The longest part of my day is waking up to early to head into the Stardock office. I'm anxious to get back to work. What a great job.
I spent yesterday helping to make the spells more exciting, but so far my focus has been on process. We will create a consistent design, we will document that design, we will march toward implementing that design. Flexibility is important in creating games, if something isn't working it has to go, but we aren't going to simply "try things". There is a great game in Elemental, we have to bring it out.
It's worth saying that the great game in Elemental isn't Fall from Heaven (for those hoping or worried that I'm going to try to make Elemental into FfH). That doesn't mean there aren't ideas in FfH that are valuable here, such as faction differentiation, but this is a very different game. This is about exploring a shattered world, engaging in great tactical combat and building a fantasy empire. Master of Magic is the inspiration here, not FfH.
There is great background lore in Elemental, but we need to bring it into the game. There are great opportunities, but we need to make them more fun. There are some problematic mechanics that we need to get out of the way.
My main focus is really on the post 1.1 work, but I've been able to help on the 1.1 side. Tighten the feature list, make sure everything is moving toward the next steps, help with ideas and flavor. There is a great team here, I'm honored to be able to work with them.
We will be starting a community design contest soon. I appreciate all the great ideas everyone provides, and we are going to have some fun with it (we were just going to use my ideas but then we realized we wanted the game to be good). Watch the boards, the full details will be announced next week.
Wow. You just brought failure to a whole new level.
Humor much?
We always had a design document. That wasn't the problem. The problem was our ability to technically execute on that design document. Over time, as systems or engine components were not implemented on the scheduled we hoped or in the way that was hoped we altered the design to fit what the engine was capable of.
The mistake was believing that those design changes weren't detrimental to the game itself. But it would be dangerous to think that we produced a multi-million dollar game project without a design document, schedule, etc. Long time beta testers know some of the things we had to dramatically change (the tactical battle system being the most infamous but the magical system and economic system being two other examples).
When Elemental v1.0 was released, we were able to take a step back and look at what we could do and couldn't do and from that start to put together an improved design based on what the engine can do already rather than having to make changes on the fly.
When I took over as Project Manager (Producer) in addition to my duties as Executive Producer and Lead Designer earlier this year, my goal was to try to put together the best game we could with the resources available. Clearly, I failed at doing that. My age old solution of "I will just work harder" reached its limits with the corresponding results in v1.0. I thought I could just add 40 hours a week to my existing 60 hour a week schedule and still produce the same level quality that I was producing at 60 hours a week.
You'd be surprised (or maybe not) how much of ones judgment can be impaired after 3 or 4 months of 90 to 110 hour weeks (and these aren't exaggerated numbers, these are the literal # of hours I was clocked in at the office -- not counting my working from home. It meant 1 to 2 all nighters a week between May and August. In the morning, I did CEO duties. In the afternoon, I did PM stuff. In the evening, I worked on consumer software/Impulse stuff and in the twilight I would write quests, code AI, design notable locations, etc. When I wasn't working at the office, I was writing the book.
Clearly not a good recipe but, at the time, I didn't feel exhausted or anything. The game seemed good. I wanted to release the game a week early to our beta testers. That's how confident I felt about the game. It wasn't until after the game was out and I got to sleep for several days that I got to load it up with a fresh perspective that I realized we had missed the mark.
The importance of a dedicated PM and a dedicated associate PM (which we didn't even have during Elemental, we ONLY had a PM which meant I was the one personally writing up the XML in a text editor for your quests and such) became our first priority in addressing.
I can say with full confidence that even in the first week, Kael has put together suggestions and an order of battle that makes me very confident that we will achieve our goals. v1.1 will be a significant improvement both in terms of game play, performance, and compatibility because of the sheer organized approach in addressing different needs of the game.
very cool post Frogboy. glad to hear of optimism returning
You should probably do a little research to learn how that name has been commonly used as a derogatory reference in the past. Even your own reasoning above should shed some insight as to why it could be (and is) considered offensive.
People may or may not be "too sensitive." But I know that your filter is a bit loose, if not completely non-existent, so people are probably more sensitive to your posts more than others. I know that I have reported you on several occasions for your liberal use of the F word amongst other various expletives.
Sorry, just being straight with you since you seem bewildered by it all.
