How Lore made the factions fade to grey
I won’t go into any bugs or balance issues in this post. Instead I will address a point I haven’t really seen taken up yet, but which is certainly just waiting to surface. The factions – and why they are so bland.
If there was one clear message coming from the forum during the Beta it was to have factions in stark contrast to each other and that play differently so that you have to try different strategies depending on what faction you play. What most Beta testers wanted to avoid over all else was a set of bland, grey factions without much difference (only some pluses and minuses) playing more or less the same.
If you ask me, this is exactly what we have in the versions to date (V. 1.06). So how did we end up here? It seems to make no sense for SD to put such bland factions in a game when you know most people (dreaming about a worthy MoM successor) want more colour, contrast and special abilities, etc. I suspect the reason is spelled: the Lore.
Indeed, the root to this evil (and many others in the current version, but that won’t go in this post) is: the Lore.
Yes, the big culprit seems to be the fact that there was already a “novel” written (in stone) before the game was put together. The idea was maybe to give backstory to make the game feel more involving, but it doesn’t work for several reasons (in addition to the questionable quality of the current lore itself by the way).
Elemental is mostly about sandbox. Lore could be used to greater effect in the campaign, I agree, but I won’t even go into that one, since it’s the most underwhelming part of the game of all.
For playing sandbox, hundreds of times, you need good concepts as a base and enough freedom and flexibility to keep the game varied and interesting for many games, for many different players, on many maps, of many sizes … That is why it is just plain inappropriate to present the player with an exclusive set of 10 factions that might fit perfectly in the story of the Elemental Novel but which don’t provide what’s needed for the game. This is a – sandbox - game after all.
I want to be concrete here: when choosing faction (as well as sovereign actually) you are first presented with a number of unintelligible names (i.e. meaning nothing to you if you’re not already familiar with the lore), so you have to click on history to check the detailed description of the faction. (N.B. a faction that was called “Vikings”, “Orcs” or “Orc-Vikings” would not be unintelligible.) But in Elemental you only find descriptions of either: the geographical location of the civ, based on the novel I guess – but, hey, we play with random maps here! Even with seeded maps these geographical descriptions better not make sense, otherwise you’ll always end up with the same neighbours, and the Exploration element is gone. Or the history sections provide you with: a few historical details from the novel’s backstory, but again which will have close to zero influence on your sandbox game. The only thing telling you much about the factions is their strengths and weaknesses. And these are bland to say the least.
As for the races, the situation is just as dark and gloomy. But here it is even more confusing because the races are mixed up with the factions and it is difficult even to have an overview. Although you only get humans (or humanoids so close to humans that you might think it’s just the skin colour and clothes changing), what still shines through is the attempt to copy some classical races like dwarves. But then I’d rather play a dwarf looking like a dwarf, living in a mountain, and with dwarf abilities and with a description open enough so that it fits into your own sandbox stories and campaigns. Elemental tries to have it both ways – only humans, but still dwarf-inspired miners – and fails utterly.
How to improve on the bland factions:
A few very short suggestions (feel free to fill in more and better ones):
For the existing factions: make the factions more unique, put them in sharper contrast to each other. Give them special abilities really affecting the game, like powerful faction spells and abilities, special weapons for tactical combat, unique and powerful set of faction buildings etc. Also the visual aspects need more contrast. The AI needs to have a different “personality” for each faction (like in Galciv 2, hopefully even better).
For additional factions: hopefully more factions will come eventually. My advice would be to just look up the factions and their short backstories in the existing, great fantasy strategy games out there (even if old, it doesn’t matter here): Dominions, AoW, MoM. Dominions is a perfect example, because it has wonderful factions but suffers from horrible graphics (among other things). So why not use the rather impressive 3D graphics of Elemental on some of these great faction ideas? We don’t need to reinvent the wheel. It’s not about copying it down to every comma either. But just getting inspiration from these games will certainly give factions a zillion times more colourful than the current ones.
Sorry for long, maybe wordy post, just my two cents. In fact, I'm pretty sure there are loads of suggestions and great faction ideas out among the players. Some of these could be quickly taken up for better, more colourful factions. Maybe SD could even launch a Faction Contest among the players – that would be creative, cool and constructive!