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.
Are you planning on having some kind of mechanism for a fire elemental being immune to only fire damage? Mom just had magic resist I think but creatures had special abilities such as fire immunity. A general magic defense is fine with me if you have special abilities to compensate.
I'm sorry having a category fire is just another way of saying damage type. Either have the different damage types or don't this is just a convoluted way of accomplishing the same thing, it's like saying instead of having damage types and resistances to those we will have one damage type but we will have all these categories and then we can make various resistances or immunity to categories - a rose is a rose is a rose....
So we are going to be taking down fire elementals with fireballs - that's intuitive and fun.
I understand this is a strategy game not an RPG, but so much of what I am hearing lately leads me to feel that all the different elements are just going to be visual and of course some unique spells in each category such as flame swords and snowstorms etc etc etc but I really feel like the damage is damage approach is not very intriguing even if that was how MoM did it. I guess this was an area where I was expecting better than MoM. But you guys have actually played it and if it isn't fun it isn't - I'll take your word for it.
I just don;t want to end up with a really stupid game with really cool graphics and tons of mod-ability. It's frankly hard to stay positive because granted - you guys are seeing internally a much more advanced game than the rest of us - so it seems like decisions about fun/not fun are not waiting for fan input. We are told to wait for different pieces to come out via the beta process before making suggestions or passing judgment, yet here things that a lot of people were really excited about are being stripped before we see it - does that mean when it comes out in the beta process we can ask to have this stuff added back in so we can see how unfun it was, or is it just gone?
Sorry to be so whiny/bitchy - I'm not intending to come accross that way - I am just kinda feeling taken aback by the decision, I'm not exactly sure whether you want opinions on it or if the decision has been made. Not sure how to make constructive criticism of something I haven't seen yet.
So how did you decide from your testing that damage types and not the spell resistance mechanic was the problem?
It sounds to me like they're looking at spells be more like they are in demigod. Where each skill does a certain amount of damage and can have special effects but the damage is all the same no resistances to different types. I see advantages and disadvantages to the system. Demigod definitely needed to have this type of system because otherwise your demi might become totally useless against an opponent that was say immune to poison (Sorry Unclean Beast). That said I think it would give you more freedom in how to play because you don't have to worry about your opponent pulling out some fire immune units after you've sunk all your research into fire magic. The thing I worry about is that if magic schools don't have vulnerabilities to other magic schools then there will be a best school and by the nature of how the game works it will have no effective counter.
This is the same problem I fear with physical damage types being all the same and no armor typing. The question of what weapon to use simply becomes what gives me the best DPS for my money? Which is rather dull I think. Where would Sins of a solar empire be without armor types? Everyone would be spamming LRMs again (Ok. With the last patch I played with I think they were doing that again LRM and Flak ftw *snore*)
If magic was going to be like you say (which probably won't), it doesn't matter that there are different damage types or not: if the only possible choice for the player is between damaging spells, magic already sucks no matter we have 1 or 100 damage types.
Spells can do a looot of extra things appart from damage, saying magic is dumbed down or combat is dumbed down because there only one generic magic damage makes no sense.
Well, that was my point.
The thing that threw me is that he said "it will be like MTG, in that FOO" where FOO bears no resemblance to how MTG works, meaning that either the analogy was wrong or I misunderstood FOO. From what you and others are saying, it sounds like it really was the analogy that was wrong -- a better one would probably be research bases in Sins of a Solar Empire, where having more doesn't give you faster research, it just unlocks more powerful techs, and the requirements for a tech depend on having particular types of bases.
I'm only talking about combat magic, VicenteC. When it comes to combat damage, everything will just be the same thing with a different animation if they don't do something with it.
I'm sorry to say this, but I've begun to regret pre-ordering the game. Not because I know the game will suck or anything, but because I'm afraid it may, yet I've already paid for it.
The direction the game design is heading is troubling. I get that they want a game that's simple to play, and hopefully as fun as possible. On the other hand, I'm honestly worried that in the pursuit of simplicity and fun, they'll do away with suspension of disbelief and depth of strategic choice. The lack of damage types is an example of this phenomenon; taken alone, I'd be puzzled but not unduly worried. Taken together, however, it paints a picture I'm not finding very reassuring. A strategy game that's too simple ceases to be about strategy quickly and instead turns into mechanical repetition of one formula for success or another. And that's as boring as games can get.
