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>).
Thanks, this made my day. I get grouchy if I don't get my daily dose of utter nonsense.
Yeah, Elemental is a mediocre game. Publishing the expansions as stand-alones gives them the freedom to make drastic changes without alienating the people who like Elemental as-is. Unfortunately, I have to agree with you that many people have been confused by their stand alone strategy, and are worried that changes won't port well between games.
My personal feeling is that FE is going to be better to the degree that most everyone will stop playing Elemental.
Seriously, I know I mentioned this, but your post (for the most part) really doesn't make that much sense. Logic, anyone?
I object to Python being the primary target on the grounds of:
1) Variables use dynamic typing.
2) Bad syntax (making whitespace matter? really?)
I would recommend the main target being C++ or AngelScript (link) (which is C++ with consessions to being a scripting langauge like garbage collection*).
* Its garbage collector is better than that of VisualC++ from Microsoft, it can deal with circular references
Although I'm reluctant to get whiny and bitchy regarding all this, it feels as though the elemental process has become a repeating cycle (promise -> failure -> new promise -> disappointment), beginning from an absolutely disastrous launch, but we all know what happened their. The follow up, however, has been disappointing. While I appreciate the Elemental team's dedication to the shambling monstrosity they've created, it was clearly beginning to look like you guys were just trying to drag Elemental a few more yards before its corpse became too rotten to move.
Honestly, War of Magic is a video game definition of a failure. Whilst the passion and dedication behind it was admirable, it needs to die. I actually think you're beginning to understand this, hence Fallen Enchantress being a new game. However, it's irritating that you're trying to use Fallen Enchantress to restore people's faith in War of Magic.
On the very slim chance that Fallen Enchantress is actually a polished, complete, and good game, you will still try and maintain that WoM is a good game, and FE is proof of this.
I can accept FE as a new, standalone game; but first I think it's about time that you guys stop giving those pathetic attempts at reassurance and admit that Elemental was a failure on launch, and is still not even approaching a finished product.
That is all,
Paradoxical
Also this.
This is one of those things that really comes down to how you perceive this whole debacle. There are a few groups, with three main standpoints - Those that feel that whilst Stardock stumbled, they can pull themselves out of it; those that played the initial product and no longer care; and those who feel that Elemental wasn't just a stumble, but a failure, and no amount of promises and staff changes can pull its wreck from the gutter (or something along those lines).
I understand NelsMonsterX's reasoning perfectly, far more than those who have some mysterious faith in Stardock's handling of Elemental, but I can also see why some people are still being supportive (if sickening in their boot-licking).
However, the fact still stands that a company not primarily funded by non-gaming elements were to release Elemental, they would, without a doubt, probably be facing closure (excepting the giants of course).
Just because Frogboy has admitted that Elemental's release was rough and they're trying to fix it does not in any way make the whole situation anything other than an embarrassment, a bad example of the development process, and a bad sign for the future. Objectively speaking.
See Larian Studios. While their games are not all third-person party games, they are generally old school with new stuff mixed in. This is because the founder wants to make a game that surpasses Ultima. They do good enough business as far as I can tell and their latest release has been well recieved.
I think the one thing we can all agree on is that FE has to deliver, and deliver at launch.
There are future plans for Demigod? I just assumed it was pretty much done. And please, please, please tell us what IC's current project is
I am going to try not to sound too much like a Stardock fan boy here, but I think these types of comments are simply unfounded. It is easy to knock a developer for putting out a game, which you may have not found as fun or as bug free as you would like, but it is hard to be in the shoes of a developer attempting to create a fun and meaningful experience. Calling Stardock shameless, when it has been clearly stated in the OP that people lost their jobs over the poor release of Elemental and the company is losing money to attempt to make things right with the customer base, seem a bit in bad taste. If one takes a clear look at the moves that Brad and the rest of Stardock have taken in the past almost 6 months, it is incredibly clear that the errors leading up to Elemental's rocky start are being well addressed. To call FE mediocre with limited information on what is and is not being put together seems overly harsh and in some ways short sighted. Derek Paxton and Jon Shafer are both veteran 4x TBS designers, and the core of WoM has become increasingly stable over the past few months. Honestly, Brad and the rest of Stardock could probably scrap the entire game studio altogether, yet as Brad has stated over and over again, their game studio is a labor of love and not necessarily profit. I for one will hold out judgment about the coming FE until I have seen more concerning the proposed designs and what exactly the real changes are going to be.
Your posts reveal more truth about your character than they do about Stardock. You remind me of Statler from the Muppets.
Remember when this was a thread about the wonderful future? I think we can get there again. Just ignore some of these guys and make a separate thread to argue over things that ultimately don't matter at all, your opinions that is.
I would like to know more about time frames for these projects and the division of labor.
I think NelsMonsterX has been somewhat too harsh here, although I see his reasoning. As I said on another forum (to which Frogboy actually answered), this sounds like a Molyneux-ism. I'm confident part of this roadmap will be good games; I can't say that they will all be, but there is little evidence pointing to the mediocrity of all these games. If it had been Derek Smart, I'd have said otherwise, but it's a completely different situation. I don't know about FE, and I don't know what are the real possibilities given by kumquat, but Stardock proved in the past that they can get things right.
