing a conversation editor that can be used in-game for players to enrich the interaction between characters in the game and help users expand the in-game story as they see fit. We are also hoping to fit in a quest editor so that players can create new quests.

Stoke
02-19-2010, 04:11 PM
I can't wait for this game. After reading the interview I'm really wanting to download the beta and try it out but I don't want to ruin the experience for me when it's complete. It's like being a little kid again waiting for the cake to come out of the oven. Sure, I could eat it before hand but if I can wait it's that much sweeter. :p

SilentScreams
02-19-2010, 06:53 PM
This is third on my list of most anticipated games. I really can't wait. With this and Civ 5 hitting in the same year, my free time is going to be at a premium!

CappinCanuck
02-20-2010, 08:20 PM
Oh boy oh boy... just 1 week to go for beta 2.

CappinCanuck
02-22-2010, 11:42 AM
Been loading up Impulse everyday to see if the update is out, will post when it finally arrives.

SilentScreams
02-22-2010, 11:47 AM
Please do. I'm not in the beta, but I want to hear what you guys think. :)

Stoke
02-22-2010, 03:38 PM
Oh boy oh boy... just 1 week to go for beta 2.

Are you sure it's coming that soon? Their beta forums say they're still in Beta 1D. If that's correct they still have E, F, and G to get through before starting Beta 2. I haven't downloaded the beta myself so I can't check the version number to see if they just haven't updated the status or not.

CappinCanuck
02-22-2010, 04:27 PM
Well, they haven't updated that since they last updated the game. They update it as they update the game, which was Nov I believe. According to their timetable, they should have released it in January. Frogboy made a post with a revised "late Feb" time frame for Beta 2.

And Frogboy follows the Blizzard mentality: "it'll be done, when it's done." He wouldn't have given a new date without being certain.

CappinCanuck
02-26-2010, 09:23 AM
Update released. Looks like it's 1G, the final beta 1 update. So, no idea when 2 is coming out :P They're going all willy nilly with the schedule.

I'm reading the patch notes, way too long to post here, and they're mentioning MP and adding a chat system. So, very much getting to 2.

Patch Notes and an update from Frogboy:

Elemental BETA 1G: READ ME FIRST. (http://forums.elementalgame.com/376803)

Rune_74
02-26-2010, 05:55 PM
I cannot buy this now...I just can't...but I want...

hehehe

If I did say buy it now...could I download the beta?

CappinCanuck
02-26-2010, 07:08 PM
I cannot buy this now...I just can't...but I want...

hehehe

If I did say buy it now...could I download the beta?

Pretty sure, yes. They're letting the preorder people in every time a new stage is released. So, now would be the time to buy since Stage 2 is coming up. 1G, the patch I talked about above, is the last for Stage 1.

CappinCanuck
03-01-2010, 08:44 AM
Wow, they're moving quick. Getting excited for 2.

Elemental Beta 1G: Update 1
--------------------------------

Note: To ensure all data is up-to-date, the "My Documents\My Games\Elemental\Units" and "Race" folders should be cleared automatically by this update.

+ Fixed crash when loading a save game with a unit type that has ability bonus options selected
+ Fix for stuck turn button caused by auto-patrolling creatures with invalid positions being unable to set a patrol destination and never allowing the turn to continue, instead cancels their auto-patrol
+ Custom factions, races, and quests should show up when not using /localdataonly now
+ While ensuring that custom factions are loaded in should fix some loading bugs, also made sure that the code to load in a player could handle loading the game without crashing even if the player's old faction can't be found
+ Accessories show up in the unit design screen's item list again, under an "Accessories" header entry
+ Fixed some entry highlight behavior in create sovereign screen and unit design screen when equipping clothing or hair that happened to be backup clothing in case you unequipped some other equipment, wouldn't highlight the entry again
+ Fixed create sovereign screen not remembering old hair and clothes as backups the first time you unhide the screen, requiring you to click on the gender button if you actually wanted that behavior
+ Added some missing labels to the create sovereign and customize faction screens
+ Removed Imbue Champion as a starting spell for all factions, and removed any references to TestSpellbook.
+ Took all the spells from test spell book and put them into each into a specific spell book as I saw fit. (ie. some went to Air spell book, some went to Earth spellbook, etc..)

