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>).
Are we getting new trolls? Seems strange at this point, you would think they would have left or reformed by now.
CRPG?
Oh yes...but may I jump in here and tell you what I would like to see in terms of an RPG launch?
1) Whether you roll your own system, or license some other (d20, Tri-Stat, FUDGE, et al), I should like to see the core system rules published as a standalone 'light' P&P RPG rulebook (to the extent that you can, if you license).
2) I'd also like the CRPG character generator be useful for generating characters and printing their character sheets for the aforementioned P&P version. This was a feature on Paragon Software's old Megatraveller and Twilight 2000 games, and it was cool.
3) License out P&P sourcebook duties for the aforementioned P&P edition.
4) In lieu of a strategy guide, simply make the CRPG setting consistent with any P&P sourcebook material that gets published.
There's my two cents worth of game industry consulting advice. I hope you find it worth what you paid for it.
bkd
Destructive critics should go. Constructive critics should stay.
Admittedly I've been grouchy the past two days so I've taken some troll bait. I'm anxiously waiting to test the strategic AI post broken XML tags!
I'm setting up a re-education facility in my garage. I'll pay $50 per troll that is delivered to me in a secure and sedated state.
Give me a month and there will be no more trolls.
Only glorious constructive community members that may or may not see Lord Xia as a god.
I approve of this message.
unfortunatly DoG=GoD & GoD=DoG
harpo
This sounds very promising. There are a lot of fans of those old school games. Me being one of them.
Make it like Icewind Dale (my fave of the Baldur's Gate genre) and you'll have me totally on board.
Thanks for update as well. It is always interesting to hear about the business side of things.
Good tactical options and a story with a little depth will go a long way on that rpg. Avoid the trap of going sandbox and a plot both unless you can actually make it work. The only thing that saved Oblivion from that horribly boring chore was the mod capabilities.
I would LOVE a RPG like BG2, even if it is not as large as that game. Of course with more modern graphics and animations
Actually making a combat system as complex as Magicka but with levels and equipment gathering and a real story and a serious world would be cool.
For fighters queuing up combination would activate a combo of attacks. Like for fighters you could combine different kind of attacks and combinations with shields and punches and kicks.
LOL - +1 for this Allan!
Please improve dull visuals with Fallen Enchantress.
Awesome roadmap presentation btw.
Yeah Brad! Good for you!
I totally agree with you. I can't say whether I like the game or not at this point, because I pre-ordered and have been waiting to fire it up. I am sure I will enjoy the game for what it is and what you continue to make of it. The industry needs more people willing to listen and stand behind their products.
Ray
As far as combat systems in cRPGs are concerned, should Stardock ever need inspiration, they ought to look no further than Temple of Elemental Evil - that game was downright perfect in this department.
I'd be perfectly happy with a dungeon crawler type of experience, provided Brad and his team do not forget about creating an interesting, living world (see Ultima Underworld) with plenty of choices and consequences in regard to main and secondary quests (Black Isle/Troika totally did that aspect justice).
Black Isle/Troika made some great RPGs in the day, Arcanum and Torment are among my all time favorite games.
I loved Arcanum, and even with its flaws, consider it to be one of the best RPGs ever made. Planescape: Torment definite was a cool game with a good story line, but had too many points in its character system where I felt like a mechanic was too OP not to spend points on. Wisdom giving an xp bonus was just craziness.
Stardock will never succeed to make a good RPG game . Never . They can only make good 4x RTS games , but nothing else .
LOL! I know how you feel. Honestly though, I am really interested to see what they think up for an Elemental RPG, as I think it would be cool if I could walk the streets of one of my own cities
Im fairly certain this ne_zavarj was not being serious at all, or at least, that is how I took it. The normal posters who make these claims in a serious manner tend to not state that they can do anything well. I think this is a veiled suggestion that SD start work on a Sins sequel, though SD was the publisher for Sins and not the developer.
I'm sorry Brad, but you're only as good as your last game. This goes for any business. This is how customers view you. I know I'm never pre-ordering a Stardock game again. And the only reason why I'm not mad about you guys abandoning Elemental: WoM is because i'm getting your next two games for free.
The pressure SHOULD be on for Fallen Enchantress to be good. Everyone should be at Defcon 5 to make this game amazing. If you are all chilling and relaxing like you were with WoM its going to bomb and you'll get raked over the coals for it. Two bad games in a row is a death sentence in this industry. Look at Tony Hawk.
I'm rooting for you guys, but y'all need to start feeling like it's go-time here. Go and do the damn thing.
Also you said making a strategy game in 2011 for PC is some shocking niche thing? Civ 5 made Steam over 21 million dollars last year. In 3 months. Lets get real.
Yes yes, anyone not towing the Stardock line is a troll. You've been the same since you started on this forum and you haven't changed. We get it.
Brad you guys need to quit the woe is us PC game developers line because look at this:
According to the firm, Steam alone had an estimated revenue of $970 million USD in 2010. Its biggest-selling game for the year was Activision's Call of Duty: Black Ops for $98.2 million followed by Call of Duty: Modern Warfare 2 for $39.4 million. Its third largest selling game for the year was Valve's own Left 4 Dead 2 which raked in an impressive $36 million. Steam even took in an estimated $213 million in December alone, probably due to its crazy year-end holiday sale.
"Steam's growth has been remarkable during the year," said FADE director of research and analysis Benjamin Schlichter. "Over 180 titles were estimated reaching over $1 million USD in revenue for the year, painting a very healthy market for developers and publishers, with more room for growth in the future."
Here's the top selling titles on Steam for 2010:
It sounds like you're feeling sorry for yourselves. Stop it. Just freaking go out there and make a GREAT game. Just go. GO
GO GO GO.
edit; You also need to ignore all the kiss asses in this forum and the community because businesses go bankrupt a lot of the time due to Yes-men. You have to go out there with a grudge. You have to take the game you're creating and be like "Listen you son of a bitch, I own you, i'm going to break your face in and make you the best goddamned thing in the world" and the moment some poster is like "Aww Brad you and stardock is the greatest thing ever please give me attention" you slap them away and go "Shut up, i'm busy forging excalibur the freaking GAME."
I like the fact that these forums aren't totally populated by fanbois who shout down critics of the game.
As mentioned, too many yes men is a dangerous thing.
That being said, people should aim to be civil and constructive in their criticisms on both sides.
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