A lot of the decisions made came down to things that made the internal beta group angry.
Some things literally pissed people off to the point where they had a very negative opinion of the overall game as a result.
The two top things that came up were:
- Quest items (the “other” guy managed to get 3 midnight stones and get a nasty sword while they got the rats in the ruins quest)
and
- Waiting for someone to finish a tactical battle.
It’s one of those, we’re going to get maimed no matter how we do it.
So in my view, because Elemental is a brand new franchise, we have literally years to perfect this kind of stuff. Better to see what works and doesn’t over the coming weeks, months, years and provide that to players.
For instance, I’m an ex-Magic the Gathering addict. I think there’s a lot of potential for stand-alone tactical battles where players pre-choose their “decks” (spells and resources) and play 1 on 1 this way.
At the risk of losing sales, I would much prefer players know what things the game is good at (single player) and what things are weak for the game at release (the MP “fun”).
If I were to go around touting out awesome MP is, I would be lying and when we add something that really does make MP special, I think people would rightly be skeptical.
After Demigod, our #1 goal with MP was making it bullet proof and in that area, we’ve succeeded (basically we simply spent hundreds of thousands of dollars in setting up world wide servers to host the games for people). But the benefit is that those servers are there. We can expand what they do.
As you guys on Qt3 know, we (you guys and I) are classic gamers for the most part. We can come up with cool stuff and put them in. There’s not some “marketing arm” or something to get all this filtered through. We’ll think of cool stuff to do together and then implement it.
We’re not even making a new game for 2011. It’s all Elemental. Heck, I had to kick people out of the building today because they’re still working crazy hours even though we went gold last week. Once I get them “unaddicted” to coding on the game, they’ll be ready to start putting in fresh new ideas from players.
There’s a lot of cool stuff in the gold version that I think people will really appreciate. The Hiergamenon stuff (and you can thank Tom Chick for this because he is the one who really turned me on to the importance of making data easily available) is really advanced in the gold version.