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Explaining what Elemental is to people

Explaining what Elemental is to people

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During the past couple weeks of heavy *playing* Elemental (as opposed to just coding) I’ve come to the conclusion that Elemental is very different than any strategy game I’ve played before.  It’s different in a very very good way. But that is going to be a challenge for “marketing”.

The Technical Game play Difference

In my view, Elemental is simply the natural evolution of PC strategy gaming IF PC games were being made explicitly for the PC still as opposed to cross platform.  Nearly every new title that comes out these days either is made to be cross platform (i.e. for consoles) or it’s using a licensed engine (that is cross platform).

Being a PC-exclusive game with a PC-exclusive engine means that we can assume that we have at least 1 gigabyte of memory to play with  (the Xbox 360 tops out at 512MB and it has to share that with video textures). 

So for this discussion, toss out the debates on the latest video cards versus what’s on a console and all that. Let’s consider the ramifications of having a gigabyte of memory to play with.  What does that mean in terms of GAME PLAY?

  1. It means that I can have lots of unique looking units. This matters because the player, at a glance, can distinguish one unit from another.
  2. It means I can upgrade units in game and have them visually look different. This matters again because, players need to be able to see that this unit is different from that unit without having to click on something.
  3. It means you can have a much wider range of creatures in the game.  Think about that for a moment. Consider any recent games you’ve played. How many different types of creatures were there in it? Even in an RPG. How many?  Not many right? That’s because it requires a lot of memory to juggle lots of different creatures. 
  4. It means you can have a lot of different types of buildings that are visually different.  How many times in recent years have you played an RPG and entered a building or dungeon that was identical in nearly every way to every other dungeon or Inn or whatever? Why was that? Were they lazy? Was it budget? No. That’s not the question. The question was, was that game ALSO available for a console? Yes. It was memory.

BTW, none of this should be considered console bashing. I love my Xbox 360. It’s wonderful for many types of games. But you could not make Elemental for it. Even if you had a $20 million budget you couldn’t make Elemental for the console. It’s not technically possible on the current generation of consoles. 

If I made a game that required a touch screen, that wouldn’t make the iPad a better gaming platform than the console or PC. It just means that particularly game really needed a touch screen.  Elemental requires a PC because of its inherent design. That might change some day but not right now.

The effect on strategy games

In every 4X game I’ve played, the start is pretty much the same. You start building cities/colonies/whatever, harvest resources, build stuff, then exterminate stuff to get more resources and repeat as you explore and expand out. (4X).

Elemental is a fantasy strategy game. In it, you’re in that D&D world you and your friends used to play in. You’re in the land of the Elder Scrolls. You’re playing in Britania, Middle Earth, etc.  But with ONE big difference: You’re not an adventurer anymore.  You’re the King (or queen).  Your attitude towards adventurers (who are IN Elemental btw) may change forever once you see them accidentally unleash a greater demon to rampage across the land.

Now, as a hook (the marketing guys love “hooks”), this is cool but it’s meaningless without players feeling like they’re playing in an RPG world. An RPG world is not simply generic strategy game X with magical units. It should feel like a fantasy RPG world.

At the start of Elemental, like the start of any great RPG (imo) it’s about YOU. Not some abstract kingdom but you are in the game. Beta testers know this.  What beta testers haven’t got to see yet is the importance of recruiting, especially early on, people (i.e. individuals) who have their own backgrounds and histories and most importantly, skills.

Similarly, players have quests they can go on, can get married, have children, arrange marriages, etc.  Now, in an RPG, this is not unheard of.  In Fable, my character got married, had children.  The difference here is that these children will grow up and be able to lead armies or go on adventures on their own.

NOT innovation, just the logical evolution of strategy games

Being able to have a rich fantasy kingdom (or empire) with interesting unique characters, armies, dragons, economics, diplomacy, quests, etc. isn’t some “new” idea. This is where PC strategy games were already heading to or would have if “cross platform” design hadn’t started coming into play.

Starting in Beta 2, beta testers will begin to help us mold the game towards its public release and then, over the next year, two, or three, let is continue to evolve as new concepts and ideas are considered.

251,683 views 152 replies
Reply #51 Top

I love the idea but I can see it taking up a lot of programming time - and processing if they each have their own AI.

I'm trying to think of a simple way to code it in without using much of either.

