honest question (i know i often sound like an ass but i only want the best for my games and i'm an old time stardock customer who lately lost a lot of hope): then why didn't i feel like elemental had the same treatment civilization 4 had?Derek already works on what he wants. He's effectively in charge of all our games projects, not just FE.
i'm not completely buying this.fFH uses Cic IV as its base and we didn't have the budget to write that right off. It's baby steps.
Brad is chitchatting on RPGCodex? What happened?
i'm not completely buying this.
what couldn't be implemented?
fe already has race specific traits, traits which lock weapons and lock tech brances.
what else would you need?
honest question (i know i often sound like an ass but i only want the best for my games and i'm an old time stardock customer who lately lost a lot of hope): then why didn't i feel like elemental had the same treatment civilization 4 had?
where are the radically different races? where are the countless diverse units? where are the many heroes? reskinning and adding a combat bonus here and there doesn't do much for variety. i know you can do much better than this because i own galciv2: if you pull the extremely poor equipping phase and the dull quests, what's left of fallen enchantress is much, much, MUCH less than galciv2.
i'm not completely buying this.
what couldn't be implemented?
fe already has race specific traits, traits which lock weapons and lock tech brances.
what else would you need?
Brad is chitchatting on RPGCodex? What happened?
Brad is chitchatting on RPGCodex? What happened?
Most likely the perspective of bankruptcy. It makes people want to be closer with their customers.
Civilization IV had Soren Johnson, the best game designer in our industry and Firaxis, owned by Take 2 with gigantic budgets and amazing development talent.
i've been misunderstood, let me rephrase it: "why fallen enchantress hasn't the same degree of difference with elemental which ffh2 has with civ4?". that's what i meant. of couse i saw the evolution from elemental to fe but i wasn't satisfied, i hoped for radically different factions which required totally different approaches to the game.honest question (i know i often sound like an ass but i only want the best for my games and i'm an old time stardock customer who lately lost a lot of hope): then why didn't i feel like elemental had the same treatment civilization 4 had?
Talent. We didn't have a Soren Johnson and Stardock didn't treat its games seriously enough (talking about Elemental: WOM here). For instance, I was listed as the "designer" on that game but I only spent a few months on it. My day job was/is the enterprise stuff we do (work we do for OEMs).
looks like you people didn't even knew what you really wanted. damn, i write longer and more detailed design documents for my imaginary games, i thought a serious and much richer than me company would do better.It wasn't until we brought in Derek that the games unit really had a day to day project manager. My "design" for War of Magic was 5 pages which amounted to Master of Magic with multiplayer and designed units. By the time I started paying attention to it, it had morphed into something very different. At one point, WOM had explorable dungeons (that didn't work) and a first person exploration mode (that didn't work) and in-tile adventures (as in, you could move within a tile and do things). I definitely didn't help since I kept saying "Yea, that sounds cool" and then would leave.
where are the radically different races? where are the countless diverse units? where are the many heroes? reskinning and adding a combat bonus here and there doesn't do much for variety. i know you can do much better than this because i own galciv2: if you pull the extremely poor equipping phase and the dull quests, what's left of fallen enchantress is much, much, MUCH less than galciv2.
not what i meant again. what the hell, i must be some sort of delphi oracle today.This is where the user designed units come into play. Under the covers, game models have "skeletons" which have to be animated. They're extremely expensive to fully realize. Since equipment had to be fit onto these skeletons and work with their animation is cut drastically down on the amount of visual differences.
if i'm supposed to come up with my own flavour units to spice my own games, then the background has done a terrible job.This is where the user designed units come into play.
"from necessity the virtue" as we daigo say.i'm not completely buying this.
what couldn't be implemented?
fe already has race specific traits, traits which lock weapons and lock tech brances.
what else would you need?
