I have not tried this badboy out, but soon. Link
Elemental War of Suckage: Was it Scrumfail?
I’m a huge advocate of scrum and agile project management, but there are a lot of snake oil salesmen out there that really don’t know jack shit about Scrum and have had a 2 day training but no real project experience, know less about Agile theory as a basis of why Scrum is what it is and can’t even spout the Agile Manifesto on command (sorry you HAVE to be able to do this if you think you know agile software development) and a lot of companies that try to dip their toes into it and get burned because they do not by any definition understand the fundamentals. That said, a lot of game companies are moving to the scrum model, some Blizzard folks were at my training in March with Mike Cohn, and I can only assume Torchlight was managed via some form of scrum (I’d be very curious to confirm this if anyone knows). So game companies have had success with the methods.
With the disasterous failure of the initial release of Elemental War of Magic basically tanking the game for now and the future (who will care about this in 18-24 months when it’s fixed?), I want to know if it was a game company trying to do Scrum for the first time, assuming that the rapid development and approval cycle would lead to a good game? It’s tough to tell, but with the constant releases of screens and gameplay to the public early on, I’m betting this was a factor. It’s not THE factor though: granted you had the owner of the company working as a developer, designer and product owner for the game per his admittance (honesty is nice to see in the industry), and that would taint any type of project method, whether waterfail or scrum. Who on his team would tell him–” boy boss, this game sucks bad and is fundamentally not fun and lame and you tried to copy a game design from 1994 that sucked in the first place?” Only someone who is quitting that moment. What’s more, because the team may have been doing scrum, team member happiness can be at it’s maximum possible during the development process– adding to the “this game will be great” pollyannishism because team members know what they need to do, what the goals are and have a massive level of autonomy to get their shit done (this makes good developers happy and the bad quit and go somewhere where they can be mediocre together with others via the Waterfail method). We’ll have to keep watching to see if any clues drop as to their development methods. Oh and see Keneda’s review here.
New Minotaur Shock!
Elemental: Where’s The Magic?
Elemental: War of Magic is now about one week old and up to v1.06 and is no where near balanced or complete, but hey it doesn’t really crash anymore. This game is getting glowing reviews from hard core fans because in the future it will have good mods and will be patched by the developer to deliver on the idea that it is the spiritually successor to Master of Magic. What the flying fuck is wrong with people? $50, that is what you just paid for the hope that the game is functional some day. Bullshit.
Put simply, this game plays like a jokeshop of broken concepts. To prove how broken the game is I played several games where I purposely upgraded my military only and won handily over the computer. I ignored the other 4 tech trees completely, save for getting level 1 diplomacy for road building. I only cast summon spells and won. I didn’t use something like 50 or so other spells because they are completely POINTLESS. The only thing you need to win are superior numbers of units, that’s it. A player putting more points into magic is just wasting capital, military trumps magic EVERY FUCKING TIME.
3 years to make this game. The developer spent 3 years to make a shitty CIV clone with useless features.
So here is the feature list from the Elemental website along with my comments to help explain the reality behind this turd:
“A strategy game in an RPG world.”
The most limited RPG world because of the worst balancing problems EVER! You start the game with one “super” unit, your sovereign. This character has 8-10 stats you can lv up over the course of the game as you win battles. BUT only one stat allows you to gain mana and thus cast more spells per turn, breaking your choice of what to lv up. So you just put all your points into the mana stat every time you level. And then magic is really useless except for the summonable units, so what the fuck? BROKEN, zero RPG elements. You can give your character items, in fact you can give them UNLIMITED rings and necklaces that provide bonuses for combat. But who cares because you never really want to use your RPG style characters in combat, its MUCH better to just use the military units. BROKEN.
“Randomly Generated Maps.”
As far as I can tell this is true and works. The game has two modes for viewing the map, a 3d view and 2d view. You’ll quickly stop using the 3d view because of movement issues, you’ll think that you’re telling your units to move to one area, only to find you can’t click there or some other type of interface bullshit failure. So you switch to 2d view, which actually looks cool and works well, with minor “hey is that a spot I can move, click click click click, no, no i can’t move there? what the fuck? okay i guess i can’t move there”.
“10 Unique Factions.”
Doesn’t fucking matter! You can win with military only quickly and effectively every time, no diplomatic enemy will ever out diplomacy you. No AI will use magic to fend off your unit stack EVER. Factions = Fucked.
“In-Depth unit and character design.”
Character design that is unnecessary and clunky in implementation. Seriously you never need to design a custom unit ever.
“Tactical Battles.”
Fail! You only need to do one or two tac battles early on. once you get your unit stack up to 600+ attack you can beat anything without having to waste time in tac battles. There’s nothing of benefit in tac battles, zero.
“Rich, story-driven campaign developed by Random House’s Del Rey.”
AHAHAHAH this is a complete fucking joke. The campaign is boring and initially full of bugs. There is no sense of urgency in the campaign, so you can just sit back and build up your unit stack and once again steamroll through the fights with increasing boredom.
“Incredible replayability.”
No. Magic sucks, diplomacy is a jokeshop, RPG elements are meaningless, only military matters. There is so little to replay for it’s sad.
“Single player or Multiplayer (up to 16 players).”
Pretty sure multiplayer is still disabled/unimplemented I think. And if does work, who the fuck would want to try to play this busted ass unit stack vs. unit stack mess?
“Plays on very low end hardware.”
The maximum number of people can see how unbalanced and devoid of fun the game is.
“Takes advantage of the latest hardware.”
