This is going to be long. I beg for forgiveness up front.
So for those of you just tuning in, Elemental has just completed a marathon 8 month Beta 1 cycle. The purpose of which was to explore all kinds of new game mechanics and try different things out. It went so well that in our next game, I’d like to bring the beta people in even earlier.
For Beta 1, we stripped out the graphics engine forcing users to play on a “cloth map” interface. We went through considerable lengths to ensure that beta 1 was unpleasant to play. The goal was to get people to think about what makes a good game rather than thinking about graphics or features per se.
From that marathon beta we got a incredible amount of feedback, online discussions, and lots of debates. We read them at length and they made us think about a lot of different things that we hadn’t thought of before.
So what was the impact? Below I’m going to walk you through the tangible differences to the game based on the betas and the beta tester debates.
No one will ever agree on the single best way to make Elemental. No matter what we do, there will be dissatisified people. It’s inevitable because (and I consider this unfortunate) the gaming industry has reached a point where there is a severe lack of what we call “new IP”. That is, games that don’t include a roman numeral after the name. Worse, when we do get new games, they’re increasingly designed to work on both PC and consoles which means that their feature set has to work on the lowest common denominator. As a result, Elemental has a lot of hopes behind it.
But we have to be careful. Anything designed to be all things to all people is doomed to failure. So with Elemental, we’ve had to really consider what the game is about and focus on that game.
Camp #1: The Settlers Camp
This is the camp I’m nominally from. That’s where you mine resources which in turn get processed into one thing and then turned into another before being used as yet another. The economic system in Elemental was (early on) very much like this. You mined metal. This metal was processed into metal bars which in turn were turned into weapons, armor, etc. Which in turn were shipped to where you wanted to build the unit.
This was one of the concepts that the beta program jetisoned. Not because it was a bad idea but because A) there is a “Settlers” game already and it would so overwhelm the rest of the game.
Camp #2: The Master of Magic Clone Camp
I am nominally part of this camp as well. This camp’s input tended to be “Master of Magic had X” and that itself was enough to argue that Elemental should have it. While Elemental is almost certainly the most similar game to MoM since MoM itself, it is, by no means, a clone of it.
Camp #3: The Fall from Heaven Camp
The popular Civ IV mod has lots of fans (myself included). There’s certainly plenty of items in Elemental that are similar to what is in Fall from Heaven since both ultimately are civilization style games.
Camp #4: The Panzer General / Magic: Total War camp
This is the group that argued, quite correctly that with a subtitle “War of Magic” that it made sense to focus on the warfare elements of the game.
Camp #5: The SimFantasy camp
The term isn’t meant to be dismissive of those who would like a truly organic world. At the one extreme, you have Elemental as a board game and at the other extreme you have Elemental as a fantasy world simulation.
So what are some of the big changes that occurred because of the massive beta?
In no particular order:
With Beta 2 expected in the next couple weeks, we’ll have a pretty good idea whether release is going to be this Summer or next Winter. (Fall is “booked” at retail). I personally believe that late Summer is still likely but we’ll see. Beta 2 will give us a pretty good sense of where things stand.
The big questions in our minds will be the role of the NPCs in the world and the role of quests in the world. Their inclusion are the most obvious “differentiators” for Elemental. We’ll be balancing and enhancing those features for years to come.
The reason behind the 10 second thing is to recreate a TBS type system for people who prefer that, in multiplayer. Obviously with the pause system it isn't required in single player (you can make a "turn" 1 second long if you want to). In MP it lets you recreate a TBS style of play without everybody jumping in to pause constantly. You use your turn to give orders, and your opponents do the same at the same time. When everybody hits "next turn", 10 seconds of RTS happen and those orders get executed. Everybody then gets to change orders as necessary as its a new turn.
You could still have RTS and continuous-turns as options for people who prefer those, but I can't imagine using countinuous-turns in a 16 player PUG. With a friend or in single player? It's ideal.