To answer that, I'd ask this: Could you make a Civilization IV mod with the FE engine. And of course, you couldn't because there's so much different still.
then i wish you good luck with the future expansions. you're going to need lots of it.Now that the games has Derek, it's getting a lot more resources (financial and manpower) since the projects are being run more like the non-game side. Fallen Enchantress and Sins Rebellion came out this year (both developed internally) and have done very well and Derek oversaw both.
i've been misunderstood, let me rephrase it: "why fallen enchantress hasn't the same degree of difference with elemental which ffh2 has with civ4?". that's what i meant. of couse i saw the evolution from elemental to fe but i wasn't satisfied, i hoped for radically different factions which required totally different approaches to the game.
you chose to show off with the thingies who uses slaves. all right: could you, in all honesty, say that quendars are different from other races as much as "pick 2 random ffh2 races"? that's what i was hoping for, maybe i aimed too high with my expectations because past led me to do so.
not what i meant again. what the hell, i must be some sort of delphi oracle today.
i couldn't care less about graphics and skeletal animations, what i meant was actually "give me races with radically different units". i don't care if they look all the same, i care if they play all the same.
if i'm supposed to come up with my own flavour units to spice my own games, then the background has done a terrible job.
and yes, i long for the day somebody'll ask me "could have you done a better job?", as an amateur writer i'm *that* arrogant.
then i wish you good luck with the future expansions. you're going to need lots of it.
http://www.gamesindustry.biz/articles/2012-05-16-soren-johnson-why-ive-left-ea-for-zyngaCivilization IV had Soren Johnson, the best game designer in our industry and Firaxis, owned by Take 2 with gigantic budgets and amazing development talent.
Someone may be looking for a job soon...
1. Hire Soren.
2. Snatch MoO licence.
3. Remake MoO2 with fancy graphics and minor changes to its mechanics.
4. Call it MoO 4.
5. Profit!
6. Let Soren design next MoO.
7. Profit!
8. Repeat 6. and 7. until Soren has had enough, then let him make whatever game he wants.
I've always appreciated Stardock games, but they have all felt "soulless" to me. They always lack a certain quality MoO 2, MoM and Civ 4 had, that made them more than spreadsheets with graphics. It's a very subjective and not easily quantifiable quality. Maybe it comes down to a overarching vision of a single great designer?
Speaking of great designers, I see that talentless hack Jon Shafer works on Elemental. Why the fuck would you give the lead designer of Civ V chance to butcher another game? He's Jay Wilson of 4X games, FFS!
i felt they more like "same as others but with a trick on top" than the ffh2 scale of difference. of couse your races are much better than civ4's (the 5 is a bad joke, not a game), yet given the premises of stardock + kael i was expecting more from a fantasy game.Then I don't know how to answer that. They seem to play pretty dramatically different, at least, for a 4X game. One race collects population by enslaving those that fall in battle. Another race gains its units from the shards. Another race can conjure outposts. Another race can train its own champions. Another race gains units via bribing them in battle. That seems pretty distinct to me.
not knowing what programming is, and not having money for expensive books and courses, that's stopping me.What's stopping you? I mean that seriously. Why haven't you made a game? That's how I got started.
can't wait for a "complete" edition then ^^ for now, i'm not that enthusiastic.If all our expansions do as well as FE, the fantasy games are in good shape. I think FE crossed the 100k threshold during the holidays. The map pack (the DLC) did like 20,000 units over the holidays. And if we counted the free copies of FE, you'd have about 200k. Contrary to what some people claim, the PC game market is experiencing something of a boom right now.
FE is pretty dramatically different from Elemental: WOM. And the first major expansion for FE is already pretty different from FE. Once you have the engine nailed down, you can do some pretty dramatic things. Warlock, after all, uses the Elven Legacy engine.
i felt they more like "same as others but with a trick on top" than the ffh2 scale of difference. of couse your races are much better than civ4's (the 5 is a bad joke, not a game), yet given the premises of stardock + kael i was expecting more from a fantasy game.
i admit i didn't try all the races, the game wasn't mine, i had to give it back but those i tried left me with that feeling of underused, underdeveloped.
not knowing what programming is and not having money for expensive books and courses, that's stopping me.What's stopping you? I mean that seriously. Why haven't you made a game? That's how I got started.
hey, i'm a crippled ex-athlete, i'm not supposed to be doing smart things, being able to almost barely speak two languages is quote a feat already u_u
can't wait for a "complete" edition then ^^ for now, i'm not that enthusiastic.