 

Lairs

You'd have lairs, map locations. The creatures live there. You assign it a population value P and a growth rate G. Then for each different type of creature you assign a 'strength' value S. For scary beasts like trolls it would be relatively high, for something weak and unscary like goblins it'd be low. Based around the locations, each lair generates a radius which is a function of P*S. How long this equates to in the game distance unit is totally flexible, and could possibly scale with the map's lairs/(unitdistance^2).

So lair properties:

population value P
growth rate G
strength value S
f(lair radius) = P*S 

We can also assume that the creatures populating these are tantamount to insects in intelligence and will act fairly predictably and stupidly. 

Having lairs interact with each other

When two different lair radii intersect, for each turn they intersect there's a %chance that there'll be a comparison of the P*S values, and it will cause a 'war' which lasts a random small number of turns between the two lairs, subtracting from the population of each using a fixed proportion of the radius value of each, say something like 20%. The player would be able to witness the lair's status changing and the population hanging around a certain level but rising and falling.  This could easily be made more complex, but the point is that lairs should limit each others' growth by killing each other, creating a sort of ecosystem.

The generation of fresh lairs can be based on the absence of these radii and multiplied by the presence of city/lair ruins. Kinda like barbarians in Civ4.

Having lairs interact with the player 

When a lair radius intersects a player's city [or city radius?] there can be a %chance each turn that it will generate a 'lair-city' random event. This would probably involve a dialogue and an opportunity to employ the military or adventurers. The random events can be nicely varied, but would have the same general idea - you want an incentive to go kill these things because they'll grow to hurt you. Like a roach infestation. 

Peasants in [cityname] are complaining about raids and kidnappings from the nearby [lair adjective determined by P] [creaturename] lair. What would you have done?
- We will seek out and destroy these foul miscreants [makes quest - destroy some% of P in lair]
- We will build better defences [makes quest - build walls or build watchtower] 
- Ignore them [-happiness]

As well as random events the lairs could spawn roaming creatures like barbarian cities in Civ4.

Having the AI understand

These lairs could be assigned a threat value which is S*(P*[(1+G)^X]) where X is the number of turns we want the AI to look forward, which could be used to change the AI's attitude to lair conquest. Protective AI, non-militaristic would have a high X - wanting to make the effort kill lairs early. 

Reply #52 Top

To further the "Living World" thought it seems prudent to mention that unlike a DM's D&D session, a PC game has many constraints that have to be applied, before, the adventurers, SoV and gang, actually show up.

I too have DM'd in my day, and have always felt a bit sad when playing games that could/would be so much better "if" the program had some random inherent logistics algorithm running to provide the creatures in the world with real lives, so to speak...

Sadly, that level of deterministic logic, would surely be difficult to implement, properly, due to said constraints.

I am not arguing that it cannot be done, just that to make it a true "living state" for the creatures we want to have lives of their own, would require a vast set of possible "actions" with a related vast set of "consequences".

As a DM, the ability to be instantly flexible based on what transpires, just before, during, and or, right after, any single event, seems iffy given within any games that is inherently limited, due to available inputted possibilities, to be as fluent.

A crazy example of how something unexpected may occur.

You watch a band of Trolls outside your village. Reports are as noted above, they obviously are seeking Food. AS a benevolent ruler you send out troops with Food, using a signal that even a Troll would understand as a non-hostile act.

When the troop arrives with the Food, a young troll, wanting to be playful, runs up and knocks down a Soldier, with some vigor. The man standing next to him reacts and kills the young Troll, it was a reflex action.

Now what? Does anyone in your troops speak Troll? Is the young Troll an Orphan, or the Leaders first born? etc etc. Infinite possibilities.

As a DM, you get to choose the scenario that will either grieve your party, for being so stupid (reflex or not), or save them from being wiped out, as they were on a mission of mercy, by having someone make a saving gesture, or whatever.

A game does not always allow for such flexibility, as outcomes from random actions have to be available for selection prior to most events actual occurrence.

So yes, a "living world" indeed. But one has to also realize the limitations when dealing with written code. Or mod them in, after the fact.

Reply #53 Top

Quoting Raven, reply 34



Quoting Denryu,
reply 29
And at 46 years old, it takes something to keep me up til 2:00 a.m., let alone not realizing how late it is...



