It was going faster…and faster…and faster…
Stardock, a company that by mid 2010 only had a total of around 60 employees ran Impulse, had multiple games in the pipeline, was the leading licensor to OEMs of desktop enhancements (We made the DellDock for Dell and then HP asked us to make a competitor to the DellDock which we delivered in the form of Fences for HP and then licensed MyColors to both of them as well as to many others) along with many other projects in the pipeline.
How did we do it? The answer, we stretched ourselves extremely thin. We had a really well oiled development machine and our key people were no longer dedicated to anything in particular but rather oversaw several projects.
Because our turn-over rate is basically zilch, our people had/have become extremely good. If you’ve ever read the The Tipping Point, then you can picture the level of productivity we get in our areas of expertise.
By Summer of 2010, I was ostensibly the designer and AI coder for Elemental: War of Magic and had just taken over the job of producer when the game’s producer needed to take time off for the birth of their daughter. On top of that, some unforeseen issues arose in marketing so that the last month of the game’s development found me taking over all the marketing work as well. The result, was a the release of War of Magic which was a wake up call to us.
After that game, we took a look how how we were running the company. The company’s phenomenal output had made the company very profitable but nothing was getting the kind of personalized attention it used to get. It was a moment to rethink what we wanted to do with ourselves.
So, we sold Impulse to GameStop, brought the game developers who were on Impulse back to the games unit and had them take over Elemental. We were fortunate to be able to bring on board Derek Paxton to run the games unit (he’s now Vice President of Stardock Entertainment). We brought Jon Shafer in to design/lead one project and hired Chris Bray (formerly of Red Storm Entertainment) to lead Sins of a Solar Empire: Rebellion.
In addition, retail ceased to be a consideration for release dates. Only quality. When the game was deemed unequivocally excellent, only then would we start thinking of release dates. Then, we would use the additional time to polish polish polish.
Mind you, we always have tried to make sure our games were excellent. The difference, however, was that they had specific release dates because we had to sign contracts with retailers many months in advance. So, for instance, we knew Galactic Civilizations II would come out in February 2006 -- a full year before it was done. We just managed our project in such a way to have enough time to make it as good as we could make it in that time frame.
But with Sins of a Solar Empire: Rebellion, the concept of a set release date was tossed out. instead, only when the game was deemed by the team to be “awesome” would we evaluate it and come up with a release date. How this works out, from a profitability stand-point remains to be seen.
We’ve never released anything nearly as polished as Rebellion. Since Stardock and Ironclad developed Rebellion as a unified team (gotta love the Internet and VPNs), the undefined release dates meant a lot of flexibility in making sure both teams had time to do what they thought was needed. We’re really pleased with the results.
Bravo!
I for one, am happy with the result!
I will pick up this game soon. Rather concerned with my old turd of a computer but I will get this game.
That's the Brad Wardell who brought me to Joe User to begin with. Missed you.
Referring, of course, to the innovative ways you repeatedly say, "Screw you, industry standards - we're going to do things the RIGHT way instead!"
This sets a tone for more accurate answers to the age old question, "When will your game be released?" No more vague dates:
1. When it is finished.
2. When we run out of money.
3. In ten years when the game is nigh irrelevant.
4. In ten years and it will be in 3 parts that each cost the full price of a new game.
5. A new version will be released every year, featuring incremental improvements.
6. Tomorrow, but we will be patching for the next year.
7. Who the hell cares? I just want my money.
It would save me so much time if devs just answered like this instead of with vague dates in the future.
tagging for later - thx for the post!
How come I've never heard of this Chris guy then? Does he post?
and WHY did he BREAK the galaxyforge map reading?
before rebellion 1.02 rebellion would read in any maps in the galaxyforge folder weather mapversion 3 OR mapversion 4, but in 1.02 it still tries to readin the maps BUT crashes during the read if it is NOT a correctly structured mapversion 4 map even if it is a correctly structured mapversion 3 map.
harpo
Chris started about 6 months ago. I don't believe he's posted on the forums before, but I could be wrong.
- Jon
Hi Jon! What are you working on?
he posts under cbray IIRC.
If I was Chris, I'd be hiding from a lot of the people on the forum too.
Excellent job too sir. I really think despite all the astounding mechanics dissections and balance discussions by veterans that most people have no idea how hard it is to craft a diverse monster like Sins/Rebellion from nothing to coherent substance.
Perfect? No...and nothing is. Incredible? Yes.
I may even buy it someday when it's in a bargain bin or a steam sale...
We obviously need to pressure you more...you want it now--really--now!
I am HOPING the GF issues might be because they haven't completely abandoned the idea of TRIGGERS...not to mention MAP SHARING.
That would really go well in our Christmas stockings.
With rebellion I'm seeing a breakdown in the efficacy of statistical analysis when applied to game design.
Its not the developers fault per say, its just that their focus was bogged down to remember that they are artists creating something, and that they should grow the core concepts, instead of adding clashing content. Yet an excuse, no matter how pretty still is just that.
BTW, I'm surprised that I was able to determine that there was in fact a major team change (The team lead) without reading any info on the subject.
I'm very glad to read this good post by frogboy. I'll be patient with you devs, just as long as you deliver. Don't be lame like the other companies and use an intentional content delay system as a carrot on a stick, or you will lose many people(including me, 100%).
Heres a small pat on the back for myself that nobody will really know what i'm talking about (because i'm too lazy to look for it lol!).
Something awesome.
Well then, there you go.
Chris Bray: http://www.youtube.com/watch?v=-Cy3mTk0srw
he kept wanting to add in Kinect support to Sins, that joker (I'm kidding of course)
Chris is a great guy, and another fellow Spartan!
After seeing that video I am wanting Kinect support for Rebellion.
I'm wondering how nervous he was doing a presentation and using Kinect. Bet he practiced before that presentation.
Really nice job.
I was that close to catching you off-guard!
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