? To do what? What does it do on my new fast computer that is great? I had to turn of 3d map mode just to be able to see the map clearly and move my units around, the game forces you to play “low rez”, how is that taking advantage of the latest hardware?
“Massive modding support.”
Who cares about this now. I paid $50 for a fun, working game now.
“From the people who brought you Galactic Civilizations and Sins of a Solar Empire.”
I should have known Elemental was going to be all concept and zero delivery. I tried to play GC and couldn’t because it felt like shit. SoaSE, I tried to play the tutorial and got so fucking bored I quit. I’ve done that 3 times, what a bunch of fucking ass taco.
The Birthday Imperium!
As we age and degrade due to O3 toxicity, birthdays become less about seemingly random fornication and crop sickness and wrestling and more about exceedingly nerdy pursuits. Mine for this year is a 6+ hour long game of Twilight Imperium + Expansion hosted by a buddy. I’ve railed on this game’s 3rd edition for years now because the basic set with the basic set of rules is basically a broken game that has little to do with the movement of your pieces on the map board, and other than the pieces, is altogether worse than 2nd edition. However, with the expansion, Fantasy Flight has purportedly fixed the terrible issues and I’m using my birthday gaming day to test out once and for all whether it’s a keeper.
That said, I’m completely willing to keep games that are played once every year or two– some are MONSTERS and really only need to be pulled out that often to deserve a place on the shelf. I obviously would never part with my copy of Republic of Rome, though I’ve only gotten 2 plays with my set. With the base set of TI3, my local play group essentially asked for it never to be pulled out again after a couple plays and that means it gets shot up to ebay. We’ll see if it’s worth it with the expansion this weekend. Expect an AAR!
No new splats in anathema–yet!
I looked into the release notes from Anathema and there are no new splat books supported, but bug fixes and updates to the existing splats (Solar, Dragon Blooded). This is a start, again, and still one I’m excited about as a GM. Frankly, I’d love to see and update with Fair Folk, as I fundamentally do not understand how they interact when in creation– outside creation in the Wyld it’s really easy to understand shaping combat with the graces, but how they get hordes of hobgoblins and behemoths into creation to fuck shit up is really difficult to piece together with the Splat Book.
New Anathema!
It’s been a long time– a brutally long time since Exalted’s fantastic character editor had a new version to include some of the post-Dragon Blooded splat books and expansions. I am very excited as it’s a really tough row to hoe to get some of the new character types built up, and as a GM, I have to generate tons of NPC’s (as they have a tendency to get squished a lot) and while I really like using Ed’s Exalted, the actual character sheets it generates are really quite bad and depressing, especially seeing how complete the rest of it is. Anyway, here is a link to the Anathema dev site.
I stayed a while and did more then just listen, I played Diablo 3
I had about 3 hours hours of play with the Diablo 3 BlizzCon 2009 build. The play was mostly broken up into 15 minute session, with a couple 30 min runs. I played each of the four classes in a portion of act two. The characters were already lv’d to around lv10.
Here are my impressions:
– Holy fucking shit it’s great.
– Witch Doctor seems over powered with his summons able to take almost all mob agro, leaving him free to deal damage from a distance free from danger.
– I died the most playing the Monk. Correctly timing his skills in combos seemed critical. This is no doubt part of the new play style being drawn up for Diablo 3. Less mashing attach and one spell, more balanced timed attacks with multiple spells interwoven.
– Spell interrupts seem unpolished, casts don’t start sometimes if you are melee’ing.
– The physics on the dead monsters have weight and feel “right”, bodies fall down, and rag-doll nicely, not like some games which heavily abuse rag-doll.
– Skill customizing with ruins/stones might be the best idea ever. It was not enabled in the build i played, but from how I was using skills constantly, being able to change your skills with mods should help to keep the game fresh.
– Good depth to the scenery around the level. Sometimes the scenery gets in the way of the game field covering the lower part of the screen hiding items, monsters and quest objectives.
– Move speed seems okay for combat the is no run/walk.
– The wizard had some fucking awesome spells, the Mirror Image spell had this incredible effect of the wizard splitting in two, you could almost feel the pulling and splitting.
– Barbarian two handed weapons sucked. I did way more damage using two single handed weapons.
– Mana regen allowed constant skill usage, you really had to spam skills to zap mana.
– Wizard had the best flow of skills I think.
– Largest mobs are around 15-20 monsters.
– Monsters required different approaches to kill, you can just see how much balance the Diablo 3 is designing when you have to change how you fight every couple minutes.
– Screen scrolling dropped frames every once in a while, shuttering a little bit.
– There was a couple here with their 2 children, one like 1.5 years old the other kid must have been 5-6 months. The childern were completely ignored so that the parents could play Diablo 3. Kinda disturbing.
– There’d are some tween girls being interviewed about their wow habits.
– Social awkwardness was at max.
Wow– Brink looks awesome.
Some good video action on Brink. I’m just shocked by the cartoony realism of the character models. They are gorgosity made flesh. All of the recent posts point to one sharp realization that probably cannot be realized by the time these games are out– I need a new computer.
The Horrible Heroes Continue
Other than improved and 3D graphics that actually hindered gameplay Heroes of Might and Magic 5 did nothing to advance the series except for having slightly better gameplay than the abortive version 4. Most fans of the series, after plodding through the more recent versions, are still playing HoMM3 from 1999, or, if they are normal people, have moved on long ago to other games. For those people like Steve, Matt and John who just can’t give up sitting in puke stained underwear from 6AM to 6PM in a crop sick daze playing HoMM hotseat in a co-mingled cloud of rump gasps–this is apparently a series that simply won’t die as the just announced Heroes of Might and Magic 6 proves.