One of Sid Meier’s rules of game design boils down to “Prototype, prototype, prototype”.
Forgive me for any unintentional hubris but as far as I’m aware, Elemental is the first commercial PC game that opened that phase of development to the public.
Just this week all kinds of changes have been made to the engine. So let’s talk about that.
First, for those of you not in the game industry, the thing to remember is that 80% of a game’s development time is spent on engine and assets. The remaining 20% is the actual “game”. That’s why we have the luxury to monkey around with different game mechanic ideas.
Star Emperor
15 years ago IBM came to me (I was in college) and wanted a “Galactic Civilizations” game but different for something called the IBM Family Funpak. I said “Oh…oh yea, I have a game called…Star Imp..er…I mean Star..Lor- er Star Empir…er Star Emperor. Yea, Star Emperor.”
IBM agreed to pay a pile of money for this game and over a weekend I took my GalCiv for OS/2 code, changed the game mechanics to Star Emperor and voila. A million licneses sold to IBM.
GalCiv was basically Civilization in Space. Star Emperor was basically Warlords in space. IBM was happy. Gamers liked it. And I decided I’d do this Stardock thing full time. It totally beat out doing “Truth in Lending” programs for Ford Credit.
Cool stuff in Elemental
Quickie concept of updated Diplomacy interaction
For Elemental, of course, we have more than a weekend to whip up our game mechanics. But that’s half the fun. We get to play around with all kinds of different idea. Best of all, thanks to this Internet thing, we can get input from others.
So here’s stuff from this week:
Now, for those of you NOT in the beta, fear not. You’re not missing out on anything fun. These prototype betas are explicitly designed to be awful so that we can try out lots of different ideas cheaply. This is going to continue on through the entire prototype phase of the beta (which is beta 1 AND beta 2).
For those of you in the beta, you’re hopefully starting to notice what makes our games a bit different in how they’re developed. We use our software tech like DesktopX and other goodies that allow us to make massive, easy changes to our game mechanics. This way, we can radically change things based on player feedback.
We can re-do an entire screen in less than 15 minutes (for instance). If there’s anyone in the industry reading this, please feel free to run through the normal way a screen gets changed so that readers can see the contrast.
This is giving me analogy whiplash.
The basic mechanic in MTG is that you control land, which produces mana, which you spend to cast spells. Mana comes in six different types, and you have to match the spell's cost with the mana you have available ... but since the first sentence here excludes different types of mana, you're clearly not talking about this. In fact, from the comment about shards, it sounds like all shards are now equivalent to one another (at least for the purpose of casting spells) -- M of any shard will do (or do you mean that spells will require particular shard types). Is the point here mainly that spells are cast instantly instead of over a period of turns? I guess you could also be referring to the fact that MTG doesn't let you "carry forward" mana into the next turn (like MoM, AOW, etc do), so the spells you can cast are sharply limited by the lands you control; is that mechanic going to show up in Elemental?
If control of Shards gives "shard power" (for lack of a better term at the moment), perhaps a Sovereign special abiilty will be skill in different elemental paths, to which "shard power" gets added.
Sovereign.Base Fire Power = 4
Fire Shards Controlled = 3
Sovereign.Effective Fire Power = 7
In terms of how easy/hard it is to change a UI. Lessee, for our J2EE-based "thin client"...a few days. For our Flex-based self-service UIs, slightly less. Definitely not 15 minutes, though.
Salesforce.com? Depending on how much functionality you want, you can do some pretty big changes in 15 min.
Love the magic change, seems much more logical to me, though the shard things should only be for epic level 8-10 spells imo.
I don't think you're exactly understanding what he was saying. The idea is that instead of having many pools of different types of mana, you'll only have one pool "Mana" used for all spells. However, in order to cast certain spells you will have to be in control of so many of the appropriate shards. The shards don't produce mana.
It's Galciv2 with swords.
