Shame thanks to the various bitchers and whiners now we will get less info since frogs decided to stop doing as many dev journals. All come some asshats had to jump all over him in the latest ones. And people wonder why the majority of businesses NEVER respond to you on their forums...
I have read the dev journal that you're referring too: https://forums.elementalgame.com/395604/page/1/#replies
If it's Spyndel (post#12) that you're calling an asshat, you're just wrong. He wrote one of the most thoughtful posts I have read on this forum, assessing even better the situation than Tridus and Nick-Danger try to describe. It was my first (and last) Beta and I'm just a casual gamer so I didn't post much except for telling "Game X had this right" or giving a few ideas but I had that strange feeling that the Elemental project was not properly managed: ideas came and went without much rationale given (it's still the same it seems), no systematic going through the different features...
It seemed (it still seems to me) that there were no plan about what the game would look like. They put lots of efforts into the engine and the macro civ-like features (economy, city-building) but were oblivion to almost everything else, everything that makes a good fantasy game. As someone said, this game is more like a platform (Sorry, I don't mod either so it doesn't rejoice me). Did they know what their goals were or were they just "Hey, we're gonna make a cool game!" and are running like beheaded chicken since? Did these people, did Brad REALLY play all those past games to tell us he thought Elemental was ready? Perhaps, that's the scariest thing for me, that they just don't understand what they're doing.
Don't tell me that I should try to do better! I'm no CEO, no developer, no coder. But I buy and play games, I know what I like or dislike and I could make some analysis of my past games feature by feature to see what's fun, what isn't, what should, what could. Did they do it at Stardock? Did they have a part of a wall dedicated to MOM, AoW, Dom3 and others with their pros and cons, their plus and minus, and how each game resolved issue X? If not, that's what they should start with right now to 'make surgery'. Taking the time to design what they want, then implement it. But what are we getting? Let me quote Spyndel:
Might I suggest while you're modeling tactical combat after a cartoon, you might slip in playing a few *games* that do grid based tac combat well. You sell a couple in your own Impulse store. See how they handle things like combat speed and initiative, movement, counter attacks, target selection strategy, unit roles and tactical variety , which would in turn grant more desperately needed diversity to the unit design process which the game is built around.
With respect, and with apologies for being grumpy, we've had years now of pie in the sky posts about fluffy conceptual goals based on Tolkien or your favorite anime, that have gotten us to where we are currently at. By your own admission during your recent posts, the dev team had become too enamored with that sort of thing during the dev process, at the expense of basic gameplay. We need nitty gritty, down to basics, fundamental redesign of tactical gameplay based on proven mechanisms that work. Not "I want it to be like Dragonball Z...that show is cool!".
Spot on, Man! We were promised everything and the kitchen sink, we still are, but we have a saying in my language translating as "Pretty promises make fools happy!". When Brad says now "Give us your ideas!", I'm wondering where he has been for a year for many people went to great lenghts to describe and analyze mechanisms, concepts, calculations and such. It's all been said and been largely ignored. If they want what people thought about feature X, a little search and it's all there, there is even threads that compile suggestions. As for me, it usually takes me much time to craft my thoughts into meaningful sentences and posts, I won't repeat myself on something. Let's hope the more knowledgeable here can steer the boat into better waters! I shelve the game for some time.
The only other game that had me spend so much time in his forum pre-release was MoO3. Bad omen!
As for Istari: you just proved why some are afraid. Threatening to ban people for pointing at what we think is the core of the problem is low.
And we don't need "more developer journals" to dream about things that'll never be. We need to talk to developers to help them develop their vision of things before they begin to run to do it.
But I guess it’s easier to shoot the messengers, make some apologies, promise it’s gonna be alright and the game will be good. Good luck then! I shall be waiting to see whether you make it or not.