Wow..you know Den, from your posts I always thought you were younger then that. I knew you were an adult and had some experience and everything, I just didn't think you were that old. Freakin old farts...geez. hehe J/K brother Awesome games list as well. You named off some of my All Time Favs too.

Heh yeah I am dang near decrepit x_x . I am pretty immature (or young at heart if you'd rather) and even when I am talking to people on the phone with my job people always think I am in my late 20s or early 30s. Anyhoo - just really loving the level of involvement SD is giving us fans in the development of this game - truly awesome and eye-opening experience.

Reply #54 Top

Quoting HuaynaCapac, reply 51
I love the idea but I can see it taking up a lot of programming time - and processing if they each have their own AI.

I'm trying to think of a simple way to code it in without using much of either.

...

 

I don't think that, for most monsters, it needs to be overly complex.  Just simple, obvious behavior beyond "I show up.  I kill your stuff until you kill me."  

It was always jarring to me when playing Civ4 that the wolves chasing my warrior never attacked the bear that was also chasing my warrior.  Starving wolves aren't picky, but they would never attack one another.  Similarly, when the barbarians showed up at my shores and I kicked the snot out of them, they just tried again.  And again.  And again.  Don't you think eventually they'd go somewhere else?  Or they'd ask to join me?  Or something?  Something different?  You're telling me that humans capable of building themselves ships and finding metallic weapons couldn't see my massive army and advanced civilization and realize "Hey, maybe would should go somewhere else.  Or even better, join them!"

I have no issue with "I kill everything in sight" creatures roaming the land.  But not EVERY non human, especially in a fantasy setting, should be roaming the land looking to kill everything in sight.  

If Elemental Trolls are, by lore, aggressive beyond reason, but also lazy, then I'd expect them to wander the countryside randomly attacking things with no apparent motivation.  However, if they form tribes and have some form of hierarchy, then their behavior should reflect that they're not random killing machines, but a creature within a society with motivations all their own.  Those motivations may just be eat, breed, and be left alone until powerful enough to attack, but they should be evident.  Trolls that will ignore the player as long as left alone until they have a reasonable chance of winning.  

At that point you're reacting to the world and its reacting to you.  How long do you dare ignore that troll village on the border of your kingdom?  Do you take the time to gather the forces to erradicate it now, or do you wait and deal with them when you're more developed.  Should you hire that band of bargain adventurers to try and kill them for you, knowing that if they fail the trolls will be angry and may attack a settlement or a trade route? 

It would be a wonderful experience if, instead of just planning for and being surprised by the behavior of other empires/sovereigns, the player had to deal with an untamed world that responded to their presence based on its own goals.

 

Reply #55 Top

Quoting Demiansky, reply 5
I think what's critical to making the game feel alive from the beginning is to make a world that persists, grows, and evolves irrelevant of whether the player is in the game or not.  At the beginning, the player should only feel as though they can make a very small difference in the world and as they grow more powerful, find themselves acting upon smaller forces in weightier ways.

 So what do I think this living world will need?  Well, first off the current prestige/population system is completely dead.  I think you need to see the remnant survivors of civilizations scattered throughout the landscape searching for food, battling monsters for their lives, and in general eeking out a living.  Right now, they are a complete, lifeless abstraction.  If I recall, Brad mentioned that there will be upwards of 64 opponents.  If this is the case, fill up all of those slots early game with remnant bands.  

 Essentially, make them the equivalent of a neutral monster band with a rudimentary AI.  Getting people to come to your city would be a matter of confronting these bands of survivors and coaxing them, bribing them, or conquering them...

 Also, to make a living world means to give all of those monsters and dungeons a purpose....

Right now, I've seen Brad talk a whole lot about making a living world, but so far I really just haven't seen any description of how he will do it.  We'll see.

I agree with Demiansky completely.

Quoting Sir_Linque, reply 6
During Beta 1 the game hasn't felt remotely like what you described there. You're putting a lot of expectations to Beta 2 now.

The concept is spot on though, the game you describe in this post sounds wonderful. In the betas so far however it has felt exactly like the 'generic build cities and grow an empire' game you described. Fingers crossed.

Sir Linque, this is so well said.   It does not matter Brad has warned many times that the beta aren't fun;  I can't see the OP direction from the forum so far either (unless he is saving the best for the last?).     Yes, the "get married, have children, arrange marriages" have the potential to make it more RPGish, but I am not so motivated from the mechanism  we have know so far.

