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More discussion of Factions and Races (long)

More discussion of Factions and Races (long)

 

AllyDragon

…In the beginning there were Men and Dragons…

When the Titans came, they saw the creatures of the world as building blocks and created many new creatures from them. These creatures are called (by men) “The Fallen”.  There are four known sentient races of The Fallen (see the Lore for more details).

In previous discussions, we have used analogies to Middle Earth.  In Middle Earth, Illuvatar created only two sentient races. The Elves and then Men.  All other sentient races were created “unnaturally” (the dwarves and Orcs being the best example. The origin of halflings is unknown). 

In Elemental, there are more factions than there are races. This is similar to Sins of a Solar Empire where there are many factions but only 3 races.

When we use the term “race” we really mean species in the specific sense that they cannot interbreed except for Channelers and their offspring.

...Fitting Lore into a Game...

SciFi/fantasy lore that evolved outside a game (as was the case with both Galactic Civilizations and Elemental) can be difficult to fit into a game universe.

In Galactic Civilizations, the universe -- its lore, was never published so I had a free hand to tweak all the civilizations to fit the needs of the game.

Elemental is a bit different because its lore is being presented in a book (Elemental: Destiny's Embers).  In the book, it's fairly straight forward. You've got two general aligments - The Kingdoms and the Empires.  The Empires are dominated by races of the Fallen and the Kingdoms are dominated by the races of Men. Simple right? Well... Read on to see the complexities and why we're brainstorming with you guys on other directions.

 

image….Pre-made Races vs. Player Created Races…

Yesterday we discussed what priority should custom art assets versus canon art assets should take. If we focus primarily on canon factions and their corresponding races, we can greatly expand their stories and the art assets for them.  However, if we focus less on the canon factions and more on providing assets we can let players create their own unique races and factions that are more rewarding visually and game play wise.

The question thus becomes which direction to take? 

…Understanding Game Development…

By the end of this journey, I suspect many of you will have a much better understanding of what game development is like.  The “game” itself is the tip of the iceberg. What you see in these betas is only a tiny piece of the whole “product”. Underneath the covers is the engine and art assets. The game itself we can monkey around with any dozens of ways based on player feedback.  The expensive part is building the engine (which isn’t even in the beta yet) and creating the art assets (only a bit are in the beta).

Thus, once we begin to commit to things that involve changing the game engine or the art assets, they’re pretty much set in stone. By contrast, changing research or economy or spells or what have you is largely just changing text in XML.

So we are reaching the point where we will have to make decisions on whether to focus more on canon assets or assets to be used by players to create their own world.  I.e. Dragon Age (canon centric) or Spore (non-canon centric).

We don’t have to go to either extreme.

…Fantasy Races…

In traditional high fantasy, you’ve got men, dwarves, elves, orcs, goblins. People have a pretty good idea the pros and cons of them because they appear in so many games.  In our world, we don’t have dwarves or elves or orcs.  We have the natural races and the races made by the Titans. They’re not good or evil based on their race but rather on their faction. The Krax are men but they’re real bastards. There are Fallen races out there that aren’t evil at all (but they don’t come into our particular tale right now, you’ll need to read the book).

…Complexity…

We don’t want to “dumb down” the game in any way but at the same time, we don’t want to have unnecessary complexity. The fact that we have Empires/Kingdoms and then Factions and then Races is pretty complicated as is.  It would be so much easier if the Empires were all Fallen and the Kingdoms were men but that would be simplistic and frankly, to me, distasteful. It’s bad enough that the unnatural sentients are called Fallen but that’s only because our tale is told from the point of view of man and thus can identify their bias on our own.

In our game, there are 5 true races (Men, Urxen, Trogs, Magnars, and Wraiths).  But even amongst these 5 there are sub-groups (The Ironeers if Gilden and the Krax are visually very distinctive but genetically compatible).

You can see how this gets complex in a hurry and why there is the urge to simplify to appeal to a wider audience. Will the fantasy strategy buying public be interested in learning the intricacies of the lore that’s been developed here over the past two decades? Or would they prefer us to simplify it into a couple of basic races (Men and Fallen) and let people get on to making their own races.  You would still have the same factions, they’d simply just be made up of two races (men and fallen) and then players could make their own races.

So that’s the discussion we have going on.  My bias is to focus on our own canon and introduce players to it. Players could still create their own races but they’re not going to be making any half-dragon half man races or Ents or what have you.  That’s my bias on it because that sort of thing can be added later in post-release if the game’s successful whereas we only get one opportunity to really explore the depths of the rift between say Kraxis and Capitar or the doom of Pariden and Procipinee.