I guess the way I envision it is an option on game creation (either SP or MP). The engine would be built as continuous-turns, that is realtime with pausing (which is what it was billed as until this post). You'd have three options:
1. RTS - Pausing disabled in combat.
2. Continuous Turns - Pausing enabled in combat. In MP any player can pause at any time, possibly for X amount of time per minute as determined by another setting, or unlimited. In single player, the player can pause whenever they want for however long they want, as the AI really doesn't mind.
3. TBS - Combat auto pauses every 10 seconds, and won't unpause until all players are ready. Players can't pause on their own.
I think if you implement it like that, you're getting close to what every camp wanted out of tactical combat.
edit - Since tactical combat isn't in until beta 3 (is it 3 now that the old beta 3 became beta 2?), hopefully Stardocks decision to go back to TBS isn't carved in stone. It's already changed a few times, what's one more?
This is a valid concern but there is one thing I never understood. Why don't games just compensate for this difference? Moving diagonal is roughly 1.414 times as far as move horizontally or vertically. Just make it cost more to move that direction. Are they just afraid that fractions are too complicated or is there some other reason I'm not thinking of that makes this problematic? I can understand that the roots of these systems came from board games and having to calculate this yourself wouldn't be fun, but we have computers to do this math for us. Why not just do it?
Because the smallest distance a unit can move is 1 tile. So a unit with a movement of 1 can go 1 horizontal, 1 vertical, or 1 diagonal. The diagonal is actually ~1.4 tiles distance, but the system isn't granular enough to allow for the true amount as there's no partial movement into tiles, or being in different areas of a tile.
Hex tiles are the best solution if you want a tile based system, but I prefer a tile-free system.
Ahh yes, The Masquerade....
Ssshhhhh, you know we mustn't speak of such things in front of the mortals...they might suspect something, even when they think we're just playing around on the Internet....
If at all possible, I would love to see a TBS Tile (without Grid ON) (Hexs are out due to the Engine afaik) based battles that allow me to select squads or singles and designate multiple turns of moves by simply selecting a spot somewhere on the Map. The visual would tell me by a path on the ground that I click via nodes, each showing the Turn # that spot represents in moves in advance. So I could zigzag ahead, flank around or go straight in. A max. # of turns could be allowed, say 4, and each Turn # noted would be color coded towards the RED spectrum the farther along the line it was out to bright RED at Turn #4. As well, this same option would be avalaible for Magic Users. Each Move node selected would allow magic to be used, and if not done, then a Timer simply moves to the next node. All Magic spells would show Range, and AOE, using a 180 degree ridial dial scenario for direction of Fire. Of course, at any point when it once again my turn, I may select any group or magic user and cancel and re-issue. Darn, now it rather sounds like continuos Turns doesn't it...
If at all possible, I would love to see a TBS Tile (without Grid ON) (Hexs are out due to the Engine afaik) based battles that allow me to select squads or singles and designate multiple turns of moves by simply selecting a spot somewhere on the Map.
The visual would tell me by a path on the ground that I click via nodes, each showing the Turn # that spot represents in moves in advance. So I could zigzag ahead, flank around or go straight in.
A max. # of turns could be allowed, say 4, and each Turn # noted would be color coded towards the RED spectrum the farther along the line it was out to bright RED at Turn #4.
As well, this same option would be avalaible for Magic Users. Each Move node selected would allow magic to be used, and if not done, then a Timer simply moves to the next node. All Magic spells would show Range, and AOE, using a 180 degree ridial dial scenario for direction of Fire.
Of course, at any point when it once again my turn, I may select any group or magic user and cancel and re-issue.
Darn, now it rather sounds like continuos Turns doesn't it...
Anyways here is a pic showing the rough idea. Magic was done quickly... sue me.
http://img139.imageshack.us/img139/2168/spiderattack.jpg
This is fantastic news, my biggest worry about the game has just been lifted. Thank you.