Aside from the living world idea, other mechanisms are needed to make it feel like RPGish. 

There are games that I don't want to play the Sov from day  1.  I should not be forced to establish a city every time I play.  It should be an option that I strive for.

I may want to be an adventurer that wander around.   If I wanders into a city, I can buy an army, equipment, do quests, trade, or talk to NPCs.   I should be able to choose to pledge my royalty to a Sov, if I want.  I can marry their prince & princess if I want; so I one day can inherit the throne.    Before that, I can be a powerful warlord that my King/Queen/Sov tolerate the times I ignore their order/requests.

While I knew the game is designed to have Essence front and central, I really think the game will be much more fun if the ability to use Essence is not tied into the player character.   It should be transferable, e.g. by the "One Ring".  Or maybe there can be a spell that grants one's essence wielding ability from one to another, or etc etc.    As a player controlled hero, it will be fun and RPGish to find ways to cast Essence spells, by striving for that ring.   There should be some mechanism to Hero -> Sov, and vice versa.   This struggle alone can be very RPGish.   If you are the Sov in day 1, it does not feel RPGish.

There should be times that when I start the game, my hero do not have the ability to wield essence.   Yet, he will try his own way to simply survive, or make a better world.   Maybe I am asking too much & is so different from the OP, I don’t know; but I hope you agree and Brad found it reasonable to implement most  of it.

(The suggestions I've made above is a remix of ideas I've posted at the idea sub-forum; feel free to suggest your own!) 

Again, I like what Brad & co. is doing to the game & forum.  The goal in OP is admirable, let's find a way to get there.

Reply #56 Top

I too have always been excited by the goals of this project. To be honest, I'm a little disappointed by what we accomplished in beta 1. The only thing that I have seen that I really like alot, that really brings something new to fantasy 4x, is the unit designer, and that was conceived before beta 1. All that was accomplished in beta 1 was a whole lot of bug fixing that will probably largely be thrown out by beta 2. The purpose of beta one, as I understood it, was to play with the game mechanics without having to make assets. I hear it's not supposed to be fun, but why not? Why leave this phase without a fun game? As Frogboy knows well, good graphics do not make fun!

So far, I see two big problems. The whole 'tech tree' 'tech research' thing is extremely run-of-the-mill. I can forgive that such a thing is really out of place in a fantasy game, but I can't forgive the fact that I've done this kind of game mechanic to death. This is boring now. In Civ 1, it was revolutionary. In Civ 5, it won't be shiny new but it will at least be appropriate. In Elemental it's a bad fit. Learning how to make a house out of bricks instead of twigs could be considered progress I guess, as we learned in 'Three Little Pigs', but that is completely apart from the reasons that we enjoy medieval fantasy. 

Going from horse cavalry to armored tanks is exciting! You are watching history and learning how we all got to where we are! Going from a twig house to a brick house, no matter what the in game benefits, is boring. This is medieval fantasy. We are just learning how to farm? Just learning how to chop wood? Huh? Why can't such minutia happen under the hood? I need a much better reason to sit through yet another technology tree!

The second problem I see is that Elemental is a world of magic and this is where it's main focus must lie. Before you say 'Thank you Captain Obvious' I wanna say something that is may not be so obvious. No matter how many spells you create and no matter how spectacular they are, you will be completely unable to give us something we haven't seen a million times! To give us something fresh and new you have to think of a way for us to obtain spells and magical knowledge that both makes fictional sense and is new and challenging. How does one go about his magical study? What ingredients do I need and where do I find them? What sort of experiments must I design? Simulate the process! As game designers you must teach me something I didn't know about magic!

It can't be some thing where we build a building and the knowledge just automatically appears in our spellbook via research 'points'. The only reason to need such simplicity is that the tech research mechanic is encroaching on the spell system's territory and vying for the players limited attention. The crystals on the map were in the last fantasy game I played, Fall From Heaven, of which a stand alone version is in developement. I don't want two fantasy games coming out at the same time with crystals on the map. It doesn't have to be that way. I want something new!

These two aspects of the game are not good enough. Maybe some miracles under the hood happened that a beta tester wouldn't see, but as a beta tester, I have to give beta 1 a C- at best. It needs to be better.