…Implementation…

Here’s how races could be implemented:

image

First, when creating a faction you would have a new tab called “race”. The existing races would be there. 

You would choose a specific (easy to understand) ability that makes that race unique. Hard Workers might produce pioneers that get more out of resources. Fierce Warriors might get a combat speed boost. Good Traders might be the only ones who can reach paved roads. Fast Travelers go faster. Great Archers can shoot further (maybe attack on the strategic map from a tile away even).   The difference would be significant.

Then you pick the Appearance and that’s where we really hit the art asset budget. Skeletons are expensive because you then have the clothes and equipment to go on them (in Spore, you may have noticed nobody had clothes you could put on them).  The rest is fairly easy. But obviously no Centaurs or Quaddies.

image

Then in your cities, you would see next to the current owner of the city what race populates the city. A faction may conquer another city but the race in the city remains the same.  The part with enchantments you should ignore – you don’t know about that yet.

Now obviously, people can get into mixing (ala Civ IV and such) but there is so much going on in the world that we want to try to avoid having potentially 30+ different races making up a city (i.e. if we let players create their own races as well as factions, we have to be careful about how convoluted it gets).

Your thoughts

I hope you guys are enjoying these journals and their peak at the kinds of things that go on during game development. Marketing hates these journals because they expose the world to the “sausage factory” that is commercial game development.

Please feel free to share your thoughts.

204,394 views 104 replies
Reply #76 Top

I am very much in the camp that says, 'add lots and lots of custom art assets to allow varying custom player made races'.

If we only get a humanoid skeleton, with two genders, we would like to -

  • be able to scale it (we could make tiny fairies, for example - and scaled armour and weapons would still fit)
  • be able to scale height only (dwarves)
  • we would also like to be able to have sufficient custom heads to have a bestial orcish head
  • wings (fey again, or demons)
  • also red eyes (orcs)
  • also the option of pointy ears (elves)
  • also skin colours and textures

Also, a human skeleton for the purposes of animation can support an animation of an ACTUAL skeleton (undead) and floating wights etc.

Quads and hexes would be good for the expansion packs :) (For klackons etc.)

Widely varying building parts would be good. Organic mud huts, plants etc as well as brick and castles.

Reply #77 Top

Quoting the, reply 75
In fact, I think today’s problem and complexity rather comes from the E lore itself. The divisions within the current lore (Empires and Kingdoms, special definition of what race mean, who can be good and evil, life magic and death magic, all mixed up with different factions …) are not easy to understand. I must admit that even after years on the forum I still must make an effort to really “grasp” this complex structure. And it doesn’t sound immediately appealing as presented (but could be brilliant once we know it in detail, and in action, still to be seen).

The truth is that the problem is not the Lore itself (there is plenty around to read... but not enough for some of us) but the people. You say "Fantasy" and people consider it a must to have the LoTR or similar thing going on. Originality is punished for not being "the usual stuff". Is like that bad attitud for Starcraft 2. It's just Starcraft 1 but with better graphics (according to some), and that is something that some hate (after so many years why doing exactly the same?) and others love (why fix something that works*).

Elemental tries something new and some of its restrictions lead to silly situations. Example? Sovereign death equals game over. I like it but many hate it with a burning passion that defies Hell's flames**. Consequence? Mechanics that feel out of place, IMHO, to protect him from dying. Why cannot my heroes scape too? Sir Robin could narrowly, but bravely, avoid death by a tactical retreat to the safest city. And healing land and spreading your land type? If some people were to complain about it (I'd bet about that, people likes to complain about everything they can think of), would we get changes too to something that seems quite core too?

Maybe Stardock can conquer people's mind with their Lore and make them accept that not every fantasy must have the same paths (be LoTR, MoM...). But having modding as "If you don't like something you can change it" won't convince non modders to buy if they aren't given proper art assests. And as we haven't seen any pic of magnars, troggs and the like, people cannot get an idea of what we are to get in canon and how it could be, ptentially, be used for customization. (textures can do miracles in some models)

For the next dev journal, lets discuss why we should have a campaign instead of focusing in making the races/factions more unique from a gameplay point of view. (from the "added value" it can add to the "Lore Factor") :P

* silly attitude from a evolution/improvement point of view. Leads to stagnation and death. And some people, like Relic in Dawn of War 2, don't try to "fix" but to improve or evolve. And we know how many errors are necesary until nature finally creates a viable evolution. (answer: lots) But that doesn't mean nature shouldn't keep trying.

