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Personalizing your kingdom

Personalizing your kingdom

Partys (7)

I’m back from the Game Developer’s Conference. Lots of fun.  I did a lot of demoing of Impulse::Reactor but also showed a few journalists what we were doing in Elemental.

The most common question I got is how is Elemental different from other turn-based strategy games (ala Civilization or Galactic Civilizations).

The answer: Elemental is a much more personal experience.  In Civilization or GalCiv, the player exists outside the game. It is about (as their names imply) their civilization.

Putting you in the game

In Elemental, the player starts out in the game, by themselves.  They literally must build their kingdom (or empire) from the ground up with nothing. When starting up in the sandbox mode, the player is asked who they are and can design (both in terms of traits as well as visuals) what they are like.CreateSoverign (12)

The connection between your army and your people

Similarly, when you build armies, the number of people in your “units” matters because each one comes from your town. Early on, an outpost or village may only have a couple dozen people.  Thus, each person you draft from your village is one less person there to grow food, build houses, research technology, etc.

SpiderAttack (1)

Our goal is to avoid abstracting your armies.  If you zoom in, you will be able to see that every person in your army is different (even if it’s just cosmetic) to help send home the point that these virtual people are part of your cause.

Your dynasty

Similarly, because we’re a fantasy title and not historical, we can put the player as the head of a multi-generational dynasty.  Thus, your sovereign’s virtual off-spring can be sent off to battle and be put in danger.

 

Ele_DynastyWnd_3

The Reaction

The reaction we got from this was very positive.  Over the coming months, we’ll be fine tuning this experience with the beta testers. And since we’re our own publisher, we’ll take as long as we need to get it right. :)

10,616 views 61 replies
Reply #26 Top

It can be classified as rpg but that does not make up for the game being bad at being a rpg.

Reply #27 Top

wow... forced me to look up My Sims Kingdom with that. cant say ive ever heard of it and now wish i still hadnt.

Reply #28 Top

I would say the concept of living in my own Personalized Empire is a marvelous idea.

 

Especially if I get to do things like ... build my empire from the ground up, fight other Kingdoms with my Empire, ect.

Reply #29 Top

[/quote]

I think there are some definitely some fantasy TBS games, including the newish King's Bounty series, and the slightly older, though in decline, Heroes of Might and Magic, which peaked about two games ago with HOMM 3.  Disciples I and II were also decent, if decidedly different, and not really a 4x type game.[/quote]

I agree with the HoMM part, as far as I am concerned the last great fantasy based TBS that was made was Heroes of Might and Magic III.  It's a must play.  In fact, I only have 4 games pinned to my taskbar 1. Civ IV 2. GalCivII 3.  HoMM3 and 4. Elemental.  That being said I'd call it a TBS lite.  It just doesn't have the same level of strategic depth as most 4x TBS.

Reply #30 Top

skdyer, it's not DONE yet, the features aren't all included.  Perhaps you didn't mean it as a criticism, but I don't think I'd judge Elemental's strategic depth yet; it's not a "game" yet!  I think once economy is fixed and implemented there are going to be a lot more units in the game and more battles.  Battles are currently abstracted but I'm pretty sure they're aiming at turning that off once the testing phase is further along and it's less like an alpha testing, more like a beta testing.

 

Reply #31 Top

I'm pretty sure he was talking about HoMM being the TBS lite...

Reply #32 Top

I stopped caring about what categorization companies themselves put on products these days long ago. Even Mass Effect 2 is labeled as a RPG, if you ask Bioware themselves.

Reply #33 Top

Quoting Luckmann, reply 32
I stopped caring about what categorization companies themselves put on products these days long ago. Even Mass Effect 2 is labeled as a RPG, if you ask Bioware themselves.
Well, it's a RPG. Cinematic RPG if I recall correctly. And surely it has more RPG in it than most of that shi... er... those games that claim to be RPG just because their doods level up (like RPG meant to level up your toon). It's not supposed to be like Baldur's Gate or the more recent Dragon Age which are more... hardcore? But if more shooters were like Mass Effect, I'd bother playing them. That said, bring me more Dragon Age-like games!

