This week I’ve been presenting internally our company business plan for 2011. Part of this is the Stardock Customer Report 2011 (which we’ll be making available publicly soon) along with our road map on the studio games (this doesn’t count future titles from our partner Ironclad who developed Sins of a Solar Empire nor does it address next steps in the Demigod franchise.
This journal entry will likely only be of interest to either techies or biz types. So if you’re looking for interesting game feature stuff, you’ll probably want to skip this.
The Road Map
Essentially every studio has a road map. They just don’t make it public for obvious reasons. Since we’re privately held, we can pretty much do whatever we’d like and one of the things we like is to keep our fans up to speed on what the heck is happening here.
So below is the road map for the studio developed (Stardock Entertainment’s studio) titles.
Kumquat
Kumquat is just our internal nickname for the engine. It was called this in honor of former Stardock developer Mike Duffy who created the predecessor “Pear” which we licensed from him after he left to start his own studio. Pear is what all Stardock games from 1997 through 2003 used (Entrepreneur, The Corporate Machine, LightWeight Ninja, Galactic Civilizations I). It was a fantastic game engine for its day but was 3D.
Kumquat is a new engine that was developed originally for Society which is the free to play MMORTS that we’ve been slowly developing for the past hundred years or something like that. We decided to have the first game that used Kumquat be a fantasy strategy game, namely, Elemental: War of Magic.
Now, when War of Magic was being made, we obviously had very high hopes for how it would be received. So we pictured having Elemental: War of Magic – Expansion 1…2…3. And then you’d have Elemental: War of Magic II and so on. But when Elemental: War of Magic was released it was very buggy and even after the bugs were largely fixed, the gameplay wasn’t what we had envisioned it being. We had cut or altered so many features from the original design to match what Kumquat could do – at the time – that we ended up with something that few were pleased with.
But work on Kumquat has continued non-stop and so in December it was decided that rather than continue the War of Magic line we would use the opportunity to create a new fantasy strategy game in the Elemental world that would succeed War of Magic and then just give that to everyone who bought War of Magic in 2010 it for free with steep discounts for anyone who buys it before it is released. That’s where Elemental: Fallen Enchantress comes in.
Elemental: Strategy Games
The effect of this is that we’ll eventually have War of Magic, Fallen Enchantress and <Untitled third branch>. This isn’t really very different than what we did with Galactic Civilizations II with the exception of the intention to have them be stand-alone and thus allowing the separate entities to continue to be potentially developed on their own path based on what players ask for. If the strategy games were primarily multiplayer games, we obviously couldn’t do this because you’d be fragmenting the player base. But these are primarily single player games that happen to have (fairly crummy) multiplayer support.
One nice thing about this is that it gives us, and players, a lot more design flexibility. Fallen Enchantress is a pretty radical departure from War of Magic. Based on what I’m seeing, I suspect most people will prefer that by far to War of Magic but only time will tell. But in any event, we will be making a v1.3 of War of Magic that will be on its own code branch.
As a game developer, I can tell you that this is pretty exciting stuff. Consider the challenges other strategy game franchises have. Some players would have liked to see Civilization V be more along the lines of Civilization IV. Others would have preferred it to be far more complex and others would have preferred to have it streamlined.
Elemental: RPG games
Now, as some people may recall, after War of Magic’s difficult launch, we had to re-evaluate our staffing levels and reorganize. This meant some painful layoffs back last Fall which came from people slated for the RPG title. After War of Magic, it was recognized that the game studio was being run like a hobby and not as an engineering process like our enterprise software unit. This meant we needed to bring in full-time designers and full-time project managers onto the studio. Thus, the second studio team, designated for the Elemental: RPG, got largely zapped. This year we will begin to reconstitute this team as we bring in a lead studio developer and some senior developers to help ensure that we don’t have another War of Magic episode.
The Mod Layer
As some people may remember, I was planning to take a sabbatical last year. Clearly that didn’t happen. I am still planning to do this sometime early this year. With Kael and Jon Shafer here now, I am comfortable that the games unit won’t need me to intervene. This will let me create what I’ve creatively named “Mod Layer”. The idea is to create a piece of middleware between Kumquat and future games that would allow people to make games using mostly Python. I’ve started the planning part of this with our DesktopX lead developer so that we can use Expression Blend to create “objects”, and then manipulate them via Python and render them in Kumquat. This way, modders can easily create a wide assortment of games that are either 2D or 3D and potentially portable to (at the very least) Xbox Live Arcade and Windows Phone (though I’d like to also do iOS but Xcode is the devil still so I may ask some Stardockians to make that part for me <g>).
