(this is going to be long…but here we near the climax of the story of the making of Fallen Enchantress).
In the beginning…
So as some of you know, my day job is President/CEO of Stardock. I founded the company when I was in college to help pay for school – until I could get a “real” job. Not surprisingly, I was unable to find a real job and so, I’ve been “stuck” here for the last 20 years. I’ve even put my resume on that fancy paper. You know, the textured kind? No luck. So here I am.
When we first got into the Windows market, the games part of our business was largely a hobby. Something we did for fun. Even today, it’s the enterprise and consumer software I rely on to pay Stardock’s bills. This has allowed us to try some interesting things such as create a very liberal return policy (at the time) that centered around the Gamers Bill of Rights (i.e. if we make something you find buggy that you bought from us, you can return it for a full refund). Nowadays, most of what’s in the GBOR is taken for granted (reasonable return policies, no CD copy protection, etc.).
As an industry, we’ve come a long way. I think the general improvement to the quality of PC games combined with the much much better customer service gamers get is one of the reasons the PC game industry is growing so well again (and yes, I read Internet forums too, don’t let the angry, gullible, or entitled fool you, a PC gamer in 2012 is vastly better off than a PC gamer in 2002 in terms of buying a game, downloading it and having it work and not being hassled with obnoxious copy protection schemes).
In short, it’s a great time to be in the PC game industry.
Beyond War of Magic
We took a bruising for the state of War of Magic was released in. And we deserved it. Ultimately, my job is to make sure the stuff we make is really good and in that case, I failed. On the other hand, a lot of good came from it. Today, we make much much better games.
Why Fallen Enchantress is being “given away” to War of Magic early adopters
Giving away Fallen Enchantress to early adopters of War of Magic is a no-brainer. First, it lets them know that our deeds match our words. It’s easy to say customer friendly things. It’s another thing to spend millions of dollars to back those words up.
Putting the principle of the matter aside, it’s still good business. The people who bought WOM early on and were disappointed can see that we didn’t forget about them. Repeat customer are the life blood of businesses. Making our WOM customers know that we stand by our words just makes good business sense.
Our “crunch” time
Our crunch times these days doesn’t mean working weekends or crazy hours. After War of Magic, we made it company policy that crunch times like that would be forbidden. If it looks like we’re going to “come in hot” then just move the date. Don’t debate it, just move the date. We did that with Sins of a Solar Empire: Rebellion and we did it with Fallen Enchantress. Even now, I can’t promise you a specific release date. I’ll wait for Thursday’s build, talk to the QA team, get together with Derek and others and pick a date.
Such a luxury in release flexibility would have been impossible for us just two years ago. Thank goodness for digital distribution.
Flight of the Indies
In the “old” days, there were lots of guys like me. We weren’t called “CEOs” back then. We were called game developers. Eventually, most of these companies either got bought up, disappeared or became work-for-hire studios. It’s a brutal business to be in. I’m not sure how many >50 employee, independent, self-funded game development studios are left (feel free in the comments section to list as many as you can think of). The result is that we tend to mostly see games that are either huge ($10+ million budgets) or tiny (<$1 million budget). We’re hoping that if Fallen Enchantress is successful that it will help validate that there is a market for so-called “niche” games of significant budget. It’s one of the reasons we’ve spent so much time making sure we get FE right.
Beyond Fallen Enchantress
Fallen Enchantress paves the way for a lot of exciting and interesting expansions or sequels. I do hope it does well enough to justify a third game in the Elemental universe (not counting expansions). It’s a rich world that, thanks to you guys, we’ve been able to develop and mature over the last couple of years into something really special.
The people who helped make Fallen Enchantress
For a modern PC game, Fallen Enchantress has a remarkably small team. My personal role on the game has been lead developer and AI programmer. It’s the first time since the OS/2 days that I’ve been the “lead” developer on anything. We’ll write up a “post mortem” like we did with Galactic Civilizations II. But broadly speaking, a few developers, a few artists, Derek, Jon, Toby and a few others are the team that made this game.
Here is a sampling of pictures of the team in action:
Derek “Kael” with Bailey. Derek is the lead designer and Project Manager (Producer)
Jon Shafer with his parrot. Jon Shafer designed and implemented the Fallen Enchantress campaign while working on another, unannounced game
Kay (with Jon’s parrot) did all the game icons (like spell icons) and many of the higher quality monster textures
Love all that cool art painting in FE, Leo. Is. The. Man.
Scott (Boogiebac) is our mad scientist, he does…a little bit of everything.
Sarah is my executive planner and keeps me on track between the many different projects going on around here
Akil manages the art team. He modeled a lot of the monsters and generally makes sure things are getting done.
Paul (Mormegil) makes the map stamps and is our UI wizard along with a thousand other tasks
Emily helps ensure we get our paychecks!
Marketing meeting, Angie, Derek, Skittles, Sarah, Nakor, Brian (Yarlen), and Chris making plans
Toby is the Associate Producer, he is the one who helps Derek with UI design, balance tweaking, and produced the tutorials
Sarah is our go-to person on game system implementation (i.e. implementing new features to the game engine)
Jesse, by contrast, is the 3D engine guru. At a normal PC game company, there’d be a 3D engine team. At Stardock, Jesse IS that team.
Jonny & Ari handle graphics engine work and animation rigging respectively. Ari’s the one who made those cool Mite animations.
Kim, our controller, is the one who makes sure I don’t spend all the money on candy.
Cari (Elf) is Stardock’s senior game developer (lead developer of Galactic Civilizations II).
Alan is our up and coming engine architect
Kay making icons
Charles is the go-to guy for integrating XML and the game code along with a million other things.
Of course, this is only a partial list, the credits video is shown at the end of the game which includes our valiant QA team, the support team and other team members who ducked out when they say me coming around with the camera.