Okay, well then I won't say it any more, I don't mind being plain offensive, but I don't want to be racist-offencive.
Are you going to be as active in discussing design choices, balance and such on the forums as you were in the early and mid stages of FfH?
I don't suppose it's possible to just let the "toby" issue go, is it? We had a nice sort of happy thread going here, Brad made a nice thoughtful post about the goings on behind the scenes of the game. It would be nice to think that we don't have to drag every single thread contentiously off topic.
Yea, I'm done with it, I said I wouldn't say it any more. Sorry, didn't realize it would be taken as a racist remark. Just dumb humor. Din't mean anything by it.
Sounds interesting, but tons of awesome ideas can be found in the /Ideas subforum.
I will post as my schedule allows. The nice thing about making a mod is that I could not work on it for 2 weeks and just chat about it on the forums. That isn't going to happen with Elemental, we have work to do. Im especially busy this week but I expect to be spending more time here as the project progresses.
The Master has spoken. It would seem my only fears have been addressed.
Hah! Stardock never fails to disappoint my faith in them.
I haven't stopped by the website (or played elemental), since shortly after release.
But I always had the intention to return, and, of course, find that Elemental is back on track.
And sure enough it is. Getting Kael on the team is almost surreal, heh. I might have to start playing again once one of these upcoming patches comes out.
I'm back from foreign lands, but I've been SO busy trying to get all the 1.1 changes documented and implemented I haven't been able to get on the forums and continue our talks.
Look for a journal post with more 1.1 patch info in the not too distant future, its on my task list after the one labeled "Balance the game"
subnote to the label "Blance Game" is insert killer Mark ][ teddy bears
oh wait isn't this the https://forums.elementalgame.com/397642 thread ?
ACTUALLY, to be honest there are a few ideas that could actually be useful for the game in there.
All important trait for management! Those that don't know their own business can be all kinds of scary stupid...
What an anglist, got something against acute people or what?
I couldn't remember Toby or Kenta, hell I'm lucky I can remember the name of the movie. Had zero clue what your joke was.
I know that feeling. If i get weeks like that i tend to forget stuff like where my keys are and that i have appointments. Hopefully you didnt forget any interviews or so - could have been bad for the PR.
Anyway you did your best there and even thought it was stupid (edit: i mean the part on doing 110 hour weeks and all-nighters) i am happy that it didnt end that bad. Keep your good work but get to bed more regularly.
And the skies opened and angels sang, And there, through the clouds, I saw the divine light. And God said, "Hell Yes!"
This is what I've been thinking the game needed since day 1. All the factions in the game look/act/react/etc. completely the same. And I never got that, since the races in GalCiv2 were so distinct. I know Stardock can do it. They just didn't.
Hopefully this is a taste of things to come with Kael. Sorry Brad.
Hey there,
Just voicing a couple of things that I've noticed about Stardock as a 1st time customer:
1) It sure does seem like they tried to do too much with too few. I wished companies would avoid doing this and not driving dedicated people into the ground just to save a buck.
2) The people who are working on Elemental seem to be really dedicated. The passion and professional really comes through while I read the dev posts and observe their interactions with the community.
This has made me a believer (in Stardock) and a fan (of Elemental and Frogboy) despite the turbulent release.
Keep it up folks!
@ Frogboy & Kael: Excellent news.
My emphasis on the text is in red.
When I read this post I can't help but notice that this game isn't complete, still, and isn't likely to be complete for the foreseeable future.
The first bit of red text says that "there is a great game in Elemental, we have to bring it out[,]" and yet I am wondering that if a great game has to be brought out what has been going on from the beginning of design through to now. If the game was not released in the state it was and if it was in some real way 'retail complete' at this point I wouldn't have a leg to stand on here, yet it's been months and the latent potential that is in this game still has yet to come out? How long does Stardock need to make good on making Elemental, well, good?
The second bit of red text says two important things. One of which is that there is great lore in Elemental but, if I may emphasise a bit more, it isn't appreciably present in the game. This is true. The game's lore is rather interesting but it just isn't present in any real way in the game. Granted, it is a large sandbox but there isn't a compelling reason that I should play with one toy over any other or explore a different sort of play for any reason other than mere whim. The story is there and is suppressed, I don't get it. The other thing is that "[t]here are some problematic mechanics that we need to get out of the way." There are still problematic mechanics? Why? Granted, there is only so much that a team can do but why are there still problematic game mechanics? Is it because the design is yet to be consistent, seeing the first bit of red text, or is it something more much serious?