Hoping for the best and fearing the worst and not yet decided on which end of the scale the game is going to be closer to.
To much simplicity removes the fun. There should be risks whit specialising,
if I choose a full fire spec, I should get trouble whit one who have water spec and counter aginst fire, and a advandage aginst the one whit earth, ofcourse, thats the fun about elemental magic, and well, if you want to not suffer from elemental disadvantages, just dont specialice or just lightly specialice.
Then probably they'll avoid that: maybe one school has area damage spells and another single target spells, maybe some spells cause friendly fire and others doesn't, maybe some spells do less damage but are harder to resist,... Is not like damage type is the only thing they can do to make damage spells different, and this depends also on how they distribute spells in the different magic schools.
Frogboy said here: https://forums.elementalgame.com/371050 that
When these developer journals are posted, the idea is to solicit feedback, ideas, and concepts from you guys. But too often, I get the distinct impression that people think that we are TELLING users how things are going to be rather than talking with users. These journals are not designed to be “previews” (unless they actually say that somewhere).
So really, to critizise the idea per se is good (even if we can get carried away sometimes) because it helps Stardock. But we should not forget that it's just the beginning. Better start with a simple system and make it more complex as people can try it and give some feedback. It'd be a waste of time and money to develop a complex system that next week will be set aside and forces them to start anew.
Just saying.
Wow...I feel the same way at the moment.....
I'm not worried yet. I'm starting to see that they expect this game to be BIG. I'm not sure that trying to figure out resistances for thousands of units on multiple fronts versus multiple opponents is likely to be lots of fun (definitely a little fun, but I can see other approaches being more fun). With that many units in play, they are really putting the Strategy back in Turn Based Strategy.
I am a little concerned with the lack of information regarding elemental magics, and the magic system in general. This is a case where we really just need to know how it will work (or how they are proposing it work), instead of how it won't work. But lets not bash them too much for telling us how it won't work! I'm happy with any information we get.
While I thought that having elemental damages would be the simplest solution it may not really be, and a simple tag for spells (and other stuff) might be superior. Consider that it is likely that there will be element specific spells that do not cause damage (debuffs and similar things). If you want fire elementals to be unaffected by fire based debuffs then you have to implement a tag based system for those spells anyway. At that point, having specific element damages just creates two ways to do the same thing, which is inefficient. I have never seen any mechanics in any computer game that could not be replicated with a simple tag based system for spells.
Glad to know I'm not alone... But we have to realize its just the beginning, and by pre-ordering we have given ourselves a final say in the game. Stardock won't let us down, i have faith, we just need to band together
If I remember MOM (it's been a few years ) the different elements were fundamentally different. Life did one thing, fire another, etc. and there was very little overlap. It wasn't just Fire did Fire damage and water did water damage.
I can see where having to learn the counters for each specific spell might be fun for a tactical game, but I have to agree that for a strategic game, ensuring that each unit has the correct counter might get a bit tedious. If I'm up against 'fire warriors' then I need 'water warriors' There aren't any interesting choices there, just meaningless busy work.
Now if they do have 'Ice Bolt, Fire Bolt, Water Bolt, Earth Bolt' as the spells, then I'm wrong, but I'm hoping that's not the tack that they're taking.
The elements are just like the different weapon systems in Galciv2, ie worthless and could be called anything.I thought with added tactical battles in this game you would have actual tactical choices.The design is pretty clear that the game is not going to please hardcore strategy gamers.
I'm right there with you all - not that I regret the pre-order - but I am feeling maybe I am a bit too emotionally invested. I care too much about the game, especially at the early stage things are. Being involved at this early stage is definitely a blessing and a curse, and I am feeling the best thing may be to take a month or two away from the game, and then come back and see what direction the game has gone. Nah, that's B.S, I'd honestly like to take a break, but I know I have too much obsession and will be checking in on it.