Reply #34 Top

I love the fact that we'll feel more 'invested' in each and every citizen instead of the usual 'send the masses to their deaths'.

The best part though is ".......we’ll take as long as we need to get it right." 

Reply #35 Top

Quoting tour86rocker, reply 30
skdyer, it's not DONE yet, the features aren't all included.  Perhaps you didn't mean it as a criticism, but I don't think I'd judge Elemental's strategic depth yet; it's not a "game" yet!  I think once economy is fixed and implemented there are going to be a lot more units in the game and more battles.  Battles are currently abstracted but I'm pretty sure they're aiming at turning that off once the testing phase is further along and it's less like an alpha testing, more like a beta testing.

 

 

SORRY, SORRY, I was talking about HoMM III.  Of course Elemental is a real fully developed 4X TBS.  Sorry if I offended anyone!

Reply #36 Top

I love the fact that we'll feel more 'invested' in each and every citizen instead of the usual 'send the masses to their deaths'.

I don't think it will be that immersive. Not like how we were attached to our soldiers in x-com, or how we were attached to heroes in MoM. I think it's going to be more strategic (military might vs. people available to gather) rather than "OMG, Thorin Razorback died in that battle! NOOO!" 8O  

The best part though is ".......we’ll take as long as we need to get it right."

just remember, "right" in their eyes isn't going to appeal to everyone out here in the peanut gallery. Don't just assume your going to love this game. They could slave away at this game for the next 10 years and many people at the end would still say it sucks. It's just a part of the industry. 

Reply #37 Top

After playing around with the beta a bit, I gotta say, the whole concept of your army being made up of individuals pulled from your towns really excites me. When I play games like this I like to immerse myself as much as possible and I think, psychologically, knowing that my military units were drafted right from the towns and that I have designed and equipped them myself is going to really personalize things and make it so much more fun. Definitely one of the best things about the game IMO.

Reply #38 Top

hmmm an army of blue people. :rofl:

Reply #39 Top

SO Brad, did you get to meet Sid Meier? Or do you know him already? :)

Reply #40 Top

When I saw the art style of Elemental for the first time i was skeptic. It looked like old PS2 third grade titles.

But now, when I looked at the third pic... It works out pretty well. Only one thing: In the pic, it looks like the spiders are rushing through a forest towards the infantrymen. PLEASE make a collision detection so I won't see the spiders go *through* trees. many games don't bother with it and it really hurts my suspension of disbelief.

Reply #41 Top

Quoting Luckmann, reply 32
I stopped caring about what categorization companies themselves put on products these days long ago. Even Mass Effect 2 is labeled as a RPG, if you ask Bioware themselves.

Mass Effect 2 is an RPG, you spend most of the game going around having conversations with people and interacting with them as Commander Shepard... or playing a role. It also has the other conventional RPG trappings.

Reply #42 Top

Screenshot #3 is now my new desktop. Please let those battles be as awesome as that picture looks! :grin:

Reply #43 Top

I'm curious if the sovereign’s children will ever rebel and attempt to kill the sovereign.

Reply #44 Top

These ^pictures are really hot.

 

I can't wait for the graphic part being intergrated in the beta

Reply #45 Top

SO Brad, did you get to meet Sid Meier? Or do you know him already?

I'm afraid not. I'd love to meet him.

I'm friends with Soren Johnson (designer of Civilization IV). Elemental's river system is Soren's design back from when he was still at Firaxis (another reason why we love to Firaxis guys).

Reply #46 Top

Kingdom personalization ideas.

In addition to the excellent ideas already presented, here are a few more.  I do not know if they would be reasonable from a programming perspective or not.

1.  Soldier customization - mild differences in (same grade) gear, perhaps colors, amount of wear, and mildly different textures of armor, weapons and accessories.  Eye patches, missing ears, limps and tendencies to spit on the ground.

2. Population customization - hair/eye/skin/coloration, height, build.  Your people may look like tall blond Vikings, or short, lithe, tanned Romans...but you would have recogizable population traits.  Once you interact a lot with another kingdom you may start to see children with mixed traits as your citizens inter-marry.