The third bit of red text seems to me to answer the last question in the above paragraph, namely that the team just doesn't have enough ideas or any real, strong direction for Elemental. I want to stress the word 'seems' here because I can't be sure and it may be reading too much into the current state of the game, but when I look back on what the game was on launch day and what it seems to still be I can't help but think that the Stardock team really doesn't know what to do and is reaching to their playerbase. This is a good thing in one way, as it definitely appreciates the playerbase and is genuinely interested in the ideas that come from that base. Unfortunately, this is more of a bad thing in that it doesn't seem that there are any real ideas coming out of Stardock in respect to this game. If the game was solid and Stardock was asking what ideas players had that would be one thing, it would be Stardock saying, 'hey, we've got a great thing here and we want to make it better, we have some ideas but we want to hear what our players have to say.' Instead, Stardock seems to be saying, 'hey, we're really at a loss here. There's a lot that needs doing and we really don't know what direction to go or how far to go in any direction. Now, we can't pay you for your ideas but we'd really appreciate them and they will help us finish the game.'
I want to be positive about this game but the more I read the more it looks like Stardock doesn't know what to do with Elemental. I don't think that Stardock should give up but I do think that Stardock needs to figure out what Stardock needs to do about Elemental. Various players will have various ideas, some stellar and some pretty bad, but ultimately Stardock is both the Publisher and Developer of the game and if the ideas that make Elemental Elemental cannot come from within Stardock there is really no hope for it. Stardock, please tone down the flow of insubstantial information and please stop asking the players to do what you should be doing. Sit down and figure out where this game needs to go, come back to us in a few weeks telling us exactly where the game is going to go -even throw registered players a survey in their e-mail so they can comment on aspects of the game to give you feedback you can easily analyse- and only after that start to tell us what is happening as it happens. Please, please, do your jobs and stop asking the community to do it for you.
I could not disagree more with your final assessment, Grump.
Community contests spark and gauge interest in the game. They help development determine what the community (in this case, the modding part of the community) is interested in from the game's standpoint. They EXPAND on the game, not define it. It allows for more opportunities and reasons for the company to interact with the community. It allows everyone (both Stardock and the community) to see how others make use of the modding capabilities, spurring creativity all around. It sparks morale for Stardock, modders, and players. It provides Stardock with more feature requests, as modders will inevitably will find more items that they want control of.
The list could go on...
As for your first two points. They have a new project manager that just started his job. That's exactly what he was hired on to do, so shining the light on what happened in the past, particularly when the flaws and voids have already been admitted to, is not some revolutionary or provocative insight.
Please, please, let them do their job. If you don't want to be a contributing community member, don't be. But many within the community do want to contribute, and Stardock would be both irresponsible and stupid for not taking advantage of such an invaluable resource.
I'm tired of reading yet another kicking of the dead horse, and I'm little tired of Frogboy's selfwhipping. We need to look in the future and it seems bright at least. The team is workin on the game after release with the bigger team. That is darn uncommon in these days.
I'm not a huge fan of FfH but like many parts of it. Random events to mention one. I'm glad that someone like Derek is hired, and to emphasize once again - it's after release! What matter the most it seems like Brad really wants to make the Elemental great game, and with such dedication that I'm just sure thet he'll succeed.
I'm looking forward to read another dev diaries that'll pour the hope in the hearts of te believers (and start another 'the game is not finished' whining).
Welcome back Toby. Cant wait to read all the changes. This will help to bear the waiting time.
To Frogboy:
I would have LOVED to beat the dead horse HARD but I shall finally restrain and hope that Derek can adress the many flaws of the game. However I have some underlying question. Since "the engine" seems to be the perfect mute scapegoat for all missing/incomplete features, how shall the future be different? Is it improving fast in capability? Because otherwise it's no use to ask people once again for input/ideas/suggestions.
(and honestly, if the engine can't allow features present in other 10-year-old games, just forget it! )
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