Seriously the best thing I can do is go play some GalCiv2. That always reminds me that these guys know what they are doing, and I have a feeling they are going to WAY outdo GalCiv2 or anything else they have ever done before. Even though I sometimes get a bad feeling in the pit of my stomach that SD is gonna botch this game, I still have a great deal of faith in StarDock and realize I need to wait until much later in the beta process to make a final decision.
I hadn't realy thought about the magic system yet (given how little information there is), but this seems like a good system for now. (It would be good to know more about the magic system, though, as opinions will be shaky until it's fleshed out a bit)
I'm happy about the single magic damage type, for reasons people have mentioned earlier, as well as reasons mentioned in earlier threads (More on this later in the post)
My opinion on this will depend on knowing more about the magic system. (Assuming there is more to know) Depending on the system, this seems like it could go from fun to annoying, although it's hard to say for sure.
If the diplomacy system works similarly to other games (With A.I. having likes and dislikes), this would be a good thing. I am wondering, though, what mechanics would be different between single and multiplayer, and how multiplayer diplomacy will be kept important.
I might actually play a campaign for this, sounds cool. (Depending on how interesting the story and special campaign gameplay elements are, of course.)
Details are important here, but this seems like a good thing.
As for the damage types argument: I agree with the points about it being tedious to manage lots of different resistances, that different forms of magic are more interesting if they have different effects rather than the same effects with different types, etc. Another point to add:
If you step outside fantasy strategy games, there are a lot of games out there involving units fighting units (or some form of mixed groups fighting mixed groups) that do not use damage types, or at least use them very sparingly, butthe combat is still interesting due to different ranges, movement speeds, etc.
I'll also say again that it would be good to know more about how the magic system works, or is plannedo t work, assuming that has been thought throught enough to share with us.
As mentioned earlier, direct damage magic could have different sorts of aftereffects, or have different AoE's, ranges, etc. I'll also add that channeler based magic combat doesn't have to rely on direct damage spells at all, it could be that some types of magic turn him into super unit (or more so than before), others might demoralize, slow, reduce armor, et. enemy units ot the point where the channeler has it really easy for the channeler to win, further ones might change the terrain to isolate units, and other types of spells could have effects that I didn't think of.
NOOOOOOOOOOOOOOOOOOO!!!!!!
I'm not one to write walls of text or analysises, or who reminds MoM (which I never played with) but if I have to express myself it's now.
For the Love of God, Frogboy,how can you say that? No fire spells putting men ablaze, no frost one freezing them, no slingers creating clouds of poison, no nothing?
You can't say that when we know you play Dominions. There are no 'party' combat system there, but armies of hundreds against dragons and such just like Elemental will give us. And there's nothing tedious launching your pikeneers boosted with earth magic against lava men radiating heat with fire drakes spiting fireballs. Having priests of Death casting Terror to make enemy milice run with fear, tedious?
COME ON! If one programmer can do it at home on his freetime, your full team with more than 6 months before them can surely give us something on par.
Don't let us down, Man!
I also very much agree that it would be far preferable in my mind to have different kinds of damage. Having multiple distinct classes of things (damage types, units etc) leads to many more strategic possibilities and interest. I think having a wide variety of possibilities does not create confusing complexity, so long as it is all intuitive.
For example, it would be intuitive that perhaps nature magic (if there is such a thing) might allow me to cast Barkskin on my troops to make them tougher, but as a side effect they become vulnerable to fire. Otherwise tough knights can be burned to cinders by fire magic, as their armour offers diminshed protection. But an group of salamanders, or fire elementals, have nothing to fear from fire magic.
If there is just mundane and magical damage, there are few variables to differentiate troops. They may be tough against mundane damage (armour), tough against mystical damage (strong wills?), and they may have a high or low damage output. There aren't terribly more options than that, and ultimately there is a finite amount of interest. How much more interesting to have:
Salamanders: Not especially tough in combat but spit fireballs
Ents: Powerful warriors but made of wood and easily burnt to a crisp
Undead: Can see in the dark (making darkness spells interesting) and obviously immune to cold and poison
and so on. There are virtually infinite possibilities.
