2012: Changes that made Elemental a classic.
So, the year is 2012, and the final expansion pack has just been released and reviewed. The following were the points made by the reviewers to illustrate what has made this game an all-time classic. My crystal ball says that these are the highlights.
- Best-in-class AI.
- Deep strategy. The first step was separating attack and damage, dodge and defense. The second step was making weapon and armor choice meaningful beyond "more is better." I quote: "Now, army composition is a major consideration, and the composition of opposing armies is a major factor in winning tactical battles."
- Unparalleled magic system. The move to a global mana system was the first step in a massive overhaul of the magic system. Since v1.1, it has evolved by removing functional spellbooks (which just felt tacked on, let's be honest here) and by making the schools contribute to high-level stragtegy in meaningfully different ways.
- Also, the removal of the "preselected shard type" system in favor of a "generic shard which upgrade to specific shrine type" system. What can I say, the reviewers absolutely loved this one.
- Serious scalability of magic through stats increases.
- The hiring of a statistician to consult on the math behind the game mechanics. As soon as Brad Wardell realized that the game mechanics could be modeled graphically, the balance of the game improved dramatically. When the numbers work before the coding is done, it freed up the programmers' time to add content, saved frustration all around, and improved the balance of the final product.
- The inclusion of more base spell effects. There were only so many ways to write a spell with less than 5 effects, after all.
- Unique tech trees for each race.
- Unique personalities for each race.
- Bringing lore into the game. The small things, like flavor text in spell and unique building descriptions as well as 4 and 5, really enhanced the ambience of the game.
- Mix-and-match quest system. The psuedorandomized quest segment and reward systems really helped break up the monotony of the Adventure Tree.
- Craftable items system which use resources found through questing and via monster drops added an extra layer of strategy and a big incentive to quest and hunt monsters.
- Extra effort made to give sovereigns an incentive to go robes and staff as well as sword and armor.
- The publication of extra spell paintings and icons for modder use was greatly appreciated by the community.
- Reworking of the Sovereign/Champion systems to include skill trees that include bonuses to spell damage by school.
- The addition of serious terrain considerations and the linking of strategic tiles to specific battlefields. Also, the ability to explore the tactical map associated with each tile (outside of combat) and to terraform it through magic allowed for the fortification of positions in a way not seen in any previous games in the genre.
Anyway, my contribution to this thought experiment. Feel free to dust off your own crystal balls and prognosticate (wishful thinking is also encouraged).