AFAIK Sid hangs back these days and acts like an advisor (I may be wrong, but Jake Solomon said as much IIRC). Take 2 gave them more than 3 years to develop the game. And it's not like they had to start from scratch. 4X games don't exactly "age" like FPS games.Speaking of great designers, I see that talentless hack Jon Shafer works on Elemental. Why the fuck would you give the lead designer of Civ V chance to butcher another game? He's Jay Wilson of 4X games, FFS!
That's really not fair to Jon. One of the problem with forums is that there are a lot of assumptions that get treated as fact, especially if repeated a lot. If you don't like Civ V, talk to Take 2. Don't blame Jon. When Elemental sucked, I took the heat for it -- deservedly because it's my company and I am the theoretical lead designer. Yet, with Civ V, people yell at Jon and not at say Sid Meier or the Take 2 CEO (does anyone know, off hand, who the Take 2 CEO is?). There is a tendency to want to personalize everything in gaming that really just doesn't make sense. If you have to personalize, blame the guy at the top.
While we're on the subject:
Why is making a 2D strategy game so verboten? It seems like much of the problems you experience in making an MoM clone that isn't a) ugly or b) soul-less are down to the cost of doing 3D tech well. Is there some compelling reason for doing 3D modeling with all its attendant problems (like the skeleton issue you mentioned), instead of a painted 2D look like Age of Wonders (1)?
While I understand in the AAA space the market expects great things, a lot of these indy projects that do strategy and RPG games are basically producing sub-standard 3D looks that could be done much more cheaply (and prettily) with 2D assets. The expectation isn't for great 3D, so why use 3D at all? I'm guessing your answer is going to be "well, that's the engine available to us", but I can't help but wonder what has changed when you had 2D engines of yester-year coded in the span of a year by teams consisting of 1-3 people.
i want to know more about this.When we did Elemental, me (the suit) told the show runner (at SD, we call them project managers or producers) "I want Master of Magic with multiplayer and oh, that ship design thing in GalCiv? Put that in too." and then left for 2 years to work on Impulse. That one directive (player designed units) was the single most expensive and in hindsight, bad, decision that the team got saddled with and had to design around. The difference is that in the case of Elemental, the suit (me) took the blame (which I deserved) because that's my job. It's my company.
I thought it was Firaxis "tradition" that the lead designer writes the AI? I know Soren wrote the AI in Civ 4. While the AI in Civ 4 wasn't spectacular, it was good enough. It was just competent enough for an average player on Prince and huge bonuses on Deity made it challenging for experts.The thing is, the designer normally doesn't write the AI. So if you don't like the AI in Civ V, that's not Jon's doing. Now, you could fault Jon for designing Civ V in a way that made it harder to write better AI for.
I thought it was Firaxis "tradition" that the lead designer writes the AI? I know Soren wrote the AI in Civ 4. While the AI in Civ 4 wasn't spectacular, it was good enough. It was just competent enough for an average player on Prince and huge bonuses on Deity made it challenging for experts.The thing is, the designer normally doesn't write the AI. So if you don't like the AI in Civ V, that's not Jon's doing. Now, you could fault Jon for designing Civ V in a way that made it harder to write better AI for.
Speaking of AI, your games have always had good AI, but I feel you sacrificed too much to make it "easier" on the CPU. Do you think it was a good trade-off?
While you're here, I might as well ask. Would you be interested in doing an interview for our sister site, Tacticular Cancer (they are the strategy side of the Codex and I think this is technically their subforum)? They are trying to liven things up a bit with more content. Maybe in a few months, when you're ready to talk about the new expansion? Think about it, you might get your own MCA troll