This is slightly off-topic, but one excellent feature of dominions, which I found surprising at first, is the designers' willingness to add arbitrary new rules for particular spells, just because they are interesting. For example, the spell Petrify turns things to stone, but beings which are already made of stone are immune. In development this presumably required the adding of a #stonebeing tag to around ten creatures in the whole game (gargoyles, living statues, and a few others) - no huge hassle actually, and the effort required does not explode exponentially as more spells are added. The absence of this kind of feature is something we have become accustomed to - in most games, if you cast Petrify on a statue it would still die. Noticing that things like this behave correctly in dominions is incredibly pleasing, and really adds to the depth of the game. I think it would be lovely to include this kind of thing in Elemental.
Actually, this also reminded me of something I wanted to write before about Channeler design. I hope you won't mind me including it here, since I think those threads are kind of dormant now.
I think the modified plans for channeler creation following the discussion here sound much better, which is great. However, all the options are essentially still bonuses to various stats, with attached thematic labels. I think there is room for some more thematic goodness, to really add to the excitement of making choices.
The main thing I was thinking of was: who is this channeler? Presumably he is an archmage of epic achievements. What kind of an archmage? Is he still just a human? For example, perhaps he is:
A lich (undead necromancer). He should be vulnerable to undead-banishing spells, but immune to poison and cold (if they exist as concepts). He should have advantages to death magic. He may also have lower prestige or other attached features. Your lich may be more powerful than a typical mage, but your opponent can specialise in undead-banishing spells or equip heroes with undead-smiting magical weapons to try to take him down.
A druid. He is a friend of the forest, and centaurs and satyrs will come to serve him. He has access to unique spells for the summoning of plant warriors. He gives bonuses to food production, but perhaps has some weaknesses.
A monster of some kind. Seeking power in all its guises, the mage has experimented on his own body. He now has a gigantic, twisted, scaled body, and can tear enemies apart in close combat. But perhaps he has lost some of his old magical skills, or gained other weaknesses.
Making a choice of one of these archetypes, on top of all the other adjustments, would really add an extra layer of excitement to me.
Also, with regard to the listed possibilities, I think there is room to make them more surprising and interesting. For example, Insanity is suggested to give decreased Prestige. How about if, instead, it gave no obvious penalties. However, your pretender became vulnerable to random events, in which for example he might decide to summon a horde of mischievous imps which proceed to plague your town, or forge a bizarre cursed (or even useful?) weapon. You could easily come up with a few interesting possibilities, and it would add loads of thematic goodness.
Apologies for the wall of text!
Well, I say lets try to make the various "types" of spells (aka the elements) as different as possible with only one type of damage first, and then if need be we can add damage types.
In short, I think we will get better over-all spells if we, at least temporarily, have only one type of magical damage.
It has to do with the unit designing.
In the actual battles, we can get into very complex wizard duels and that can be fun.
But when it comes to actually managing large-scale armies that have been designed over the course of the game, having to micro-manage several different types of damage attacks / damage resistances became very not fun.
Okay, you're right. No more development journals regarding these kinds of discussions because people are reading way too much in.
If Master of Magic or HOMM or Age of Wonders or Civilization or Ascendancy or MOO or GalCiv or what have you were anywhere near as complicated in their battle systems as some of you seem to dream/wish Elemental to be they'd have gone down in flames.
It was probably a bit naive on my part to think that the beta team was able to discuss these kinds of issues.
What we'll do going forward is use development journals to focus purely on coding and things that have been decided because it seems to do more harm than good discussing game mechanics with the users.
ALL of those examples are still giving ONE type of damage.
Dominions 3 has ONE damage type. A unit on fire or frying from acid or being electrocuted are all still suffering ONE type of damage in Dominions 3.
This is precisely why we shouldn't discuss game mechanics in developer journals.
No where did I say or imply that battles woudln't end up with people being fried via acid or fireballs blasting away or fear spells or what have you.
But at the end of the day, they're just damage.
I realize to non-developers that something saying it does "+5 frost damage" somehow makes it special but it doesn't. It's just saying it does 5 mundane damage due to frost. It's just cosmetic.
What we were previously discussing was the idea of frost or fire damage being a totally different TYPE of damage which we decided was way too complicated.
Given the comments in this thread that seems obvious now.
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