That said, I do think this is a strange way of communicating. Part of the issue with Elemental is that a lot was promised that wasn't delivered. There was a lot of enthusiasm there too. Showing quite a few new ambitious projects in this fashion... I don't know, I think it's a bit premature. Wouldn't it be wiser to announce it after FE's been acknowledge as a good game ? I think that too many promises, too fast, when it's not unlikely that a substantial part of those promise won't lead anywhere (lack of time, budget, manpower, running late on schedule, etc.) won't have the expected results with many of the Elemental players. This is where I find the comparison with Molyneux: there's lots of big projects, but we know that quite a few might just not actually end up in a final product (Molyneux isn't a bad game designer. Hell, he made legendary games. He's just overenthusiastic).
But there's a huge leap between taking this post with a pinch of salt (or an amused eye), and saying that all these games will be mediocre. I believe that most of these projects won't start as long as the Elemental series underdelivers anyway.
Unless you're a genuine oracle, this is a thread about a potential roadmap with no certainty of more than partial realization. Not about a wonderful future. We'll see in 3 years is hindsight if indeed it was.
Sounds good. I love Elemental, even in its current state. I don't know why, honestly, I see all the same issues so many others do.
I even purchased the whole set of GCII, played it enough to realize what a fantastic game! But yet...even just today, I chose E:WOM over GC2 when staring at my Impulse game list. I cannot tell you why, honestly, but am just starting to accept that to me, E:WOm is just plain fun to mess around with, and it hasn't let up.
Regarding the bootlicker comment, I can imagine that the only reason you perceive it that way is you value "your" opinion way more than would be beneficial to you. It is ok to not like a game, even to not have respect for the company, but serious, why is it so difficult to accept others' opinions of how they like the company and see a bright future? They don't have to be mutually exclusive.
I have to say this is kind of disappointing to me. I purchased EWOM early on because I wanted to support the company, and I am getting the expansions free because of that, but I bought EWOM because of what it promised to be. In my opinion it was coming along quite nice with the new patches. Devoting new resources to a "stand alone expansion" (It's not, it's a new game based in the EWOM universe...) seems stupid. I'd rather play Dragon Age 2, a polished RPG with a tried and true system.... I hope the continued development of EWOM is supported and the game continues to blossom. Or I hope FE is actually really amazing. Who knows!
There are great examples of turn-based RPG's that I loved playing. Baldur's Gate, X-Com, Silent Storm, Freedom Force.
Most of the ones above seemed to lose something with their sequels. I would definitely buy a game in the same vein if well executed.
Then again, there hasn't been any great party style RPG's in forever either (Dungeon Master, Might & Magic, Ultima, Wizardry, etc..) which were much more immersive than today's standard MMO.
Disciples 3 is a pretty good party RPG. I would just like it if they updated their forums more often.
DO IT! DO IT NOW! FOR THE LOVE OF ALL THAT IS HOLY AND RIGHT AND ALL THAT JUNK DO IT NOW!
You have NO idea how much I would like to see a modern make old school top down isometric view RPG. IMO the 3D craze made people forget these things. 3D doesn't have to be first person, but thats all anyone wants to make.
Seriously, I'd do anything to bring back old school design with the new 3D elements we have these days.
Fallout 1&2 (and to a large extent, New Vegas, which mixes old and new school), Planescape Torment, Arcanum are a different story altogether.
I define an RPG as a game with choices which have moderate-to-extensive consequences on the plot and/or setting* (including NPCs) and its (/their) reaction towards the character you play. Character sheet is one of the places where those choices are made, especially if it's more than just choosing combat talents (see: fallout 1/2/NV's special and how it affects some of the quest outcomes and solving possibilities). But it shouldn't be limited to character sheet.
*It can be as simple as "who do you save in Drakensang - River of Time/ Do you let the villagers burn the witch in the Witcher", and can raise in scale to "what will be the future of the world in Deus Ex/Will you save the council in Mass Effect".
Hell yes. And what the hell you not telling me Impulse had the new Drakensang game on there? I love those games. I bought the new one yesterday and had a snow day from work today and yesterday, been fantabulous. You should hire me to help come up with ideas for the game! I have no experience, but I'm a fat geek that played a lot of role-playing games! That should count for something!
<snip>
You can say "objectively speaking" all you want. That doesn't mean you're speaking objectively. You don't sound objective at all. You sound like a pissed off fan who's angry they didn't get their way. That anger is probably even justified. But it certainly means you're not being objective.
I see a company with a track record of success that had one big mistake. They admitted the mistake. Addressed it repeatedly and transparently. And made moves to fix that mistake both internally and in their relationship with their fans. Did you expect Shafer and Paxton and the rest of the new crew to show up and have their influence on the game take hold in a month? Seriously?