Elemental BETA 1G Change Log - (0.29.031 on Impulse)

Goronmon
03-01-2010, 09:03 AM
Oh man, I'm having a hard time not getting excited for this game.

CappinCanuck
03-01-2010, 04:37 PM
Oh man, I'm having a hard time not getting excited for this game.

Yeah, I'm very excited just for these updates. The last one added most of the remaining things that were missing, causing lots of CTD bugs in the process. These updates will clear out the bugs just created before Beta 2. I think I'll wait for 1 more update and then go in and see all the new stuff that's been updated:)

MagGnome
03-14-2010, 03:12 PM
I can't believe I missed this before.

This is still my most anticipated game of the year. I'm hoping it recaptures the fun I had with the Age of Wonders games, which I played for years.

I cannot wait for this! :D

CappinCanuck
03-14-2010, 04:42 PM
I can't believe I missed this before.

This is still my most anticipated game of the year. I'm hoping it recaptures the fun I had with the Age of Wonders games, which I played for years.

I cannot wait for this! :D

Yeah, the interview certainly makes this game sound even better than I had hoped. They're focusing on so many of the right things that I have a lot of faith in this being an amazing title.

Stoke
03-14-2010, 05:51 PM
In case you guys haven't seen, there is a new post (http://forums.elementalgame.com/377649) by Frogboy about the beta. It's a week old but it hasn't been mentioned here yet. Looks like the beta will be starting April 1 if everything stays on schedule.

Greetings! It’s that time again where I try to answer some of your questions regarding Elemental, the beta and more.

Q: When is BETA 2 scheduled to start?

A: Beta 2 is the Multiplayer beta of Elemental. We still have quite a bit of work to do in order to have it in a state where it can be provided to the external beta players.

It was originally scheduled for March 18th but has been pushed back to a new tentative date of April 1st.

Q: What sort of multiplayer will BETA 2 have?

A: The initial beta will be very focused on just 1 on 1 MP matches in order to test out the matchmaking. There won’t be custom games in the initial BETA 2. Instead, a player will logon to the Metaverse, press “find game” and be matched with another player. The objective will be to see how well the system works as well as kill off any connectivity issues early.

Q: Will BETA 2 be fun?

A: Actually, it should be reasonably fun by that point. It will be the first update that actually attempts to have some basic balancing in it and enough gameplay elements enabled that the game should start to come together.

MagGnome
03-14-2010, 07:38 PM
I have no interest in playing this sort of game multiplayer. I'm sure most or even all of my playtime will be spent in skirmish mode.

SilentScreams
03-14-2010, 07:40 PM
I have no interest in playing this sort of game multiplayer. I'm sure most or even all of my playtime will be spent in skirmish mode.

Likewise. I've played hundreds and hundreds of games on Civ 4 single player, but only a handful of multiplayer games and most of those were just LAN games with my brother and friends.
I can't see Elemental being different.

MagGnome
03-14-2010, 08:33 PM
Exactly. I played hundreds and hundreds of hours of Age of Wonders, but only a few multiplayer games. I will admit that I had fun with those, but I was playing with friends in the same house/room, which makes a big difference. Playing something so slow paced over the net just isn't all that exciting to me for the most part.

CappinCanuck
03-15-2010, 08:06 AM
In case you guys haven't seen, there is a new post (http://forums.elementalgame.com/377649) by Frogboy about the beta. It's a week old but it hasn't been mentioned here yet. Looks like the beta will be starting April 1 if everything stays on schedule.

Two months late is better than never!

CappinCanuck
04-05-2010, 08:00 AM
It was supposed to be out last Thursday btw, April 1st. Mr. Wardell said "Sorry, next week." So, keep your eyes peeled this week.