Reply #57 Top

Quoting Demiansky, reply 24



Quoting HuaynaCapac,
reply 21
-That-

That's always been one of my favorite things to do in games. I'd load up a trainer and super-power my faction in Sins, for example, take a few planets and just sit back and watch the others. Being super-powered made it easy to intervene when one faction became too powerful, but mostly I'd just let them fight it out on their own.

Or, another favorite, is to stack the odds against my team (AI, of course). A game called Heroes of Annihilated Empires, I'd open up the editor mid-game and give the enemy factions dozens of production buildings and huge levels of resources, take my avatar to my ally's base, and unleash magical destruction for as long as I could.

I really like what you had there, Demiansky. I wouldn't mind seeing the game act and react on a basic level. Like having my area be (insert creature here) free for the past 30 turns, only to suddenly have a village of refugees pop up because they were driven out by my neighboring faction.

...in fact, that'd be cool to use as a strategy. Take those border villages, bribe them to move/drive them out of your lands, and direct them to your neighbor to soften him up a bit.

Reply #58 Top

Quoting Frogboy, reply 18


Some of the requirements you put above would mean that even RPGs aren't "living worlds".  I don't know what role playing games you've played (pen and paper / computer) but I can't ever think of one that involves giving "motives" to the various monsters.  Why did the trolls leave their lands?  I don't think having an apparent motivation (even in an RPG) is any sort of basic requirement for a "living" world.

Why should some trolls leave their lairs/lands? Looking for some human flesh perhaps? :D Btw just one word: MMORPGs. Some of those have "living worlds". Monster raids on cities, randomly generated -yet logical- events in the dungeons, cities or even on the overland map etc.

Either way..Froggie - Take a look at this thread, because it's on topic: https://forums.elementalgame.com/382516

 

Reply #59 Top

Quoting Nick-Danger, reply 26
I want the living world to operate under consistent and logical rules.  Doesn't matter if it's fantasy rules, or 'realistic' rules, or whatever.

For example, many of the early D&D modules would have a room of goblins next to a room of umber hulks next to a room of skeletons, etc.  What did the goblins eat?  How did they survive the umber hulks?  etc.  Such inconsistencies/impossibilities/unrealities strain my credulity and takes me 'out' of that world -- the world looks phony, contrived, and like no thought was put into it.

Giving the goblins a food source, living quarters, etc. isn't hard.  Putting the umber hulks a ways away, with tunnels off to wherever they're from, with the goblins trying to fend them off, isn't hard.  Tying the skeletons to an old tomb that predates the goblins, that the goblins have blocked off and use to guard an approach to the goblin's lair isn't hard.

Columbia Game's Harn stuff is a good example of logical/'realistic' adventures/worlds.

The logic/consistency/rules don't have to be complex or overly explained.  Pretty much just don't make the world illogical, add a bit of logic, and our imaginations fill in the rest.

 

I would hope so as well ;)

Reply #60 Top

This is not a jab cephalo, but what do you suggest?

Hunting for the Herbs and  seek out the lost recipes has also been done.

Experimenting on peasants, perhaps. But that has dark connotations, and a Light side would have to available to the non-dark side crowd.

Something new, interesting and unique is always the goal for sure  but what? and how? always remains.

If not Crystals, then what? Aliens show up to teach the ignorant masses or your SoV?

Magic Unicorns, Pixies (been done).

Sadly, this discussion was likely needed to be had probably 18 months ago. And in Frogboy's office. :)

I think we pretty much got Crystals...

 

 

 

Reply #61 Top

Quoting cephalo, reply 56


So far, I see two big problems. The whole 'tech tree' 'tech research' thing is extremely run-of-the-mill. I can forgive that such a thing is really out of place in a fantasy game, but I can't forgive the fact that I've done this kind of game mechanic to death. This is boring now. In Civ 1, it was revolutionary. In Civ 5, it won't be shiny new but it will at least be appropriate. In Elemental it's a bad fit. Learning how to make a house out of bricks instead of twigs could be considered progress I guess, as we learned in 'Three Little Pigs', but that is completely apart from the reasons that we enjoy medieval fantasy. 

Going from horse cavalry to armored tanks is exciting! You are watching history and learning how we all got to where we are! Going from a twig house to a brick house, no matter what the in game benefits, is boring. This is medieval fantasy. We are just learning how to farm? Just learning how to chop wood? Huh? Why can't such minutia happen under the hood? I need a much better reason to sit through yet another technology tree!