I'm not sure we know that for sure..they may well still produce mana, however it won't be fire mana or water mana.. it'll just be mana. If they don't produce anything and ONLY act as prerequisites for certain spells then that makes them a lot less tactically interesting in my opinion
I'm glad to hear the map will get more interesting, that's been my one real worry about the game so far. I mean usually in 4x games every tiles is something specific (grassland, tundra, hills, mountains, forest, swamps, volcanoes, etc ..etc) all with differing effects (for instance with regard to movement/defensive bonuses/resources available to cities etc). However as it stands with Elmental there's basically only blank/forest/mountain... and it feels like that's it. I know there are more resources dotted about but they feel to me more like stuff that should be an addition to a tile rather than denoting the terrain itself. Incidentally this was the biggest problem I had with Gal Civ 2 as well.. it just all felt so bleak and empty.. but at least that made sense given it was in space
It's conceivable that the standard "blank" tiles that make up the majority of the map as it stands will have some differentiation between them, for instance if the height of the tile is made strategically signficant (as we've seen lots of hills in the full engine for the game). However given that the game is meant to have all the mechanics available merely on the cloth map I'm not sure how apparent something like that would be without some way being found to indicate it clearly... but anyway I'm just speculating now, more interesting is good
From a mechanics and story perspective a few points -
(1) It should be possible to cast many spells at the lower levels with no shards. Otherwise channelers wouldn't be nearly as powerful.
(2) Instead of needing N shards to cast spells, the player should get a hefty mana discount and bonus to spell power for each shard held of the appropriate type.
Agreed, But, they haven't said whether or not they'll be adding Any kind of "Effects". I seriously hope they do something with different kinds of magic spells, if they don't then spells won't mean much in the game at all.
My Opinion:
With only one damage type for All Magic Spells in the game then having different spells doesn't mean anything at all. It's just a case of how hard you're getting hit with the same old boring stick. A Fireball that does 3 Arcane Damage will be Exactly the same as a Ice-Blast that does 3 Arcane Damage. The only difference will be the animation used.
If that's what things are going to boil down to then the game just got a lot more boring in my eyes. Especially for a game called "Elemental". They NEED to have some kind of system set up so that different spells actually do different things aside form look different and have different damage modifiers. I don't think that's a "Opinion" either, not in a game called "Elemental". Without some kind of differention..., Tags, Effects, something, then half the strategic use of spells is simply taken away. If they don't use some kind of additional system then once the player learns the most damaging spell they can they will just spam that spell over and over again in combat so long as they have the mana to do so.
Speaking of Mana, I like what they decided to do with that. To me it brings a little "RTS" feel to how the maps will play out I think. By needing to capture and hold so many "Nodes" to be able to cast certain spells then these nodes will be a necessity that kingdoms will need to fight over and control. My only worry is that this may lead to city spam. If they implement a way to capture resources without the need to build a whole new city though that would be alleviated.
That would be nice, But, you're assuming they'll use "Categories" or "Tags" of some kind. I hope they do, but we won't know for sure until they give us some more details
AT first I didn't like the change to mana, then I realized that even though MoM had different node types, it also just used generic mana.
Damage and resistance types I am disappointed to see go.
I want a deep and challenging game. Bottom line that is all that matters, and fun of course. Things are still too skeletal to really determine how it is all going to come together.
I'm confident that "tags" or "effects" will be available.
I also hope that the area of effect from spells/durability/power/etc.. will be available to customize spells.
Maybe from the fireball spell my casters will go from a "area of effect spell" for instance. That would be available if the hero has the right perk (like in DnD)
well ok mabie it should be one type of mana, but i think the spells you have access to should be baised on the crystals you control, for instance once you have fire crystal you are now able to rescearch fire spells. more fire crystals you controll, the higher level you can recearch fire magic and have access to more powerfull spells. it think it would promote diffrent play type in each game with no per-conceived notiotions of what type of magice you have ready adaivabl to you. sometimes yoou would get access to red or green. would make for a more insterasting game ithink.
Personally i HATE the no element damage. the more damagetypes the better, damage types like Poison, wind, earth, fire, water, ice, shadow, evil, ligth, holy, coruption. the moore the merrier.
not entierly sure about the one manatype either. seems strange to cast water magic whit the same mana as firespells, i tought it looked nice whit the different mana types.
First off, thanks for letting me know I can still get MOM and run it on DOSBOX. Played it last night for about 3 hours, and it's just as great as it was in 98.
It got me thinking about how to customize your sovereign, and the (unremembered) trade off between skills (alchemy, warlord, etc) and spellbooks, allowing you to access more and more powerful spells. With the claim that there is now only "mana", and that shards are basically the replacement for spellbooks, how will that work for customization, since you cant' a priori know what shards you'll control in the game; are there going to be spell affinitites (like spellbooks of MOM) available at sovereign design?
I'm a little leery of map based control dictating effectively how many "spellbooks" you have; it counteracts the "Sauron" model of not a lot of land, but a huge amount of personal essence that makes you a force to be reckoned with on the battlefield. Any thoughts on this?
