|It will always be Not Master of Magic for me |
I have some questions, if there is something that can be answered at this moment, thanks in advance.
How many single players modes it will have? You mention at the webpage a campaign telling the story of Elemental, but will you offer non story driven campaign too?
There will be single-player skirmishes ala GalCiv or Civ4.
What are the objectives for the creation part? how many aspects will be able to be manipulated? will it be part of the game or you have to work on that on a separated editor (one of the many things I loved from MoM was the ability to forge items that were mine, created by me as part of my campaign and war effort).
There will be pre-made maps and randomly generated maps in which players can insert a large number of variables in deciding what kind of world they want.
|I guess it will have random maps, what is the target for sizes? |
From tiny to ridiculously large. We are also making a 64-bit native edition to support even larger worlds.
|What type of feedback are you looking for the beta process? |
Everything. The beta process starts about 9 months before release so that beta testers can seriously mold the game.
On a personal note, for me the beta process is the whole point of making the game as that's what helped get me into game development in the first place.
I was one of those Usenet guys on comp.sys.ibm.pc.games.strategic hanging out talking about games and picked up Teach yourself C in 21 days to start writing (this is obviously a long time ago now). So hanging out with other gamers to tweak and add to the game is the best part.
|Any extra payment for the MMO part? what is the general idea of this? |
No. It's not really an MMO part as much as Impulse hosting the game on the cloud to make it much easier for people to interact with their "world" with their friends.
How will you organize the generated content and make it work as part of a balanced strategy experience? What limits can we expect from the creation side?
What users submit we moderate and categorize. Players can then choose what kinds of user created content they want to make use of.
The "Pollination" works like Spore?, where I start a single player campaign and I don't know exactly what I'm going to find?
It's somewhat different than Spore. The idea is that the worlds you get will slowly evolve based on what players make. New races, new types of buildings, new technologies, new spells, new units, etc. will alowly find their way into the game if users choose to the option to allow user submitted content.
The moderation will categorize it and rate it on quality and then users can choose what kinds of content (and of what quality threshold) they want. We do this to a large degree today with WindowBlinds and our other non-game stuff.
|What about diplomacy? will you try to improve the achivements of GalCiv on that? Will you be able to be influential to other civilizations, develop trade routes or work in resources? |
We plan to overhaul the diplomacy engine we had in GalCiv so that there's a lot more options in Elemental. The beta testers will have a lot of influence on this part.
|What type of players are you looking the most for the beta process? 4x experienced players? people who played MoM and AoW:SW? What is the type of things you need more intensive testing? |
People who would buy this type of game.