The second problem I see is that Elemental is a world of magic and this is where it's main focus must lie. Before you say 'Thank you Captain Obvious' I wanna say something that is may not be so obvious. No matter how many spells you create and no matter how spectacular they are, you will be completely unable to give us something we haven't seen a million times! To give us something fresh and new you have to think of a way for us to obtain spells and magical knowledge that both makes fictional sense and is new and challenging. How does one go about his magical study? What ingredients do I need and where do I find them? What sort of experiments must I design? Simulate the process! As game designers you must teach me something I didn't know about magic!

It can't be some thing where we build a building and the knowledge just automatically appears in our spellbook via research 'points'. The only reason to need such simplicity is that the tech research mechanic is encroaching on the spell system's territory and vying for the players limited attention. The crystals on the map were in the last fantasy game I played, Fall From Heaven, of which a stand alone version is in developement. I don't want two fantasy games coming out at the same time with crystals on the map. It doesn't have to be that way. I want something new!

These two aspects of the game are not good enough. Maybe some miracles under the hood happened that a beta tester wouldn't see, but as a beta tester, I have to give beta 1 a C- at best. It needs to be better.

Yeah well, I understand your points cephalo, but I don't have problems with these current systems [tech&magic] to be honest. Sure it's nothing groundbreaking new I guess, but ah well. These systems are working perfectly. :)

Reply #62 Top

Quoting Tormy-, reply 58

Why should some trolls leave their lairs/lands? Looking for some human flesh perhaps? Btw just one word: MMORPGs. Some of those have "living worlds". Monster raids on cities, randomly generated -yet logical- events in the dungeons, cities or even on the overland map etc.

Nearly always the events you are talking about are scripted or have a team of developers behind them (a "storyline" or "events" team like the "Aurora Team" in Eve).

Reply #63 Top

About the only thing I agree with Cephalo's post is that there (probably) should have been actual implementation of balanced gameplay/mechanics ... as I too thought the main point of Beta 1 was to make a fun game w/o art assets.

Asides from that though, I think the OP explains it all. There really isn't all that new with the basic meat and potatoes of the world ... its more a divorce from previous Perspectives of the world.

For instance, if FFH you were a whole nation (only two leaders existed in-game), and there were no wandering NPC adventurers to interact with.

Also, there is so much more you can do with the tactical battle format than the Over-land stack-battles of FFH Mod.

And, in my personal opinion, there is a lot more flexibility with the NON-tile based tactical battles of Elemental vs the Tile based tactical battles of other series.

 

As for why people don't know how to accomplish certain tasks, they have lost that knowledge ... they are basically at caveman level, just surviving the apocalypse on random stuff they find.

Sure, some structures have survived (equipment too), but the knowledge of how to create such things is all but lost.

 

 I mean, the starting of Elemental is more closely aligned to Road Warrior than "My Fantasy Kingdom."

As to whether or not that is at all interesting, in my opinion it IS.

Reply #64 Top

 

> I don't know what role playing games you've played (pen and paper / computer) but I can't ever think of one that involves giving "motives" to the various monsters.  Why did the trolls leave their lands?  I don't think having an apparent motivation (even in an RPG) is any sort of basic requirement for a "living" world.

 

Actually, the RPG called Glorantha does just this.  Trolls began in the Underworld, but then, when the sun god was killed and banished (for a time) to the Underworld, the darkness-loving trolls migrated to the surface, where they fought humans (and others) for land.  Later, the sun god reappeared, in a compromise, for half each day.  Trolls not happy.

 

However, the Trolls also hate Chaos, and so they will team up against that common enemy.  So, in Elemental, you could have a Quest or Random Event that "Enemy X" is invading the land, and offer an option for the player to make a deal with nearby Trolls.

 

Steve

Reply #65 Top

Quoting John_Hughes, reply 60
This is not a jab cephalo, but what do you suggest?

Hunting for the Herbs and  seek out the lost recipes has also been done.

Experimenting on peasants, perhaps. But that has dark connotations, and a Light side would have to available to the non-dark side crowd.

Something new, interesting and unique is always the goal for sure  but what? and how? always remains.

If not Crystals, then what? Aliens show up to teach the ignorant masses or your SoV?

Magic Unicorns, Pixies (been done).

Sadly, this discussion was likely needed to be had probably 18 months ago. And in Frogboy's office.