Have you ever been a part of any large project ? Project management over something as large and complex as EWOM is like steering a cruise ship. It takes time. It doesn't happen just because you change the guy steering the ship or the guy fixing parts of the engine. And it certainly doesn't happen because some dumbass on the sun deck jumps up and down screaming that it needs to happen faster because the angle of their sunlight is off.
And if you insist on my "being supportive" secretly being boot licking or fanboism or whatever the hell else you want to call it instead of what it actually is, that I have some trust in a company that has provided me dozens, or more likely hundreds, of hours of entertainment over the last decade ... then this discussion probably isn't worth carrying any farther. At least not with you.
/shrug
So that I'm at least partially on topic I'll say that I'm excited by the roadmap, the fact that there is a game studio that actually shares this sort of informatin with its customers, and I'm looking forward to the many discussions regarding EWOM, EFE, Elemental RPG, and the nameless projects on the tree.
I don't think I like this definition of an RPG. There are plenty of games which are readily accepted as RPGs which do not meet this fairly lofty standard. In the broadest sense, almost every game is a RPG, as the term itself simply means that you, the player, play a game in which you take on some role. Yet, this term was coined in order to distinguish standard board games from those early pen and paper RPGs which cast the player as an actor engaging in a form of dynamic play. Most modern day video games in fact meet the same kinds of standards as a traditional pen and paper experience, in so much as the player is cast as an actor in a dynamic play where in his choices have an effect on the progression of that play. Thus, defining the RPG genre becomes very difficult, and most simply ascribe this title to any game which bares some striking resemblance to either a pen and paper game or a previously defined RPG. Games, like Deus Ex and Diablo, which are fairly easy to define as being member of other genres, such as FPS for Deus Ex and Action for Diablo, are only given to the RPG genre due to a leveling process which closely resembles a pen and paper experience and not because of some direct story consequence.
Just please, please, get your writer on this project. I don't have to tell you that good RPGs are about story, and I think that this aspect will have to be a level above previous SD releases for me to even contemplate buying this game.
Exactly. In the Monopoly boardgame, you play the role of a Tycoon, in IL-2, a Sturmovik pilot. But if I had to define what is the difference between an RPG in the more common sense of the term and those games, I'd say it's a matter of choice-based gameplay. A P&P RPG is almost only a game of choice (and, for many people, acting), a CRPG in the traditional sense is usually a sort of action/tactical/adventure mix with a decent amount of choices to make.
Diablo is a hack-and-slash, a genre previously defined as part of the action-RPG genre but now clearly distinguished. Oblivion is an A-RPG. Fallout is a plain RPG. That's roughly how the press and the devs' define them, and I find that satisfactory.
Deus Ex is an FPS (or more accurately, a stealth-based game, ala Thief) with RPG elements, and was not defined by Ion Storm or the gaming press as an RPG. The RPG elements *do* include meaningful choices.
So, when it comes to the games that you say make it difficult to define the RPG genre (because of genre border blurring), I'd just say that they have RPG-elements, but not that they're full-fledged RPGs.
Sure EWOM sucked at release. I got two more standalone games to make up for it. That's the games they have to win me over to the Elemental world again. Since I already have a promise to play those two games, I don't need to decide on future titles until I played those. If the Elemental world still appears boring and lore-less after those two promised titles, I won't buy the RPG. If, on the other hand, they've vastly expanded on the Elemental world, I most assuredly will.
There's no way for Stardock to cut their losses and back out of the Elemental world. They're in it now, and dedicated to making it work. Quitting is not an option. Expressing disappointment that SD are pursuing this line of action just reveals a fundamental ignorance as to how SD operates. Maybe you wanted some other game to happen, but that's just too bad.
Only the future will tell if they are successful in salvaging Elemental or not.
C++ wouldn't be a good pick for the kind of pick-up-and-mod style that games want these days. As a separate SDK, hells yes, but not for general purpose modding. Anyway no one wants to pick through a bunch of pointers just to figure out what the heck is going on!
I did like the Lua suggestion. That's a handy dandy little language, and a damn sight more friendly than Python. Plus the grammer isn't full of unusual choices for standard operations.
I mean, even if you've never programmed a day in your life, you'll be able to puzzle it out pretty quickly:
function get_all_factors(number) --[[-- Gets all of the factors of a given number @Parameter: number The number to find the factors of @Returns: A table of factors of the number --]]-- local factors = {} for possible_factor=1, math.sqrt(number), 1 do local remainder = number%possible_factor if remainder == 0 then local factor, factor_pair = possible_factor, number/possible_factor table.insert(factors, factor) if factor ~= factor_pair then table.insert(factors, factor_pair) end end end table.sort(factors) return factors end --The Meaning of the Universe is 42. Let's find all of the factors driving the Universe. the_universe = 42 factors_of_the_universe = get_all_factors(the_universe) --Print out each factor print("Count", "The Factors of Life, the Universe, and Everything") table.foreach(factors_of_the_universe, print)
I mean, this is pretty easy to understand.
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