I was thinking a little bit more about difference between TBS and CT combat.
It will be really interesting to see, how you will deal with huge amount of units on the battlefield, it might be really pain in the ass at the end game, and for the multiplayer.
Obviously, CT are much better for presentation and feeling of the battle. They do look more interesting and alive. However it is quiete hard to micro manage things if you will try to make units unique and interesting with alot of abilites and attaks and other stuff.
So...
On the other hand, TB is boring to look at, except for some flashing spells, which again will not feel as good as in the full motion. I just hope, you will really take full advantage of TB then, so you make alot of special abilites to use for units, and spells which add unique attacks and effects. Terrain will affect visibility, high ground will give advantage, not being able to shoot at the unit which is behind other one, being able to affect terrain in combat, unit formations and stances, unit speed etc...
I also thing that squares are not very good idea, at least hexagons would be much better for unit movements and fair if it can not be non title based.
Another thing on my mind is, you were mentioning counter spelling during combat, how this will work now? Will we be casting some spells several turns for example? Or you have scraped that idea?
If it's not in release hopefully it'll make it eventually, even if it has to be modded.
I'm not sure anyone saw my previous post, but after reading the last page of posts I'm more convinced that Stardock should implement TBS like Combat missions. Where you program the moves and actions of all your units and then submit your turn. ....After both sides put in their orders you can watch the result of the tactical battle for that turn. Little video showing how CM looks when playing the turn. I thought this might help those who never played the game- http://www.youtube.com/watch?v=9W-SSr1tLxE&feature=related
I absolutely 100% agree with this and would encourage everyone that hasn't played the Battlefront games to check the video. Many good points with regard to the advantages and disadvantages of real time but one REAL downside for an older guy like me is I can't keep up in the "click-fest" with the younger generation (but I would argue I am pretty good tactically). INTERESTINGLY, Battlefront made their most recent game, Combat Mission Shock Force, selectable for either RTS or WEGO (submit orders simultaneously, watch "movie" for 1 minute, submit orders, rinse/repeat). Really, the best of both worlds, however not sure what PROGRAMMING resources are gonna be needed for this.
Arguing which is better TBS or RTS is unproductive -- neither is better/worse, they're just different. It's like arguing whether steak is better than chocolate cake. It's merely personal preference.
i for one am glad that the battles are Turn based. i just don't want to have to think very quickly in battle. i want to be able to think about my strategy, atleast for single player. for multiplayer, perhaps a timer that gives 1 minute to make decisions.
<pedantry>
You're always going to have a grid, you know. What's your smallest unit of scale? Those are your squares.
</pedantry>
Phantom Brave. True turn based (an evolution of Disgaea and La Pucelle.) Good mechanically (story, characters, etc? YMMV.) No grid, per se. And area of effect is less egregiously overpowered than in the 1/9/27 type square-based games (though, especially if you've played Disgaea, you know Nippon Ichi gives not one whit about power balancing.)
And not to address you specifically, XeronX, but every argument I've seen on this forum so far about "RTS vs TB" for tactical depth comes down to the implementation. Sure, chess isn't very tactical, but E:WoM gives units hit points and varying weapons, so that's no longer a fair comparison. And sure, a zergling rush isn't very strategic, but building up your dark archons is, since you have to plan that out long before anything but minor skirmishes, so it's not fair to say there's less forward thinking/strategizing in RTS. (I know that's not a word, "strategizing." Sorry.)
Ooh, what was that game set in ancient Rome? Crappy old graphics, you had generals with a radius of command, and once you got Scipio Africanus you could pretty much rock every battle? RTS and TB have dabbled to various degrees in strategy and tactical focus for at least as long as I've been playing games on IBM-compatible x86 architecture. Blizzard's Starcraft and Broderbund's Ancient Art of War did real time well. Microprose's Master of Magic and XCOM did turn based well. And Baldur's Gate...well, that came out well over a decade ago and people *still* argue irately about it, so it most *definitely* did it's thing well. I'm glad that Stardock is the kind of place where an idea can make it into beta and then be left to die just because a better fit for the game was found. Even if the game isn't exactly what some wish it would be
In my mind there is a HUGE difference between a tactical battle in X-com and a tactical battle in HoMM. If the battles in this game are anything like the shallow ones in HoMM, count me as incredibly disappointed. The total war style battles looked great.
