How do you make a great game? Take everyone's great ideas, put them together and it will be great!
Wouldn't it be wonderful if it worked like that. But it doesn't, it's not even close. I like to think of it like cooking. You can't cook by putting all the things together that you like. Putting all the things everyone likes together would be even worse. One guy wants cake, another wants pizza, another wants a steak. Throw them in a blender and....
Even for standard cake there are a lot of variations and preferences. What might be the perfect cake for me might not be enjoyed by someone else. Games are no different.
At the end of the day Fallen Enchantress cannot be the exact game everyone imagines. There are too many different things that are hoped for. And it's not to say that all the things hoped for are bad.
Explorable dungeons are a good example. They would be cool to have, but they don't belong in Fallen Enchantress. It's not just a resource issue (though that's part of it, the more we do the less we do well), it's about where do we want the player spending his time. What is the actual game? Done well explorable dungeons would break from the main game and have the player play a "minigame" for 10/20/30 minutes after which he would be returned to the main game (assuming he remembered what he was doing there).
There are some players that would enjoy that. But the break would be a hurdle for most players. We would lose players who didn't enjoy the 4x game and players that didn't enjoy the dungeons game (unless we made the explorable dungeons optional, in which case the time spent developing them becomes even more questionable).
So we have to decide exactly what Fallen Enchantress will be, and make the best version of that game that we can. If you have read the press release you already know some information about Fallen Enchantress's direction. It's about bringing the world alive. Not green and fertile and happy, but alive as in there is always something new on the other side of that mountain. Something unknown, wonderful or terrible out in the darkness.
It will be a lot of work. We could have focused on other things. But the cake we are making, the game that we want Fallen Enchantress to be, requires an interesting, dangerous world. The ingredients have been ordered, the chefs are working, artists are preparing the frosting. It's going to be fun.
ps. For those interested in explorable dungeons, I would argue that the wild lands in Fallen Enchantress deliver on that goal in way that's less jarring, more ingrained with the rest of the gameplay and doesn't use a separate map.
I sure like cake. And I'm looking forward to what FE will be.
Explorable dungeons in the canon game interest me enough. Particularly to play out the steps in the Quest Victory*. But my main interest in explorable dungeons is that it opens another door to modding. It may be that a mod uses the main game as a way to display and organize a parties inventory. Then the explorable dungeon part becomes the core of that mod (most of the game is played there). I once participated in a forum RPG. I thought it would be cool if we had something to graphically supplement our role-play... we had three competing factions with differing philosophies. We were all in a sort of cold war as we quested for personal and communal riches. We built homes, grew our villages, built our defenses, and prepared for the enivitable war. I see some possibilities for how Elemental could supplement a forum RP game like that. But I see even more possibility if we could create playable maps off the main map. And who knows what else people will come up with. Stardock, if you build it, they (modders) will come.
* I think the Quest Victory is in need of something to make it great. A series of 'off the main map' quests might do it. This would justify time spent on explorable dungeons (if your of the mind that the Quest Victory is kind-of weak). And it would be an optional thing since only the players choosing that victory route will be playing the mini-game. Then the ability to play off of multiple maps is introduced... the modders can do their thing... and the players get all sorts of optional goodies like dungeon crawling, extra-planar activities, navigable villages with multiple locations, etc etc
for writing this instead of me . I would like to add that there was an old game called Fantasy Empires(http://en.wikipedia.org/wiki/Fantasy_Empires) that had simillar mechanic. It would be fun to send that sucky hero that you want to get rid off in the Dungeon of Doom and see will It kill him or make him stronger .
Cake? but I wanted pie..... What I am really looking forward to are more tools for modders. Basic things like an item maker or a monster/npc maker. Just something that would allow us to change things like stats size and color would be great.
"Lord Kael, the peasants dont have Elemental bread to eat" "Let them eat FE Cake" he he.
But seriously, I do like Elemental itself, esp the graphics. My options for pizza topping would be flying and other types of units, Fortress walls that only Siege units could break, and shortcut keys for some tasks, like re-casting the same spell or destroying all those two dozen Monuments in the conquered Empire city without having to scroll down the menu each time.
Well, I for one would like a game that has a solid 4x identity with some RPG elements (MoM).
EWOM has features which do not fit a Strategy game at all and are more appropriate for an RPG (do you really need to mix-and-match multiple pieces of armor?).
