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.
If that's what a WEGO system is, then sure. My biggest fear is something that happened fairly often in Age of Wonders - horsemen literally running around my front lines to attack units without melee capabilities. If that happens...I'll still make due. But I won't be pleased.
Battles at the moment are turn based - I don't THINK (IE: I can't say for sure) that it'll be like Heroes of Might and Magic, because if it is, I'm out. That sort of battle design is just plain weak.
From what Elemental was advertised as, it's an RPG Strategy game. That is, your Sovereign, hero, and (I presume) Kingdom units gain XP from doing -stuff- and from doing -stuff- gain levels. You can easily take it further, by building armies that suit your Sovereign, naming cities for your Sovereign (I doubt most people would raise a capital city with an utterly stupid name; their Sovereign deserves better).
Or, you can just take it as it comes, gain levels, and play it through like a strategy game. The option to RP will be there, but it isn't held fast and totally required. Some aspects, certainly. At the moment, it's mostly up in the air.
eh tnx for answer we share same opinion about batle
I like the changes.
I'd like the quests and NPCs to be varied, that is, to avoid having one quest repeat itself too often, which seems to happen right now (with only a few quests, it's to be expected).
I might even play the tactical battles, although I think that's still room for abusing the ai. Simultaneous turns (giving orders and processing all players orders only once they're all issued) would be great.
I guess I'm in that last camp. The desire to have a game world which feels alive, authentic in how it behaves and stuff. Particularly because I hope to create something where the player is simply one character in a world, not a kingdom leader, but one character out of many. An RPG from a TBS view. Cause while a game like Dragon Age is okay...it is all static scenery. There is no real politics because it is stuck to a scripted narrative - which is fine! But then Space Rangers shows off a galaxy that has dozens of mini stories going on in a 'real' time and you in the position of not necessarily being the main actor in those situations.
I'm glad battles aren't RTS if they weren't going to be given the attention that I suppose they needed to have, as much as Total War gives them attention.
Yea ... I'd prefer fixed positions (sure, turn based) to having Tiles ... if just because I don't see how a tile-based combat system would work with all the possibilities we seem to have ... as in various unit sizes and so forth. Is battle still going to be individual characters (instead of whole unit?) or are we going to get a HOMM thing where a tile of 1 guy is the same as a tile of 1000 guys? :/
Anyways, I think we would all appreciate a good VIDEO of the Tac Battle system in action.
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