Yep first thing I heard about that makes me feel somewhat disappointed. I wouldn't even mind the idea of giving troops "orders" and watching them fight. Strict turnbase will slow the game down too much.But, I'm still excited just a bit disappointed.
I'm so busy these days with work, that I'm just a lurker that checks in every few weeks and reads the journals. If this was 10 years ago, I would of been right in the middle of these debates. At this point, I wish I was. I like turn based combat as a memory of the good old days. But, the simple fact that most of the audience has shifted, "myself included" to the alure of "real-time" battles. Company of Hereos, Dawn of War, Total War all have a great battle engine depending on the scale you are looking for. I would love to see the combat be like "total war". e.g. take your campaign/map play and mesh it with a fantasy version of the Total War engine and I'm hooked.
I want to see my hero fight for his life in battle. Not click on him, an ability and watch an animation. Then click next person...
Come on don't do this to us. As a compromise make it like the Dragon Age/Balders gate style engine. Just don't hit us with only turn based...
Why can't you turn on "both" then? Let the users decide. Or if you need to focus on one. ( I would recommend that ), can't we at least try the RTS style engine. I think it might help attract new fans to this "genre" and I know I would like it more.
Yay for new info and I'd just like to add a small camp that I fall into, which is the Dominions camp. This game as well as dominions 3 as of late, fall into my game play style of choice. The two games, Elemental: War of Magic and Dominions 3 seem to emanate, to me at least, the very core game play mechanics that give life to so many turn based strategy games.
This totally doesn't discount the Galactic Civ games and Sins of the Solar Empire for me either. Cheers again for the new stuff to read.
Edit: Just wanted to say, what has provided me with a breath of fresh air for a turn based gaming experience from both Elemental and Dominions, is that the player takes control of a single entity with substantial power at the beginning of the game and gets a choice of what to do with said power. I feel the philosophy behind Elemental's development elaborates quite well on that.
i really think we should wait and see what stardock has given us before we decide anything. seems to me that everybody has some ideas but we still don't know exactly how it works out. i do like pure turn based, simply for the fact that i like to ponder strategy without worrying about time constraints. however, i do see the allure of real time combat as well. as they have said, the engine the game runs on is a RTS engine, that should mean easy mod support for real time. i bet there will be a mod out a month after the game comes out that features such.
More often than not RTS means grabbing a large blob of units, pointing them at a mass, and sending them charging. there is no fine control. There is no ok these tanks target X units, Soldiers defend the tanks against Y units. And helicopters bomb Z units. Because for most of us our "Reaction Time" just isn't that good.
Derr. Then you're doing it wrong. Seriously, we are talking about combat like in Total War, not like Starcraft. Not only is it relatively slow-paced, but it is fully pausable, however often you want, for however long you want, and you can issue commands while paused. So if your reaction time isn't fast enough or you don't have time, then you're doing it wrong. There is plenty of fine control; if you weren't ever able to utilize it because you weren't aware of a major feature of these games (read: pause), well that's another story.
There is no pretending involved. There is flanking, ambushing, and yadda yadda. My strategy in total war is always centered on making good use of those two specific tactical options. By far the best way to obliterate opposing formations is to smash into them from the back or the side; and by far the best way to stop their archers from turning my troops into pincushions is to lure their defenders away so my cavalry could crush their archers. Another example of this is in King Arthur: The Role-Playing game (odd title, yes). There really is no pretending involved whatsoever. There is an enormous amount of tactics involved in Total War combat.