3. Architectural cutomization - stone/wood  building materials type, design type (light and open with porches, huts, tipis, etc

4. Town lay-out customization - Your cities may be made of fishermen and follow the shore of the stream or ocean, long and narrow.  Or your population might be farmers who tend to spread out with room between houses, or perhaps you have tight and crowded cities so it is easier to enclose them in a protected wall.  You may lay your streets out in organized grids or you may have them twist as the follow ancient cowpaths.

5. Settlement/Agricultural customization - you might have land ownership based on a grid system like in the US, or in narrow strips extending back from rivers (like in Quebec), or in scattered and intermixed inherited holdings (like in Normandy and South England) or another form.

Other 'customizations' might follow your initial civilization and channeller choices.  For ecample, if you choose scouting/ranger type strengths, your citizens may tend to wander further from the cities, establish more hunting camps, and give you better information about what is happening in remote parts of your kingdom as well as soldiers dressed in forest garb.  If you are an engineer, you may not only get buildings built faster but they may also look better.  If your leader is lazy then the people will take a cue from him and you will see piles of offal behind houses, more rats, and more soldiers with obvious warts and sores on their faces.  If you are a beast master (beast tamer) then your citizens would have more pets in town, dogs and cats and monkies and parrots and the occasional raccoon.  Hmmm, perhaps you could train units of skunks to defend your cities or make the enemy capitol uninhabitable.

Reply #47 Top

all good customization ideas. Might I add a cosmetic Armor/Weapons customization as well, however probably only chromatic, and even that is probably left to the mods.

When units get excessively larger, as you zoom out onto the battlefield (in Tac Battles) I would expect for Grouped Units to display a Civ-colored Tabbard, for easy recognition.

As well as an option to have your indiv soldiers have a Civ-color flashing base, for hte enmy as well, temporarily

(meaning that you can quickly see how the melee is going in a big battle, instead of guessing who is who) ... Oh! I see there are more flashing greene circles than flashing red circles in that mob of swordsmen! I know Im winning! yea! (something like that)

Reply #48 Top

When starting up in the sandbox mode, the player is asked who they are and can design (both in terms of traits as well as visuals) what they are like.

Does that mean we will not be able to create our sovereign for the campaign?  I was hoping the customization would also be there for the campaign also, at least to a degree.

Reply #49 Top

Quoting RisingLegend, reply 36

I love the fact that we'll feel more 'invested' in each and every citizen instead of the usual 'send the masses to their deaths'.


I don't think it will be that immersive. Not like how we were attached to our soldiers in x-com, or how we were attached to heroes in MoM. I think it's going to be more strategic (military might vs. people available to gather) rather than "OMG, Thorin Razorback died in that battle! NOOO!"  

Little too nit-picky as I said "more" invested, not devoted. :grin:

Quoting RisingLegend, reply 36

The best part though is ".......we’ll take as long as we need to get it right."


just remember, "right" in their eyes isn't going to appeal to everyone out here in the peanut gallery. Don't just assume your going to love this game. They could slave away at this game for the next 10 years and many people at the end would still say it sucks. It's just a part of the industry. 

Again, reading a little too much into it. You are talking about the gameplay, I'm speaking more about the final product. Far too many games launch half-finished, completely buggy or with lots of content held back for DLC. That's what 'get it right' means to me.  I'm probably more familiar with the industry than you think as the first game that held me captive was Starflight. (Just gave up my age......old!) There are no surprises, only enjoyments or disappointments. With Elemental being unfinished, I can only be excited by what I currently know. Don't worry about me though, I'm a big boy!

 

 

Anyway, I love the ideas for customization. Not having seen the game in action I want to avoid suggesting things that might not work within the mechanics of the game. As a basic principle though, I'd like customization that sets the different levels/ranks apart visually. I think it would go a lot towards feeling 'invested' in each unit.

 

 

Reply #50 Top

Our goal is to avoid abstracting your armies. If you zoom in, you will be able to see that every person in your army is different (even if it’s just cosmetic) to help send home the point that these virtual people are part of your cause.

How will this impact the engine and loading these models into memory? I love having individual models for each unit, but won't you hit the 2 gb ceiling very fast or do you have a strategy already to deal with that?