** may not seem related to Lore but it's due to Lore, the same as racial limitations in Elemental

Reply #78 Top

Factions and Races please.

Both customizable please. Options = good. Not REQUIRING you to use those options = great.

 

My favorite part of MoM was customizing my spellcaster and picking a good race. [halflings for the win!] If I could have customized my race as well? I would have been in heaven.

Reply #79 Top

Coming to this a little late, but...

 

I would still prefer the lore factions.  I wouldn't take too much from that poll, because a) The people who beta test are more likely to play custom stuff and b ) The factions aren't specifically fun to play yet as the lore isn't there.

 

I played GalCiv 2 for years and have only played with custom races a handful of times.

Reply #80 Top

delete please - forum went silly

Reply #81 Top

delete

Reply #82 Top

The truth is that the problem is not the Lore itself (there is plenty around to read... but not enough for some of us) but the people. You say "Fantasy" and people consider it a must to have the LoTR or similar thing going on. Originality is punished for not being "the usual stuff".

I see what you are getting at and would tend to agree. But we have to note a few things. 1 We can't change people, the market is there and there is no use in getting bitter. 2. Originality can sell loads and loads. We mustn't forget that LOTR was original when it came out. People do like quaility (not all of them but ...), but it's extremely difficult to come up with something which is both original and brilliant. Leading to 3. We have quite frankly not seen the quality of E lore yet. But from what I have seen, it's not necessarily that original or brilliant (remains to be seen), more that it is focussing on humans/humanoids (since easier for the graphics maybe). So an automatic tradeoff is that this specialization limits your choices as player. That was why I proposed to widen the options while keeping the lore and unique character fo the core game.

E.g. I think the factions in Dominions 3 are wonderfully thought out and would love such unique and fantastically flavoured factions.   

Nice new avatar BTW!

Reply #83 Top

Quoting the, reply 82

E.g. I think the factions in Dominions 3 are wonderfully thought out and would love such unique and fantastically flavoured factions.   

Yep, and the same is true about AoW2 - SM as well....but we won't have that kind of racial diversity in EWoM. It's against the lore. Sure we can have very different factions, but those are factions and not races.

Reply #84 Top

Quoting the, reply 82
I see what you are getting at and would tend to agree. But we have to note a few things. 1 We can't change people, the market is there and there is no use in getting bitter. 2. Originality can sell loads and loads. We mustn't forget that LOTR was original when it came out. People do like quaility (not all of them but ...), but it's extremely difficult to come up with something which is both original and brilliant. Leading to 3. We have quite frankly not seen the quality of E lore yet. But from what I have seen, it's not necessarily that original or brilliant (remains to be seen), more that it is focussing on humans/humanoids (since easier for the graphics maybe). So an automatic tradeoff is that this specialization limits your choices as player. That was why I proposed to widen the options while keeping the lore and unique character fo the core game.

1. People can be changed. :P  Not that I'm asking people to change (their life is theirs) but to be more open minded to new/different things.

2. Quality sells. No matter if original or not (see WoW). To create something new and original is quite a huge task. Better to try to achive the creation of something fueled by a solid story and background that makes people think (and that is obviously fun and challenging). If it can include totally original ideas, even better.

3. I'd say that the novelty, right now at least, resides more in the "enviroment" of such lore. There is lots unseen and it might not be Oscar worthy (or any equivalent to books if any exists) but at least Stardock is taking it seriously, it has been fermenting for some years and they have the help of professional writers with them. This is not going to be Gal Civ 2 style lore, that's for sure.

I remember Frogboy (maybe BoogieBac) saying that starting with only humanoids allowed to save in art assests (less models, less models for clothes, less models for weapons/armours...) and more focus on other areas of the game (like game mechanics, or just focus better the artists in the "limited" selection of humanoids).

Reply #85 Top

Honestly, I don't really love how you are doing races/kingdoms.  When I play the beta, I could care less what race I play.  Min/Max a few abilities for my play style and go.  What I like is for kingdoms to have a different feel and to require a different play style.  Since there is so much customization in this game, there don't seem to be any constraints so you can do whatever you want.  Why will (most) people constrain themselves with your choices with custom races when they can hit the custom button.  So based your current path, I think your answer is simple: minimize your effort on races and kingdoms and go mostly customization.  Skip to the end if you want see my proposal... my thoughts/justification in the middle.