…and now back to work.
Again, I have no idea who you are or how much money you've spent on what or for how long. But naw, I'm not a "representation" of the company. I'm just a random artist who gets mad when people are rude to her colleagues
Lord Xia, your bluntness cracks me up
Oh yea.
And I'll add that FE isn't released yet. There's still a lot of polish, balance, and fixing going on to make it better. The Thursday build (tomorrow) is significantly faster, smoother and, imo, much better balanced. Also, it incorporates pioneer improvements into the city build list (so you can't have to hunt and peck around to see if there's things to upgrade).
The AI is much MUCH better too if I may say so myself.
That sounds pretty good. I have been really enjoying the latest build. Well done, I look forward to the next.
Thanks for sharing this ! Loved it !
I still have doubts. If Brad hasn't been able to get a proper job all these years how can I trust him to lead this game to greatness? And what if everyone else at Stardock is a jobless hippie as well? I mean I'm getting a strong Jefferson Airplane vibe from this game.
Because you're an evil capitalist. Duh.
I think I am rather a good customer, since with games like heroes 4 and civ 5, after initially trying the game and figuring out it was nothing like I imagined since it was vastly different, I wipe my mind blank (oh I'm too good at that ) and look at the game from a new perspective, heroes 4 was an old game, but an interesting idea, and lots of fun came from the ideas. The same with civ 5, new perspective, if nothing else I always enjoy new ideas.
The same goes for Elemental, alot of fantastic ideas here, love how many of the monsters seems "self made", instead of the same skeletons, zombies, orcs, and elves you see in every other fantasy game, here you have Shrills (Big insect elementals which hurl thunderbolts!) and other stuff, really enjoy seeing some new monsters, although I miss just a few of the common monsters, Meaby its force of habit to want zombies... ZOMBIES!
I still enjoy every time I spend on elemental, and really enjoyed putting time into suggestions, and hope SD likes it and looks at it and all that.
Sincerely~ Kongdej
Sweet beans, this is a great game. I'm particularly fond of the art... its great.
Touche.
I could write a whole blog on this but to make a long story short:
Stardock is somewhat of a unique company. It is owned, 100% by me. This makes it a bit odd because what we do does not have to follow any established business guidelines.
A friend of mine commented to me that when you tour Stardock, we have a pretty diverse team. I suspect most companies would do a bunch of PR on that. But for us, it's just about who makes the coolest stuff. If we have a higher (vastly higher) level of diversity, it's probably just due to our physical location in Michigan.
Of course, as you can see in the pics, we also do things how differently (such as allowing pets at the office). I've seen some articles that have misrepresented what we do. When a former employee wrote an email complaining (to use the actual context) that I needed to be more professional -- and what they really meant, imo, is that Stardock needed to "grow up and be more professional" I told her to pound sand (the media has represented this as something ridiculously different than reality).
The point being, we talk directly to you guys. There is no "Stardock Rep" on our forums. You interact, good or bad, directly with us. And I think, in the bigger scheme of things, it ends up allowing us to make a lot cooler stuff.
Never
grow
up.
=]
I'm very disappointed with the latest update as it did nothing to address the elephant in the room, aka farms.
As Fallen Enchantress is a pay2win game I am seriously upset with the lack of farming content. It would be ideal if we could incorporate gameplay involving various aspects of farm management such as plowing land, planting, growing and harvesting crops, harvesting trees and bushes, and raising livestock. For example the player begins with an empty farm and a fixed starting amount of "farm coins", a new resource in the game. Players also earn XP (experience points) for performing certain actions in the game such as plowing land or buying items. At certain XP benchmarks, the player's level rises. As the player obtains more items and progresses through levels, crops and animals become available to them via the "market" where items can be purchased using either farm coins or "farm cash". Farm cash is earned by leveling up or completing offers, or purchased for real money.
I think I speak for everyone when I say I will pay $10 more for pony-related downloadable content.
Are you playing the same game as we are?
Ah humour ... sniffle~~
I would go further and state it needs to be a farm first person shooter a la Redneck Rampage.
LOL, had forgotten about that game.
Frogboy,
Thanks for allowing me to be a part of the beta. It has been fun watching the progression of this game. I can only imagine the great feeling you get after developing a game like this. I hope this game becomes very successful so that it will spawn more versions of this game. As for programming games as a default job, it could be worst
Keep up the good work
Well with the arrival of the OUYA next year, that could change.
Voted good, waiting expectantly for it to edge to excellent.
Thanks for letting me participate in this beta. It has been as interesting as actually playing the game. Any comments I would have are represented in better description than I could manage. If you get multiplayer working, I fear my DnD playing family members are going to gang together to thrash me. The fact that I find myself pushing them on to that challenge is the best feedback I can offer you, people talking other people into buying the game.
And I dearly love your management style. Best of luck with that. Although my cats would hate office life, no team spirit or loyalty.
Did Zebrafox's parrot work on Civ 5?
I couldn't resist.
I’m not sure how many >50 employee, independent, self-funded game development studios are left (feel free in the comments section to list as many as you can think of).
I'd say that there's comperable in Mojang(Minecraft), the FTL guys and with Kickstarter Obsidian, inExile and Stoic are attempting to bring back the 'art house' model.
I'm not sure if Kerberos is self-funded but I put them in the same 'tier' as Stardock, along with the in-house Paradox team. Even if Paradox dev house has bloomed in size recently.
For awhile it was pretty much just Stardock and a much smaller Paradox but the market is really opening up.
It's a good time to be a PC gamer!
Additionally - I put a few hours into FE. Lookn' good. Keep up the work.
Does that mean there's a build coming out today? Or just an internal build?
/drool
The new patch is already out.
It is coming along very well!
Thank you.
Cheers!
Awesome!!
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