I think we pretty much got Crystals...
 

There are many ways to come up with something exciting and new, but they all involve alot of work and brainstorming. I could suggest some things, as could all of us, but then again I don't want to be the hamster on the wheel. This isn't my game to design.

This is a game about wizards plying their craft for various motives. Here's what I want to know... What happens in the wizards laboratory? What happens when I combine this herb with this mineral powder, put it in urn and submerge it in a fetid swamp for a week? It's potency is strong at 5 days, but is clearly weaker at 6. Let's get our hands dirty with the craft! Who are my apprentices and how exactly should I train them and develop their skills? I have learned through experimentation how to make a potent ink to pen fire scrolls, but it takes refined skill to make, do I have an assistant who I can teach to mass produce this for me so I can focus on somthing else? How can I contact demons in the shadow world and learn the rituals needed to bend them to my will? Where does my own creativity and skill as a player come into this process?

I dunno, this game is called Elemental: War of Magic. What is it about magic that I don't know and want to have fun learning? There's got to be more than building a lab and having all automated.

Reply #66 Top

Quoting VicenteC, reply 62

Quoting Tormy-, reply 58
Why should some trolls leave their lairs/lands? Looking for some human flesh perhaps? Btw just one word: MMORPGs. Some of those have "living worlds". Monster raids on cities, randomly generated -yet logical- events in the dungeons, cities or even on the overland map etc.

Nearly always the events you are talking about are scripted or have a team of developers behind them (a "storyline" or "events" team like the "Aurora Team" in Eve).

 

Well a 'living' world is also scripted, just scripted around a template of actions rather than a specific set of waypoints etc.

If all dragons are scripted to attack and steal treasure then you need a way of communicating what just happened (or is going to happen) to the player. "Theres a rampaging dragon after your loot sire! Improve your defenses!". If the dragon actually bursts in, burns down a few huts and steals half your gold and swords put the gold and swords actaully in its cave for you to go and take back (along with other stuff) that provides a more compelling narritave and gameplay while also giving the illusion of a living world.

With enough rules for each enemy type (and some variation in their tactics and desires) that could be pretty nice no? Its basically a 'unmarked quest' system.

Note that the dragon would be stealing from OTHER people than just the player, including other dragons and other NPCs each time it does so its treasure hord grows by whatever it stole.

 

Isn't that enough?

If the trolls come looking for food tell the player and they actually become a transitory target for extra food (or whatever) since they are out collecting it which might also provide a raid on the players property to get said food.

If the furry girls come looking for internet males to mate with, then going to thier home will result with lots of noise... Meow/Rawr. Which I don't know how that could be a gameplay advantage? I guess you could improve your population over time with longer term relationships forming? Maybe Im taking my joke too seriously.

Reply #67 Top

Quoting Frogboy, reply 18
...  Why did the trolls leave their lands?  I don't think having an apparent motivation (even in an RPG) is any sort of basic requirement for a "living" world.

I also don't agree that the world shouldn't focus on the player.  The player is the star of the show.  The objective is to make a strategy game that feels like it's playing in an RPG world.  An RPG world does not mean SimFantasy.

You are stating a preference, not describing a fact. One reason I've never considered any computer anything to be a 'real' RPG is that I joined the 'dungeon ecology' crowd the instant those articles started appearing in Dragon magazine, and that was because the best ref I ever knew had already been doing that on his own even though he hadn't coined a good buzzword to describe it.

Sentient creatures need at least a scrap of narrative to place them in a game world independent of any players. Nonsentient creatures need a plausible set of environmental needs and basic behaviors to meet those needs.

None of that means that the players are not the heart of the game, it just means that they don't have to work to ignore 'that random feeling' that pervades games run by refs who love designing encounter tables more than they care about building an interconnected world that their players can 'use' to surprise everyone at the table, including the ref.

p.s. It is a great shame that Will Wright's descent into corporate tooldom has led to folks using the Sim prefix to make up insult-words for PC games. For some unknown share of us who've been hung up on the genre since Civ I, the idea of seeing it married to strong simulation mechanics has long seemed like 'the next logical step.'

Reply #68 Top

What disturbs me about the process so far, is that for months I've been reading probably one tenth of the community's ideas and seeing so many really good ones, and all we have to show for this brain storming in beta 1 is really extremely standard stuff. There's a futility here that bothers me.