With the current system I don't believe I'll try out all the premades, even if you make two:(  To be honest, I don't think people are going to feel any attachment to them.  Think about your favorite TBS/Miniatures game, you usually choose races because of how they feel.  The more different the races are from each other, the more interest you have in trying other ones.  In this game, you can always do what you want, so I think the whole "race selection" part of the game will be of lesser importance.

Let's consider pros and cons of the current system (This is all I can think of, feel free to post your own):

Pros

= totally customize your race, that will be a fun part of the the game to expore

= Racial/kingdom choices will impact how your kingdom plays and create variety

 

Cons

= The bonuses from this system are not real exciting.  A bunch of small bonuses that will impact what you are good at, but really lack character.

= Because of the extreme amount of customization, races feel generic which I believe will cause people to just make their own

= Even though you are going to put in a herculean effort balancing, having this many customization choices is going to be a min/maxer heaven.  A few templates will evolve that are "the most powerful" that the majority of people will choose at least in multiplayer. 

= the whole system feels blah to me:(

 

My proposal is:  Set  a fixed number of races (~6-10) that have character all their own.  Unique play styles required, unique tech , unique units.  When I say unique, I mean some unique and powerful ones to add character, but there would still be common things.  Since the game has easy modding, leave race additions to modders and expansions.  Still allow some customization within the races, but make the customization unique to that race.  Thus the ocean kingdom doesn't even get the option to be "Desert Pathfinders", but might get a unique option like "whalers".  This approach would increase theme, make the racial selection more important and cohesive.

 

 

 

Reply #86 Top

Quoting Silicor, reply 85

My proposal is:  Set  a fixed number of races (~6-10) that have character all their own.  

How could they add new races [not factions!] now? It would require lot of time to implement new races. [New 3d models & animations, testing and balancing etc.] I think even the Q1 2011 release date would be pushed back, if they would start to work on the new races.

Reply #87 Top

Quoting Yaguer, reply 5


As I mentioned in the previous Journal, Master of Orion 3 did not have in the final release, but modders put back in, was this Ethos game mechanic that gave all their species different Ideals and Traditions. I

.

 

Ah, that brings back memories of all the casus belli discussions!

Reply #88 Top

In the end I think it's better having more control as a player. The more control I have over a game the better I feel playing it because the more control I have the more I can customize. People who are only going to play against the standard enemies most likely won't be doing it for months or years. They'll do it for a few weeks or as long as it takes for them to see what each faction is about, then they'll tire of it and move on to the next game.

 

My vote would be to have more lore and story line in the game.  It makes playing it more in depth.  There are many people that are going to play the game without mods and creating their own characters, so the story becomes more important.  Personally, I buy and play a game because its fun, not because of how it can be modified.  The more the game needs to be modified, the weaker the original game is.

As for the quote above, people are still playing MoM based on the original game play without mods.  That game is 20 years old.  If people enjoy the game they will play it for longer than a couple weeks.

Reply #89 Top

It'll increase longevity of the game. It'll allow players to "fix" things even if Stardock went "Puff!" any time after release. If you have skills, it allows you to create a game of different genre if you must really do that.

But adding in further customization is something that could relatively easily be done in an expansion, increasing the longevity of the game just as well (assuming the game doesn't fizzle and die before a first expansion can be released *crosses fingers*).

The game needs to have enough in it to suck people in to begin with. Sure, some people, particularly those on these forums already have quite the investment in the game and probably wouldn't mind a lack of diversity and detail in the stock races, but many, many people would find that a big turnoff. (I would, for one...). I would have trouble getting into a game that encourages me to largely play against custom factions/races.

If you can make the canon races diverse and different enough in many different ways, then that can later (or for retail! :D) be adapted into the custom race/faction editor. After all, if you can't even make hand-designed factions/races different and varied, then what are the chances that your custom race/faction editor will give us the ability to make factions that truly play differently? Right now, like many have said, the stock factions aren't different. I honestly don't notice faction differences at all in the current build - even when I make custom races, I click around on all the options I want but I hardly notice those once in the game, either. 

So I think the focus should be on fleshing the canon races and factions out as well as possible, as both a learning experience and buildings blocks for making a good and powerful race/faction editor whenever the time can be found for it. Make the game play very differently from faction to faction and you'll please most people, I think, particularly if it comes with a promise to add in further customization a little later.