I foresee some reluctance by some after EWoM's release (countered by solid release), some risks possible due to not enough careful wording and/or examples ("spiritual successor" being one). That said, there is a market for such kind of game. Not all the new rpgs must be the next Elemental Effect/Age. Nice mechanics, interesting party characters, some non-linearity,... and bingo! I'm quite sure that GoG has made some bucks out of Baldur's Gate/Icewind Dale.
I really do respect your attitude on not abandoning your games. It's a breath of fresh air. My point is that you're not abandoning the Elemental customers, as they are getting FE for free/reduced cost.
As you've said yourself, EWOM is not up to typical Stardock standards (At least as of now). My worry is that if FE isn't so good that people don't want to play EWOM, then that means FE didn't meet standards either. That's where I'm coming from with this- I believe FE is a game that is going to be very important in terms of Stardock's reputation over the long haul. This is why it's important that FE is as good of a game as GCII, if not better. That's what I think you guys have to do, and I know it isn't easy. That said, you've got a really good team, and you've given them the best backing possible- so I know you can make a great game- you just gotta deliver.
It's a real shame you couldn't work on GCII more. That means when GCIII comes out in 2013 or 2014 we'll be really hungry for it though, so it's not all bad.
An old-school RPG?
Really?
We totally need Stardock to make an X-COM-like game.
We don't need more first person shooters, Thiryn!
(let the rage begin....now! )
That would be awesome. Actually it isn't that much conceptually different than EWOM. Although the tactical battles are more indepth, and base building is maybe a little less complex.
When will you guys post some information about Fallen Enchantress's differences and core game features? Not expecting it soon, but I am very curious to see the difference.
Also, do you guys plan now how much time/resources can go into each branch of the road map? How much modding software can we hope to see before the Enchantress takes over our interest?
And finally, will 1.3 EWoM add new features?
Would love an old school rpg, i just recently purchased Baldurs gate II with expansion from Impulse, great game that one
So are you guys using Visual studio 2010 for the newer games or some older version? bit interested myself in game programming and game graphics, but learning (in my case Lightwave) is far from easy
Hey Frogboy,
no playable demo planned for Elemental? I'm waiting for this actually to buy it since I'm not sure I'll love it.
Please let me know,
DT
As a practical matter, War of Magic and Fallen Enchantress might as well be completely separate games. They'll have different install directories and everything. So your War of Magic mods will still work.
How about an MMORPG set in the Gal Civ universe? That would be sweet and could bring in a steady flow of income for years to come so you can crank out more EWOM versions.
Frogboy, you misunderstand what he is saying. He is hoping that you will keep the same XML tags in FALLEN ENCHANTRESS as in EWOM so that it will be very easy to port mods made for EWOM to Fallen enchantress.
game 2013 sounds like a winner...
But where is the reality show branch of the road map? If you want to payroll these games, reality TV is the way to go.
Well, if you could make something like Star ocean 2 (On playstation 1) that have a lot of interesting feature and "party" skill, I would really love it .
This worries me slightly because I'm concerned that with trying to actively maintain three games that none of them will receive the dedicated attention they need. I'm also concerned about fragmentation unless the plan is that Fallen Enchantress will have everything Elemental has plus the new stuff, and <Untitled third branch> will have everything Fallen Enchantress will have plus new stuff.
So does this mean that the people who wanted a complex economy can have one game, and the people who wanted a streamlined economy can have another game? Going back to the Civilization example, would this be like having hex-based Civ5, grid-based streamlined Civ4, and grid-based complex Civ3 all coexisting at the same time? I'm picturing different "flavors" of Elemental, each of them a unique variation on the central theme of "turn-based fantasy strategy".
Are we still talking about mods here, or are we heading into standalone game/product territory? I've always wanted to make games, but as a newbie programmer I have no idea what I would even need to learn in order to build my own engine.