In terms of making units converge on a point at a specific point in the future: correct, if there is no mechanism in place to allow this it can be difficult/micromanagy to achieve. But please, tell me, how do you intend to do this in me-go-you-go combat? If your units move one at a time, how do you intend to get two of them to converge at the same spot at the same time? So basically: in turn/tile-based combat what you suggested is fundamentally impossible; in continuous turns, unless it is implemented as a specific command, it can be annoying but it is doable.
You remember them because your strategy absolutely decimated your opponents strategy. And if I had to chose I would rather remember the way I kicked ass, not the pretty picture I made.
Except in continuous turn or real-time combat, you get both. For example, I have fond memories of battles in Total War that basically turned into massive brawls; definitely not memorable because of the strategy employed; but I also have fond memories of the luring stronger armies through chokepoints or difficult terrain, giving my siege weapons and archers a chance to whittle away enough of their numbers to swing the battle to my advantage; and the times that I sent my cavalry on false charges, only to recall them at the last instant, causing their archers to scatter (buying me time) without losing any of my cavalry to the spearmen that would've closed in shortly after.
In trun/tile-based, you get only the one; and generally (for me) not even that - with some experience the strategy tends to turn more into a formula.
Could you imgine trying to control 1000+ units in real time. Seriously while I play the SC2 Beta I have at most 100, mabey 120 units very very tops. And even then in combat all I do is grab the entire lot and focus fire a single target at a time. I just don't have the time to do anything strategically/tactically deeper. What is sad is how effective that strategy can be in small to medium battles.
This isn't really an issue at all, regardless of the type of combat. We have squads and companies in Elemental; you won't have to (probably won't even be able to) to control each individual soldier on the battlefield individually. And comparison to Starcraft is fairly meaningless: even discarding the fact that Starcraft isn't just combat (you have many, many other things to consider simultaneously), the combat itself in Starcraft is much faster paced and the mechanics behind it are much different. For example, grabbing the whole lot in Total War and focus on one enemy squad is a good way to maximize your casualties, which is generally not what people want
It really isn't much more strategic; that is not a fact. It is a little more strategic, but at the cost of tactical options. And if you don't see any serious differences between the two systems, then you have not played both of them. If you were to remove the tactical elements of Total War, the combat would be completely different, and much worse.
Sorry for the excessively long post... I need to get over that burning need to respond to everyone and everything! My posts are always so long...
Little video showing how CM looks when playing the turn. I thought this might help those who never played the game- http://www.youtube.com/watch?v=9W-SSr1tLxE&feature=related
I hope this made some sense to you, anyone else think this is a good idea?
I've never played a game with combat like that before, but I am intrigued. I think it could work very well.
There are a number of people in these forums that love the combat in Dominions 3, where you script your units' actions for the battle ahead of time and then watch the whole thing play out (I have never played it, though). It looks like the combat in Combat Missions is similar, except you give your commands in a more traditional way (no scripting), and it still works in turns, giving you the ability to react and modify your plans.
I would prefer something like this over straight-up turn/tile-based combat. Another advantage (although a minor point as far as I'm concerned) is that it'd translate well to multiplayer.
this is what frogboy was referring to with 'Continuous turns' in his OP.
Game is turn based. With squared tiles. Each player has his turns (one player after the other). Difference with the "proposed turn based combat"? You can "move" all your "pieces" in each of your turns (no initiative or alternate turns like Chess).
Option 3 is acceptable for me, but I still prefer "truly turn-based" combat, because it's better to see the results of my actions immediately (instead of only giving orders to see the results later, when the game unpauses), and it's easier to watch things happen in a sequence than multiple units acting at the same time.
I'll not revisit the whole list and how I think one change was remarkably ill-conceived and time and testing has only confirmed that for me.
Since the topic of upcoming tactical battles is mentioned though I'll say that my concern isn't at all the pacing of turn based or not turn based battles but rather how auto-resolve is handled.
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