Reply #90 Top
Build out your lore in this first game as much as possible. Devote your energies to the Canon races and factions and using them as tools to tell your story. The extra customization and custom created races can can later. Speaking as someone who has "the faith" when it comes to Stardock, I know the awesomeness that you all will produce in your expansions. Custom races would be a wow-bang feature and an expansion would give you time to see how people are actually playing the game, which I think would help you get it right. P.S> I'm somebody who bought the beta just on excitement and because I want to demonstrate my support for Stardock in developing this game. I'll leave the Beta 1 playing to everyone else. :)
Reply #91 Top

Definitely UNIQUE FACTIONS are more important than UNIQUE RACES although both are acceptable.

If there will be a choice purely between LORE and ART (which seems unlikely???) then ART should win imho :)

Reply #92 Top

"Elemental is a bit different because its lore is being presented in a book (Elemental: Destiny's Embers).  In the book, it's fairly straight forward. You've got two general aligments - The Kingdoms and the Empires.  The Empires are dominated by races of the Fallen and the Kingdoms are dominated by the races of Men. Simple right? Well... Read on"

This is the crux of the matter as far as I am concerned. I may be getting old or simply not understanding where the true issue is.

"You've got two general alignment - The Kingdoms and the Empires."

This would seem to equate roughly to be Good vs Bad, with a caveat, not all Fallen are Bad/Evil. (Ok. Got it, makes sense)

"The Empires are dominated by races of the Fallen."

The Fallen are those beings created by the Titans from those "things" the found in the world they have conquered, a mixture. (Ok. Got that to. Titans, God's, Deities, creators. (check...makes sense too)

[quote]"The Kingdoms are dominated by the races of Men."[\quote]

The Kingdoms are made up of the Races of Men (Men & Dragons) otherwise called "Natural Sentient's" (not Titan made, to use the K.I.S.S principle) Then under those Races are the factions(?) of men. Men of the East etc or are they the Races of men, who then tier down to the factions?  Dragons being a totally unique Race. (Ok. Well now I am getting somewhat confused. (And I have the diagram)

Who are the men of the East and West? Is that the Pariden bunch etc etc. that we see in game now?

But given that bit of confusion and based on the last 2 related Dev posts. One by Draginol, ;) and this one by Frogboy, is whether or not the Dev should carry on to create Factions for the Empire of the Fallen?

Say 3 or 4, with Meat on the bone so to speak, as with the current set for the Kingdoms of Men, or just create a boat load of Art Assets and associated Tools (complete and super Newb friendly) that will allow the purchasing public to Build them as they see fit?

Well damn it all. Not sure how, but I was thinking they would have already built some factions for both Races. I suppose that assumption comes from having seen some, albeit limited, Empire Art, that said faction based assets would also be done. Seems that is not the case.

Well then, a decision has to made. But first another question?

If the Tools and Art assets could be created in their entirety (complete and comprehensive) if the Empire factions are placed player side, how limited might the Tools and Art assets be (not 100%) if the Dev were to create/flesh out only 2 (say Urxen and Magnars) (or have another Poll) thus allowing the players to flesh out the other Faction(s) while still being able to create further Factions as the see fit (with a smaller asset set).

After all that Wall of Text it comes down to this one fact (if it is indeed fact)

One has to assume the Book Destiny's Embers (Canon) has some of both Races, if not all? and if that is the case, how can any of those not be fully represented in the game Proper?





 

Reply #93 Top

Quoting BoogieBac, reply 69
Just so there's more than one Stardockian posting in this thread, I'm throwing my hat in the ring as being 87% in favor of putting our efforts towards polishing up the current factions and adding the extra customization later.

Most of my thinking actually comes from an old penny arcade post (http://www.penny-arcade.com/2009/3/13/) where Tycho rearks on the Fall from Heaven 2 mod, and the ejoyment he got out of just reading the manual. If we can pack in the cool faction lore that our writers have been working on, and combine it with truly unique ways to have the game play out, I think that will get us more milelage than additional customization, IMHO.

 

My thoughts exactly. The very diverse and inspired races, their lore and the impact this had on the gameplay impressed me most about Fall from Heaven 2. I´d love to see something similar in Elemental. :)

Reply #94 Top

           "people are still playing MoM based on the original game play without mods.  That game is 20 years old" -quoting KingHobbit.