Second large issue is this.
Yes EWOM is a "new game", but it is a Spiritual Successor of a genre. As such, we expect certain features. Certain breadth of features. Certain depth of features...Which wasn't met, at all, by a long shot.
That's not to mention the work that was done on civ4+mods to refine and improve Tile-based TBS experience.
With Mr. Paxton (Kael) at the helm, we have hope.
I like to mix and max pieces of armor, yes. Lets please not encourage taking out anything in the game, let encourage to add and make better.
That is something I experienced when we tried consolidating ideas to make the MOM mod. Everybody want to play their own version of the game, so everybody think their ideas are important.
Another thing I realized is that it is not everybody that has the same game design experience. So when somebody with little experience want the game in a certain way, he does not understand why you understand that it is not a good idea and it should not go into the game.
So yes, gathering new ideas is important, but in the end one person must design the game and select what he wants. Even 2 designer with the same experience will have completely different visions.
So for our, mod, we decided that the best compromise we could do is to stick to the original game the best way we can unless 100% of the team agree with the changes.
By the way, for the MOM mod, I decided to put the project on the ice and wait for "fallen enchanteress" because right now, there is little things we can change to the basic game.
I say give us all the modding tools you possibly can and we will make our own cakes/dungeon crawls.
THIS is an extremely important quote.
Without actual scripts to hook to functions in the game, mods are pretty much limited to "extra content". There are a few things you can do to change the game mechanics, but they are VERY limited (and often on/off toggles).
Content = Hell yes, lots of potential.
Change? Not so much.
Honestly, I want the best game possible, I don't give a crap how good MoM is in comparison, I want Elemental to be as good as it can.
(no offense to any MoM folk)
I think it's fine there won't be explorable dungeons, in fact I think it's a really good sign there's a post explaining this one simple exclusion. Makes me optimistic about everything else that will be added! If it's easy to add for modding though, then the ability to switch to different maps could be useful... imagine a fire/earth/air/water plane that is explorable. I guess that's not really a dungeon though, that's just a regular overland map. I suppose dungeon maps would have to be like tactical maps except much larger and with FoW. if that's the case I hope there's a limiter to the time spent each turn cause that could be a pain for multiplayer!
Birthright: Gorgon's Alliance was a fantasy TBS that had exploration of dungeons etc you could do with your heros. Although Birthright was an interesting fantasy TBS (although buggy), RGP exploring part frankly sucked. Not required to play the game, buggy pathfinding, just badly done all round.
A good example of a game that probalby would have been a much better strategy game if the dev resources that had been put into the dungeon crawls had been spent on the strategy game. Instead, it spread itself too thin and didn't too anything well.
So I for one am happy to see a post like this because it indicates that Stardock is making choices as to what belong in FE and what doesn't. And not trying to be all things to all gamers.
Explorable dungeons are not really something I would really care about one way or the other. AoW had them, though they always felt a bit tacked on. I think Derek has a good point in his OP that this would take time and effort away from them making other systems more interesting and generally more fun. Personally I would rather have them add a worker capable of building improvements outside of cities or introduce city happiness. I think these would do more to promote a more robust experience in the 4x game than the addition of some mini-game dungeon crawler.
HeavenFall and I agree on this point very much, though I think that the creation of meaningful scripting system would out of the scope of the initial release of FE. However, I would like to see at least some very simple spell scripting ( linked effects, random effects, etc. ) as well as some methods to override core mechanics. For instance, it would be very cool if a normal attack was defined in a similar manner as a ranged attack so one could simply override the default attack with a special attack. It would be cool to make a monster that also did a knockback with their normal attack.
Derek, I know you don't always take my ideas but I would really like white cake with white frosting (and not that crappy-tasting, good-for-you cream cheese frosting)... I want the frosting mom used to make from Cisco shortening.
I can respect what you say about dungeons here derek. I do think you should give modders a way of linking tactical battle maps together so they can make their own "dungeons" however, even if you yourselves are not going to use the feature.
Seeing as how you have been kind enough to share an insight into how you view looking at the design process, can I be so bold as to display how my thought process would track with the above example of dungeons? Ok here i go (btw i am starting with your reasoning for perhaps not including them, for the record totally want dungeons).
"hmmm I have decided on balance that elemental shouldn't have dungeons because as I feel lengthy periods away from the stategic map would perhaps alienate certain players and also I have great plans for making the strategic map its self more alive and interesting."