I really like the idea of moving away from different kinds of mana. The idea of having to monitor my mana supply for each type didn't seem like alot of fun. The shift towards using shards as a kind of hybrid between nodes and (in a way) spellbooks in MoM seems like a heck of a lot more fun. (Yes I know the spellbooks you selected or found in MoM determined what spells you could research not what spells you could cast.) That said I do have the same worry that I believe tesb has. Namely, if I want to focus on fire magic and through luck of the draw don't have any fire shards near me when starting the game I'm going to be pretty frustrated. So I suggest maybe having starting shards that are or aren't visible on the screen similar to MoM's starting spellbooks. During character creation you could pick a set number or do a point buy system like how it was done in MoM.
I also like the idea of moving away from different damage types to just arcane(mystic or whatever else you want to call it) and physical. It still allows for significant variations in spells and damage through different effects but eliminates having to have multiple resistances on units to get any sort of useful advantage. Basically having physical and arcane damage worked just fine for MoM and I think it should work just fine here as well. (Although MoM had some niche abilities that made it feel like their were different damages... Illusion comes to mind.)
All in all I'm extremely excited about the changes and proposed changes I've seen lately!
Where did they say they'd have different "effects"? Having one damage type leans toward one effect type unless they say so otherwise. I think that's what a lot of people are worried about right now. If we have different effects then that's almost the same as different damage types. At least effects can be countered and used strategically. (and modded easily)
Raven, they never said anything about different effects that I know of.
I was just pointing out that MoM had only arcane and physical but had different effects that could cause secondary effects (I believe Age of Wonders worked similarly) and it worked wonderfully. I don't know if Elemental will do something like this and I haven't read anything saying they would (or wouldn't for that matter) but I don't see any reason why different effects couldn't be added in or possibly be in game already. I haven't seen the combat played out or read anything showing the combat in detail so various effects may already be in. Raven Basically I'm agreeing with you in a round about manner. I'm worried something like effects won't be in as well.
I'm just saying having more then two completely different defense/attack stacks makes it a bit cumbersome. And I think the idea of effects, based on past experience with games I have enjoyed, is the way to go.<edit>Also I just wanted to note that several posts prior to my last one dealing with largely the same subject didn't display until after I posted... C'est la vie.
Why scrap fire and frost damage??!! I really hope they will be put in again. The game is called elemental War of Magic - how can it then just go for a single "arcane" damage type ... If you ask me, even earth and air damage could be considered so it's linked to the four elements, but at least fire and frost should be in.
The reason I like having elemental damage types is that it's intuitive.
If I'm fighting a Fire Elemental, I'm going to know that my flaming swords aren't doing a whole lot. But hey, if I'm fighting a giant tree creature I sure bet it'll be effective!
You'll still have fireballs and frost spells and such but they'll do normal types of damage. When we were gameplaying it, it got to be tedious having to manage several different types of damage to counter.
It's also important to remember that this isn't an RPG. It's a strategy game. So when thinking of combat, one has to bear that in mind. What is fun in a "party" combat system isn't necessarily fun when trying to run a world spanning empire with dozens of armies in the field.
That makes sense.
I think the idea that shards influence the amount of mana required, rather than being a hard go/no go for casting is interesting. You could even combine it. For most spells, having more shards makes them easier to cast. For the big, earth-shattering types, you just need the raw power of x number of shards. Complex spells may require x shards of various types.
I don't get it. What is the point in having fireballs and frost spells, if they all will do the same dmg type? Also what about weapons enchancements? A flaming sword should do additonal fire dmg, instead of arcane dmg. If X unit has high fire resistance, the additional fire dmg would be minimal. Oh wait, now we won't have elemental resistances & immunities at all, if I understand it correctly. I am really confused about this new system. It makes no sense at all.
It's possible that attack spells won't just cause damage. Fire could reduce morale, Frost could reduce speed, etc.
Yes, but, will there be a difference between "Fireballs" and the "Frost Spell" aside from how they look and how much damage they do? Will they have any kinds of effects or tags that can be modified?
That's not enough. Fire spells should do fire damage, ice spells should do cold based/ice damage, etc. not to mention the resistances & immunities. This new system looks like dumbed down & simple. Why was it needed to get rid off the elemental dmg types? Like I've said, if we can mod in stuff like dmg types + resistances/immunities, it's not a big problem, but if we can't....
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