  Which is one of the reasons I'm having a hard time understanding how people think 'Lore' is more important than gameplay.  I don't care what game you create if its not fun, the lore has no bearing.  Hopefully, Random House will fill in aspects of 'Lore'/storyline that make the game enjoyable.  Do I think they have the next J.R.R.Tolkien or Michael Moorcock writing for them? Probably not.  As far as I could tell, MoM didn't have any 'Lore' in the game.  Maybe I'm wrong here and someone can explain that to me?  Personally, I would never buy a book based on any game or other commercial venture because the authors, generally, are not heavily invested in its creation.  I usually look for quality in the writing style and rarely have I seen that when its tied to some other product.  I might buy the Elemental book, but doubtful, unless the writer has something really inspirational, original to say. Maybe this particular book and game could be an exception.  In any case, I am confident however Elemental ships with bunches of races or not, I will still enjoy it. 

 

Reply #95 Top

Game play is definitely more important than Lore. This is why GAME MECHANICS and UNIQUE FACTIONS are most important. Second in importance is ART, and third in importance is LORE.

Under game play I would allocate economies and battles, magic is strong in both of these aspects. Diplomacy skirts these aspects in a pseudo-possibly useful way.

Second, and also primary to game play, would be the Questing aspect. While LORE may be important in this aspect, the primary function of Quests is for the quests to be fun, meaningful, and add to the existing world map in an interesting way.

Under these essential things (economy, battles, questing(with some LORE)) ... ART is then in place. Art assets will be critical to uphold the game, not in a "high tech ooh fancy" way, but in a distinct, meaningful, and possibly playful way. We want cool looking people (or normal looking people) wielding cool looking (and normal looking) stuff, wielding cool looking magic, walking across cool looking landscapes. It doesn't have to be high tech, or anything special, just distinctive and entertaining.

After this Art ... the LORE can be placed in descriptions of buildings and technologies, in Quests!(primarily), and in the Campaign (of course), and probably in a lot of the unique features as well.

The rest of the LORE can be largely added in with patches, into the Hiergamemnon, and I suggest that you could literally take pages, or quotes, or excerpt, DIRECTLY OUT OF THE BOOK and place them within the Heirgamemnon to explain various factions, technologies, weapons, equipment, Champions, Sovereigns, etc etc etc.

Reply #96 Top

Quoting Tasunke, reply 91
Definitely UNIQUE FACTIONS are more important than UNIQUE RACES although both are acceptable.

Why do you think so? They are equally important in my book of Magic. :)

Reply #97 Top

I used races/factions loosely interchangeable in my comment.  I Just want well fleshed out factions/races that are the only choices.  I'm fine letting them be somewhat customizable, but within the theme/lore.  What I don't want to see is the option to totally customize everything.  At that point everything becomes generic and I feel the game loses character.  Adding a few factions at that point is a bolt on and really doesn't matter.

I also agree that game-play along with good AI is the most important. Lore for its own sake is irrelevant for me, but using lore to make each faction/race have a unique feel and different experience would be cool.  In essence the lore would be a constraint to race/faction selection and customization. A lack of constraints I think will only lead to min/max builds that are generically boring.

Reply #98 Top

I would prefer to be introduced to new canon races with a strong storyline and have fewer customization options.

Reply #99 Top

Quoting Frogboy, reply 3
We could, however, simplify it to purely the factions.

There's a lot of different options that can be explored.

Your ambition to allow players the flexibility to recreate things like non faction troops or organisational structures in their kingdoms is tantalising. As a bit of a history buff the idea of being able to emulate something akin to Norman adaptation and use of Moorish culture in Sicily or Ottoman Jannisaries etc is very attractive. Building that into a game though certainly seems very challenging.

One thing that i feel may have lacked from recent posts on these issues (or that I have missed), is clarity on the interplay between "Race" and "Faction".

I fear that in order to get a workable game, you will have to draw some lines though...

E.g. Building on the assumption that Race does not pre-ordain Faction, it should be possible to further assume that Faction, in providing the society in which a race exists, sits above Race some respects -i.e. social, political & military structures.

If Race was to be tracked and manageable by the player, that could allow for the abiltity to utilise the Races present in your kingdom in particular roles -and manage their presence (e.g. favourise them for housing, force settle etc), or exploiting their particular strengths. E.g. Recruit troops from the hardy races and mages from those with magic affinity.

 

Reply #100 Top

Quoting Grimgravy, reply 74
I would like to see both factions and races fleshed out more.  Races are more important than factions to me.  I like genetic diversity, not boring humans with different sob stories.

Same here, fully fleshed out stock races & factions, and of course the ability for gamers to create their own.  The casual gamer may like to create the race & faction he plays with, but probably won't want to have to create every race he fights against as well.  The hardcore gamer of course is a different story...

To me, a fantasy game is all about the non-humans; if I want a game full of humans with 'different sob stories', I'll play civ 4.