"So with that decided what can I still add at a tactical level that would allow for some creative story telling and get the most out of the single screen tactical battles we currently have?"
"Well I could add the ability for units to join battles after the start. This would allows for "bosses" to be introduced to the combat once lesser mobs have been defeated or based on other conditions"
"I could allow speach bubbles during tactical combat along side tags which allow modders and us as developers to decide under what conditions these speach bubbles would cue. This would allow us to continue telling storys within tactical battles and also help bring them alive abit"
"hmm what else, well if we only are giving one screen for tactical battles we could create a larger variety of battle maps and not only that we could create alot more interesting terrain features on those maps which can be used to liven up battles by offering various bonuses etc"
"well there are three ideas that both are easier to impliment than dungeons and also support and strengthen my choice to keep tactical battles to one screen and add more content to the world map"
I am not sure what i was trying to convey with the above example of dungeons in relation to design. I think the gist of it is as follows. Not putting dungeons in because you have a much cooler idea for how you want elemental to work is great and will be respected by the community as long as you clearly show us the thought process behind it and it makes sense. Not giving us dungeons and then not giving us something that makes up for in some logical and related way I feel would be a huge mistake and may not be taken well by the community.
Now I get the sense that you want to take alot of the cool ideas and themes you would have placed in "dungeons" and redesign the game so these things appear straight on the strategic maps. This, if done well is cool by me as although I won't get dungeons I can see you are still giving me all that content that wouldn't be inside them just on my world map so to speak. This allows for alot more interest at the macro strategy level as we arn't getting taken away from the strategic maps as much as if we were dungeon delveing.
I just hope you are always considering the other side of the coin. If you decide most of your interesting things will occur on the world map this may have the effect of making the world of elemental feel small. The nice thing about extensive tactical battle maps or dungeons are that by going from the macro strategic map to a micro tactical one the player is reminded that actually every square of the strategy map is a large interesting expanse filled with adventure that your hero is travelling accross.
I didn't buy Elemental because it was a spiritual successor to anything. I bought it because the game looked interesting on it's own merits. Plus I like Stardock...
Elemental needs to be it's own game. Borrowing good ideas is fine, but I'd rather see Elemental breaking new ground rather than rehashing old ideas.
As for dungeon crawls, someone mentioned having questers disappear for a few turns. What if, instead, you spend a turn completing each 'level' of the dungeon. You could always bail at the start of the next game turn, or continue on to the next level.
Well, Kael, you don't have to take and use EVERYONES ideas, just mine
If elemental want to be a game by it self, that is fine for me, as long I can use the same engine to create a mom like game.
THIS is an extremely important quote. Without actual scripts to hook to functions in the game, mods are pretty much limited to "extra content". There are a few things you can do to change the game mechanics, but they are VERY limited (and often on/off toggles). Content = Hell yes, lots of potential. Change? Not so much.
It's not just a matter of scripting. Yes scripting is usefull, but it's also a matter that many XML variables has currently no impact on the game. So even if the data is open, many things are hardcoded in the engine anyway. So it is very hard to make another game which is not elemental because if you add or remove things, either nothing happens or the game crash. So the only thing that can be done right now is value adjustments.
Even with no scripting, I could probably do a lot of things if all variables were truelly externalised in the XML files and if addtionnal variables were added to the XML.
I on the other hand did buy Elemental because it was being marketed as the spiritual successor to MoM. And while I agree that it needs to be its own game, I also expect/hope/want all of the things that made MoM great.
Just so you know, there is a post in the mods forum for specific requests for modding changes. If you are really concerned about certain limitations that you have run into, throw up some comment on that thread. Honestly, I disagree with your point about the only thing that can be done is value adjustments. This is simply not true. While you are correct to say that somethings have been hard coded into the engine, there are many interesting things even without effecting these particular pieces. If you look at the various mods which have gained some notoriety, these mods have done many incredible things despite the limitations.
Derek, this journal entry needs more sugar. RAWR
Also, guys, I'm really not crazy about the name "Fallen Enchantress." Can we do something about that?
We could easily add a Fallen Enchantress to the game already using the custom sovereign creator.
What "Fallen Enchantress" says to me is, a hot chick falls in my lap, and is enchanted by the magic wand she finds there.
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