I'm curious over the type of RPG Stardock would make. What sort of RPGs do the Stardock team like? I'd like to see a spiritual successor to FF tactics/Ogre Battle/ that type of game. With Brad's AI capabilities I could Stardock making a very good game of that type.
Now you've got me thinking about making some kind of crazy tactical RPG. I could see something like that running on Kumquat.
After using Python for Civ4 and Lua for Civ5, for basically the same code, I have to say Lua is about 10 times faster than Python. It's a big deal. If you haven't started the integration process, you should go Lua.
Dude, its sounds like you got really pissed at your gaming side of the company. I'm glad you went through and cleaned house.
I have to be honest and pirated your first version of Elemental, because i was scared to pay for it (dont like to pay 50 dollars for any game). I played it for an hour and did not play it again. But I kept up with the updates you posted and noticed all of the improvements and decided to pay for it in January with your 20% discount for the survey. I have to say that the current updates have made it very playable and its getting quite addictive.
I am glad that the gaming dept is finally getting it sh*t together and starting to put out some playable stuff together. You had the horable fiasco of Demigod (prolly why you lost gas powered games) and then Elemental, i was starting to loose faith in Stardock (been watching you guys since before galactic civ I). I hope that you can put some good quality hard working people in the right positions to redeem Stardock and Impulse (end of last year failed miserably) in general.
Anyways, good luck with the sabbatical and the position changes, maybe free yourself up for some gaming, i mean ceo stuff.
Oh yeah bring back the impulse TV, miss watching that.
An RPG like Baldurs gate? Niche? Count me in! Day one buy for me! I love old school rpgs!
Stardock, Frogboy and Kael, what do you think about this? I agree with cephalo that this is *very* important. What do you think?
Best regards,Steven.
How terribly disappointing. Stardock is beginning to look like the crash and burn game studio of the decade. I've been patiently awaiting a "finished" product to show up after an expansion or two, but now, instead of making incremental inmprovements to a mediocre game, we now have a very good chance at receiving three, separate, mediocre games. Where is the logic in this? The world of Elemental isn't even very exciting. It is drab, monontonous and boring. I don't want three games in this world. I want one continuous effort to improve and enhance the very basic foundation that has been laid down so far. GalCiv2 1.0 and 2.0 might as well be different games for the amount of amazing improvements made to the latter, but they aren't. It's just the perfect example of how a studio can make solid improvements to an acceptable game and turn it into the best 4X sci-fi game of all time. Sure, that raised the bar a bit for Stardock, but the way the company is being handled lately is just shameless. All of this talk is just confusing the hell out of everyone.
Oh yeah, and setting the long-anticipated Stardock RPG in the Elemental universe all but guarantees it will suck.
Just make GalCiv3 already, PLEASE!
Just give us MoM.. its all we've really wanted. an updated MoM....
It is good to remember that Elemental is just one product produced by Stardock at any one time. The company itself is funded through their consumer software vs. strictly on games, which is why they're able to survive and attempt to make amends for Elemental. Otherwise I'm sure it would have already crashed like a lot of other game studios that bank on single products at a time.
Whatever the end product, Brad and Stardock have said that they will fix their reputation in this, and they're even willing to accept that Elemental will be a loss financially. So until we, the fans are happy, they will not stop developing. So we will only end up with mediocre games if we accept mediocre games.
They've already hired several big names in the genre which shows they are willing to shell out some money to get things going in the right direction, and it sounds like with Elemental Fallen Enchantress they've decided that too many changes need done to make Elemental a fully viable game. Any improvements to Elemental will help with Fallen Enchantress since they're based on the same engine and they can experiment with our requests to see which options we are happiest with, and then make sure they are present at release for Fallen Enchantress.
The world itself has lore, but the game implementation was not well done. I've not read Destiny's Embers as of yet, but I'm sure Randomhouse did a great job with helping flesh things out, else I doubt Stardock would have praised them as much as they did.
Just my thought on it.
What on earth makes you think that they can't do with EWOM and EFE what you think they did with GalCiv2 1.0 and GalCiv2 2.0?
What in this chart and Frogboy's posts here say this company is being handled shamelessly? What is makes Stardock look like the crash and burn game studio of the decade?
Please explain. Because what you wrote make no sense at all. I'm curious about your reasoning.
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