Reply #69 Top

Quoting cephalo, reply 68
What disturbs me about the process so far, is that for months I've been reading probably one tenth of the community's ideas and seeing so many really good ones, and all we have to show for this brain storming in beta 1 is really extremely standard stuff. There's a futility here that bothers me.

Beta1 [alpha], was an engine test, nothing more. The devs are "monitoring" the ideas subforum, so you shouldn't worry at all. :)

Reply #70 Top

Quoting Aractain, reply 66

Well a 'living' world is also scripted, just scripted around a template of actions rather than a specific set of waypoints etc.

No, a "simulation" of a living world is not scripted at all.

Edit: a longer explanation. Usually on a simulation like the "living world idea", the dragon would not be scripted to attack, it would have instead a big need for treasure that it needs to fulfill. Given that it is pretty strong, it may usually go an attack neighboring lands, but nothing stops him from "finding" another solution to his problem.

Reply #71 Top

"There's a futility here that bothers me."

Even though I might agree in principle with this sentiment, it is not often "players" get to use, or even see a RAW game engine. The term Beta here has been a major misnomer. I assumed it was used because many would shy away from the term "Alpha Build", or have no idea what it even meant. Most gamers know what a Beta might entail.

The term "Alpha" may have been strong as well , in retrospect. The next tier will, I hope, begin to show the "World".

Then we can get to the Meat and Potatoes (with Gravy) of what E:WoM

Only a couple (fingers crossed) more weeks till Beta 2+3 time. ;)

 

Reply #72 Top

Quoting VicenteC, reply 70

Quoting Aractain, reply 66
Well a 'living' world is also scripted, just scripted around a template of actions rather than a specific set of waypoints etc.


No, a "simulation" of a living world is not scripted at all.

Edit: a longer explanation. Usually on a simulation like the "living world idea", the dragon would not be scripted to attack, it would have instead a big need for treasure that it needs to fulfill. Given that it is pretty strong, it may usually go an attack neighboring lands, but nothing stops him from "finding" another solution to his problem.

Despite that being the IDEAL solution. Writing what amounts to individual AI's for each creature, or even just the "big impact" units would be most likely impractical.

The reason being, would all Dragons behave the same? What would make a Mountain dwelling Dragon different from Forest dwelling Dragon? It would have to be something or a Red Dragon is Fire and a Blue Dragon is Ice... And that distinction is merely, and rather obviously, cosmetic....

Reply #73 Top

Quoting Tormy-, reply 69


Beta1 [alpha], was an engine test, nothing more. The devs are "monitoring" the ideas subforum, so you shouldn't worry at all.

I would say that it became that after it was over... now beta 2 must accomplish what beta 1 had originally set out to do, which was to 'find the fun'. Now that has to be done with 3D assets? Maybe I'm just confused about what the plan was. As it is we don't have a fun game to impliment. I say, now that many of the showstopper bugs have been ironed out, we can finally begin the discussion of the game's design. Can we bring in the 3D engine before that happens without spending the whole budget and being forced to release? Haha that is sooo not my business. I'll have to leave it to the experts.

Reply #74 Top

"now beta 2 must accomplish what beta 1 had originally set out to do, which was to 'find the fun'."

Nope. Beta 2 was to be the MP portion, still on the Cloth. Thankfully, being somewhat selfish myself, applaud the Hardware guys that have made it such, that we will get Beta 3 as well, with the Picture Show on.

Then, based on this rather fluid schedule

BETA 2: Game Play Beta (Spring 2010)
  1. Initial:    Caravans enabled, 3D Engine enabled, Multiplayer enabled, shops enabled, sieges enabled, visual battles enabled.
  2. Beta 2A: Beta Fixes. Gameplay updates. Naval transports enabled. Master Quest enabled. Spell of Making enabled.

BETA 3: War & Peace Beta. (Summer 2010)

  1. Initial:    Tactical Battles options enabled. Finalized Diplomacy enabled. Naval warfare enabled.
  2. Beta 3A: Combat Magic enabled. The Hiergamenon enabled.
  3. Beta 3B: Morale and Tactical Battle AI enabled. MP: Wars of Magic.

 

we should be able to discuss what is and isn't FUN, and eradicate that which is NOT, and expand upon that which IS.

 

 

Reply #75 Top

I'm not going to lie- this post almost got me to preorder.

Almost...